[WIP] ns2_nest

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  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    edited January 2012
    Original Posts Link is updated with the newest version of the grey box remake.
    Old version is removed.
    Or Download Here: http://dl.dropbox.com/u/32942522/ns2.rar

    Just about finished the grey box. Could do with some feed back as it's easier to rework an area in this early stage. in particular where some vents or tunnels should be as i'd like more.

    All Tech Points and Res Locations are powered
    Commander View in good working order.
    General layout complete,


    Still to do.
    re working Center of map
    Hive 1 needs another exit point. trying to include center of map.
    A few ceilings in some locations
    Outdoor areas enclosed with collision geometry.
    A bigger ready room.
    A mini map.

    Known issues.
    Hive 1 some times doesn't start with a completed power node. ????
    Some corridors have no power. as they have no location entities.
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Members, Reinforced - Shadow Join Date: 2010-07-30 Member: 73364Posts: 310
    what are your plans on creating light sources if it's in a natural pseudo-outdoor environment? will you be placing light posts connected to power-cords? underground electric pipes? outposts or portable generators scattered throughout the level?

    or will the level be perpetually lit by daytime?

    personally I hope you end up making it nighttime, and find creative ways to add light sources so aliens can cause mayhem in darkness.
  • YuukiYuuki Members Join Date: 2010-11-20 Member: 75079Posts: 1,731
    Looks good.

    What we should look at now is starting position (random or fixed?), res nodes, traveling times and stuff like that. A screen from the top :

    image
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    edited January 2012
    image
    upload images

    Light Source was planning on dusk theme. Low light enough to see in the outdoor areas with rock features casting dark shadows.

    Was planning the generators with the vertical power nodes with 4 spot lights around them, like the original map. They casted some great realtime shadows. Honestly lighting is something I'll do last as it's very time consuming.

    Starting Postions I originally planned a static marine spawn but if the timings are even, no reason not to have random. Hive locations will defintly be random if marine spawns static.

    I'm also wondering if another tech point is needed ?
    Hive 2 a middle Hive like cross roads from summit, Develop the left side of hive 2 into a 5th tech point?
    Post edited by Unknown User on
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • YuukiYuuki Members Join Date: 2010-11-20 Member: 75079Posts: 1,731
    Can't open the big image, the link is wrong it seems. I would go for static marine spawn, it's very hard to balance otherwise with the vents.

  • FroztyFrozty SWEDENMembers Join Date: 2012-01-22 Member: 141596Posts: 164 Advanced user
    QUOTE (WorthyRival @ Jan 30 2012, 09:10 PM) »
    image
    upload images

    Light Source was planning on dusk theme. Low light enough to see in the outdoor areas with rock features casting dark shadows.

    Was planning the generators with the vertical power nodes with 4 spot lights around them, like the original map. They casted some great realtime shadows. Honestly lighting is something I'll do last as it's very time consuming.

    Starting Postions I originally planned a static marine spawn but if the timings are even, no reason not to have random. Hive locations will defintly be random if marine spawns static.

    I'm also wondering if another tech point is needed ?
    Hive 2 a middle Hive like cross roads from summit, Develop the left side of hive 2 into a 5th tech point?


    Looks really cool :)
    Guess this will be the first "outdoor" map haha
    4zSsY3w.png
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Members, Reinforced - Shadow Join Date: 2010-07-30 Member: 73364Posts: 310
    edited January 2012
    now I'm really excited for this map, outdoor environments are always awesome.

    for the "dusk" lighting, I hope you really pronounce it, making the alien sun clearly visible in the distance, and casting large and clearly defined shadows at extreme angles amongst the ominous orange glow.

    image

    It would make an amazing contrast between dark and light.
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    edited February 2012
    Map Update.

    Download here
    http://dl.dropbox.com/u/32942522/ns2.rar

    Added an overview.
    Middle of map reworked.
    Added 2 basic textures too walls and floor.
    Added turtle skybox for aesthetics.
    Lowered lighting intensity.
    Tweaked some geometry to look like rock faces.
    Enlarged basic ready room with 32 player starts.
    Enclosed map with death trigger floor and walls and added a collision ceiling.
    Added Static Marine Start, Random Alien Starts.
    Post edited by Unknown User on
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    edited February 2012
    So this grey box is ready for some basic testing.
    Link: http://dl.dropbox.com/u/32942522/ns2.rar

    Any feed back would be great.

    There is still so much to do but I'd like to get it out there, So if there is something I've over looked that you happen to spot I can fix it now while its still basic.
    let me know what you think ?
    Any major concerns ?
    If an area could be developed better ?
    needs more of etc etc

    Known issues.

    not all paths have power.
    The planned open areas are still open.
    there is no cover ( it's coming)

    Screenshots
    image image image image

    image image image image

    image
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • twilitebluetwiliteblue bug stalker Members, NS2 Playtester, Squad Five Blue Join Date: 2003-02-04 Member: 13116Posts: 1,994 Advanced user
    edited February 2012
    Wow! This map is Massive! It's as big as a small zone in WoW.

    To make your map, you'll need to a lot of occlusion geometry. Almost the entire map worth of terrain is visible from everywhere.

    It makes me sad what such a grand map won't be playable in normal NS2 mode, because of its sheer size and balance problems. With this much unrestricted space, Lerks would dominate the map before Marines get a chance to unlock Jetpacks.

    I do like your map for testing Lerk flight very much. :D
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    edited February 2012
    Yes the size is something I'm constantly at odds with. But rescaling the map is very easy at this stage.

    I just recently scaled it up by 20% as it's smaller size felt great, but then I thought about once I place props it would feel cramped in corridors. like in mine shaft as an onos. As it's a blank canvas so to speak, once props and more cover are added a lot the wide corridors and open spaces will naturally shrink.
    Post edited by Unknown User on
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • YuukiYuuki Members Join Date: 2010-11-20 Member: 75079Posts: 1,731
    Just had a quick look at it. Some random though:

    - The left part from marine start feels very unconnected.
    - Right part looks great, with the different heights and paths.
    - Keep static spawn for marines, it's gonna be really hard to balance otherwise.

    - You should definitively get a second, or even a third material in addition to rock,
    uniformity makes everything look the same and thus hard to navigate, and it doesn't look
    very good. Maybe some marine start could be a bit different from the rest. I would love a
    very sharp and geometric kind of rock just build from geometry mixed with the round one from the game.

    - You could create some "arcade" zone for the marines, where they can climb up some part
    of the map using small ledges and jumps, could be really fun (there is already some parts like that).

    - Light: Dusk sounds good, but make it bright and colorful, I'm really tired
    of the dark grey maps, bright maps seems always to be more popular for some reason. Something like
    Vladimir posted would be awesome.

    - Performances : I got a lot of fps now, but the map is quiet empty. If you keep a modest style on props
    and other eye candies it should be playable even with the big open spaces.

    - Openness: Ceiling is really low for lerks, I would like a completely open map, but it might be a bit
    bad for performances... I don't know how so fix that, but it feels a bit weird now.
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    Thanks for your feed back Yuuki.

    So I've taken an hour to develop the left side of marine spawn a with a few of your suggestions.
    Connectivity - added ramp to the upper res node.
    Lighting - More bright with dusk theme. Especially for the outdoor areas. Tunnels and closed corridors will be darkish.
    Materials - A few props to break up uniformity.

    image image

    Just remember the map essentially a grey box with 2 textures, A floor and wall texture. more textures will be added to break up the uniformity as will props but there are so few for the outdoor theme I have in mind.

    I'll try to think of a few other areas to develop arcade zones. I like them too.
    I plan to make Marine start look marine controlled. It's a bare rock room at moment but that will come in time.
    I don't feel the ceilings low for lerks. You just can't fly over the map for shortcuts. The ceiling is there to force you around the pathways and keep draw distances.
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • YuukiYuuki Members Join Date: 2010-11-20 Member: 75079Posts: 1,731
    I tried to put some strong spots, it looks cool despite all the bugs.. theses lights bugs are really annoying.

    image

    image
  • twilitebluetwiliteblue bug stalker Members, NS2 Playtester, Squad Five Blue Join Date: 2003-02-04 Member: 13116Posts: 1,994 Advanced user
    Off-topic: After playing on the graybox version, I suddenly developed a hunger for a city scape map (think Metalopolis in SC2).
  • WorthyRivalWorthyRival Black Armor Division Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow Join Date: 2006-11-07 Member: 58470Posts: 557
    image image image image

    image image image image
    Worthy's Co_Maps.
    ns2_co_assault Fourms, Workshop,
    ns2_co_nest Fourms, Workshop,
    ns2_co_chuteout Fourms, Workshop,
    ns2_co_portals Marine Start and Room 5 Fourms, Workshop,

    Worthy's NS2_Maps.
    ns2_nanogrid Fourms, Workshop,

    Worthy's XS_Maps.
    xs_maze Workshop,

    Worthy's Marine Vs Marine Maps.
    mvm_assault Workshop,
    image
  • zombiehellmonkeyzombiehellmonkey Members, Squad Five Blue Join Date: 2007-08-31 Member: 62093Posts: 304
    Wow, this map is certainly coming along, I really like the look. It almost has a Skyrim feel to it.
    NS2_Kleos
    Subscribe now on NS2 Steam Workshop!
    image
    Kleos (Greek: κλέος) is the Greek word often translated to "renown", or "glory".
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