ns2_addison

DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
edited April 2012 in Mapping
<div class="IPBDescription">My first time ever mapping</div>Hey All,

So i thought i'd post up some shots of my map: ns2_addison (named after my daughter who is due in the next week or so). I have never mapped for any game before and am enjoying doing it a lot! You have all helped me out quite a bit and im very grateful for your support. Please criticize my map below and let me know what you think good or bad.

First part of Ready Room:
<img src="http://forum.fragspace.co.nz/map/2012-04-12_00001.jpg" border="0" class="linked-image" />
<img src="http://forum.fragspace.co.nz/2012-04-12_00002.jpg" border="0" class="linked-image" />

Marine Spawn:

<img src="http://forum.fragspace.co.nz/map/2012-04-12_00003.jpg" border="0" class="linked-image" />
<img src="http://forum.fragspace.co.nz/map/2012-04-12_00004.jpg" border="0" class="linked-image" />
<img src="http://forum.fragspace.co.nz/map/2012-04-12_00005.jpg" border="0" class="linked-image" />

Random Hallway and Room with Vent:

<img src="http://forum.fragspace.co.nz/map/2012-04-12_00006.jpg" border="0" class="linked-image" />
<img src="http://forum.fragspace.co.nz/map/2012-04-12_00007.jpg" border="0" class="linked-image" />
<img src="http://forum.fragspace.co.nz/map/2012-04-12_00008.jpg" border="0" class="linked-image" />

Comments

  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    edited April 2012
    How do I properly say this. . .

    You have a style you don't even know you have.

    I would love to play this. This map is such a unique approach to mapping on Spark. Sure I can criticize this or that, but it would take away from your style. My advice is, just keep mapping and get us something to play!
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    edited April 2012
    <!--quoteo(post=1924396:date=Apr 12 2012, 12:42 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Apr 12 2012, 12:42 PM) <a href="index.php?act=findpost&pid=1924396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do I properly say this. . .

    You have a style you don't even know you have.

    I would love to play this. This map is such a unique approach to mapping on Spark. Sure I can criticize this or that, but it would take away from your style. My advice is, just keep mapping and get us something to play!<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks Zastels! That means a lot to me. I will definitely keep it up, i try to map at least an hour or 2 a day so i will let you know when the first playable alpha version of the map is ready :D
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Great start, keep it up.

    I really like your lighting style :)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    I am such a sucker for creative lighting like you have in the last 2 screenshots! On a less positive note though, the top ready room screenshot shows a real discrepancy between the wall, floor, and ceiling textures where they meet. There's also an awkward transition into their corresponding textures in the corridor beyond the Join Marines sign.

    Other than that, it looks really interesting, and I look forward to seeing it develop.
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    edited April 2012
    <!--quoteo(post=1924416:date=Apr 12 2012, 01:21 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 12 2012, 01:21 PM) <a href="index.php?act=findpost&pid=1924416"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am such a sucker for creative lighting like you have in the last 2 screenshots! On a less positive note though, the top ready room screenshot shows a real discrepancy between the wall, floor, and ceiling textures where they meet. There's also an awkward transition into their corresponding textures in the corridor beyond the Join Marines sign.

    Other than that, it looks really interesting, and I look forward to seeing it develop.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks mate :-D, yeah the ready room was literally last minute textured quickly as a place holder as i had to leave for work but quickly took a shot before i left. I ceiling and wall are all met up correctly just the ceiling texture is on a crazy rotation for some reason - will fix and keep posting :-)

    As for the floor, wall and ceiling - its purposely not straight the walls curve in to meet the entry point, will try post up some different angles for you.
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    edited April 2012
    Hoping to get some more shots up later this week and maybe a video walk around guys :D
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    yeah I like the last 2 screenshots aswell, maybe it's due to the lack of lighting like that in the current maps that draws my attention but either way it looks good
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    First off congrats on the daughter m8, hope everything goes well and pretty name.

    Onto the map, it's a great first attempt considering you have never created a map before so I'm not going to criticize it too harshly, it's all just stepping stones to learning some of the more advanced brushwork / lighting techniques that the more experienced mappers use.
    First off try not to mix your lighting too much, if you read through some of the more recent threads about lighting on the forums you will find fairly good descriptions from FMPONE as to how to create some really nice lighting.
    As for brushwork, there are some tutorials spread throughout the forums as well from psyk0man and various other people, just different things you can add to your map to make it more detailed, also I recommend just looking at the general screenshots of other peoples maps or running around the official ones to see what they have done with like trims, prop placement e.t.c.

    But yeah it's a great first attempt keep at it.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    I really like the shape and location of this hall right here. More halls in NS2 need to be shaped like that.

    <img src="http://forum.fragspace.co.nz/2012-04-12_00005.jpg" border="0" class="linked-image" />
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1924696:date=Apr 12 2012, 01:23 PM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Apr 12 2012, 01:23 PM) <a href="index.php?act=findpost&pid=1924696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First off congrats on the daughter m8, hope everything goes well and pretty name.

    Onto the map, it's a great first attempt considering you have never created a map before so I'm not going to criticize it too harshly, it's all just stepping stones to learning some of the more advanced brushwork / lighting techniques that the more experienced mappers use.
    First off try not to mix your lighting too much, if you read through some of the more recent threads about lighting on the forums you will find fairly good descriptions from FMPONE as to how to create some really nice lighting.
    As for brushwork, there are some tutorials spread throughout the forums as well from psyk0man and various other people, just different things you can add to your map to make it more detailed, also I recommend just looking at the general screenshots of other peoples maps or running around the official ones to see what they have done with like trims, prop placement e.t.c.

    But yeah it's a great first attempt keep at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Personally, I like mixed lighting, and I'm tired of seeing the same old standard gradients slowly shifting from room to room. :/
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    Some interesting conceptions.

    You need to limit yourself on texture use though -- it looks a little cluttered.
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    Some more shots from this morning:

    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00001.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00002.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00003.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00004.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00005.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00006.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00007.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00008.jpg" border="0" class="linked-image" />
    <img src="http://forum.fragspace.co.nz/map/2012-04-13_00009.jpg" border="0" class="linked-image" />
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    <!--quoteo(post=1924786:date=Apr 13 2012, 09:24 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Apr 13 2012, 09:24 AM) <a href="index.php?act=findpost&pid=1924786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some interesting conceptions.

    You need to limit yourself on texture use though -- it looks a little cluttered.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah one thing i struggle with is what to use instead of just texturing everything or using the same pipe prop e.t.c, can you make any suggestions?
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Im liking your progress drakennz, looks really good!
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
  • SoilSoil Join Date: 2012-01-15 Member: 140617Members
    Hey - this seriously looks awesome :) don't really know anything about mapping but for some reason it reminds me of NS1 kinda style D: I mean that in a completely awesome way! Lookin forward to it :>
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    <!--quoteo(post=1925450:date=Apr 15 2012, 11:02 AM:name=Soil)--><div class='quotetop'>QUOTE (Soil @ Apr 15 2012, 11:02 AM) <a href="index.php?act=findpost&pid=1925450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey - this seriously looks awesome :) don't really know anything about mapping but for some reason it reminds me of NS1 kinda style D: I mean that in a completely awesome way! Lookin forward to it :><!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks Soil! as NS1 was basically my life for several years (first game i ever really got into) i do have a vision in mind to try stay true to the NS1 roots but adapt my vision to suit NS2, the implementation of "double res" points which i loved in NS1 will be apparent in addison.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    There is a sad lack of real double node rooms :( I bet they play alot in NS2 with the Khamm
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