Ns2_Lush
<div class="IPBDescription">A dense Kharaa jungle map</div><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Introduction</u><!--sizec--></span><!--/sizec-->
Hi guys.
I'm Bablo and I've been around NS since 2002, I guess.
I bought NS2 about two years ago and been lurking around these forums since. I started posting now, as I started to create a map for NS2.
I used to do some various mapping projects for NS1 back in the day, but they were mostly siege maps and such for bunch of friends to play at lan parties.
I tried spark editor when it came out, but didn't have that much free time back then so forgot about it.
I decided to pick it up again a week ago and love it so far.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Map Setting</u><!--sizec--></span><!--/sizec-->
Ns2_Lush takes place in a Kharaa jungle planet.
Frontiermen have established a lab compound to study alien plants and analyze their soil to get more info out of the species.
Lab was left alone for a long time, until scientists found some Kharaa specimen in a nearby cave and the aliens started to evolve around the area.
Frontiermen pulled the scientists back from the location and sent the marines to clear the place out.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Goal</u><!--sizec--></span><!--/sizec-->
My goal with the map is, to push the boundaries of the Spark editor and try to create a dense outdoor map, but still stable enough to be enjoyed with a smooth framerate.
I'm creating all the vegetation models myself and I try to create a unique colourful alien jungle.
The map has lots of cliffs and rocks in it, which blocks the views here and there to create occlusion culling to keep the framerate going, but not block too much to keep the feeling of an wide outdoor map.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Layout</u><!--sizec--></span><!--/sizec-->
Map has six main points of interest:
<ul><li>Marine Landing</li><li>Power Station</li><li>Lab Compound</li><li>Waterfall area</li><li>The Dig Site</li><li>Kharaa Cave</li></ul>
Layout is pretty simple:
<img src="https://dl.dropbox.com/u/9284465/lushlayout.jpg" border="0" class="linked-image" />
Current start locations are Kharaa Cave and the Landing Pad, but I might make it to random with Power Station and the Dig Site included if it fits the map.
<u><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Progress<!--sizec--></span><!--/sizec--></u>
I've been currently working with the map for about three days.
I'm blocking out the areas and testing custom textures. Also studying out what is the best way to create a framerate-friendly forest within the engine.
A lot of my time so far has gone in to the UWE's model compiler, which is giving me errors and is not compiling my *.DAE files. ( You can see the thread about the errors here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119161" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=119161</a> )
<strike>So, if there is someone who could help me to compile my models that would be a huge help. Of course the ultimate goal would be to get the compiling work on my computer too.</strike>
Sorry, no screenies yet, I want to get some of the vegetation in game before showing the first screens so you can get the idea better.
I've currently blocked out about half of the map and when I get the other half done and the vegetation in I can run the initial test of the layout and the framerate test.
<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->TL;DR<!--sizec--></span><!--/sizec--></u>
Creating a dense jungle map with custom vegetation models.
Marines have built labs and s*it until Kharaa got pissed. <strike>Need help with model compiling.</strike>
Cheers,
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Bablo<!--sizec--></span><!--/sizec-->
Hi guys.
I'm Bablo and I've been around NS since 2002, I guess.
I bought NS2 about two years ago and been lurking around these forums since. I started posting now, as I started to create a map for NS2.
I used to do some various mapping projects for NS1 back in the day, but they were mostly siege maps and such for bunch of friends to play at lan parties.
I tried spark editor when it came out, but didn't have that much free time back then so forgot about it.
I decided to pick it up again a week ago and love it so far.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Map Setting</u><!--sizec--></span><!--/sizec-->
Ns2_Lush takes place in a Kharaa jungle planet.
Frontiermen have established a lab compound to study alien plants and analyze their soil to get more info out of the species.
Lab was left alone for a long time, until scientists found some Kharaa specimen in a nearby cave and the aliens started to evolve around the area.
Frontiermen pulled the scientists back from the location and sent the marines to clear the place out.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Goal</u><!--sizec--></span><!--/sizec-->
My goal with the map is, to push the boundaries of the Spark editor and try to create a dense outdoor map, but still stable enough to be enjoyed with a smooth framerate.
I'm creating all the vegetation models myself and I try to create a unique colourful alien jungle.
The map has lots of cliffs and rocks in it, which blocks the views here and there to create occlusion culling to keep the framerate going, but not block too much to keep the feeling of an wide outdoor map.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><u>Layout</u><!--sizec--></span><!--/sizec-->
Map has six main points of interest:
<ul><li>Marine Landing</li><li>Power Station</li><li>Lab Compound</li><li>Waterfall area</li><li>The Dig Site</li><li>Kharaa Cave</li></ul>
Layout is pretty simple:
<img src="https://dl.dropbox.com/u/9284465/lushlayout.jpg" border="0" class="linked-image" />
Current start locations are Kharaa Cave and the Landing Pad, but I might make it to random with Power Station and the Dig Site included if it fits the map.
<u><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Progress<!--sizec--></span><!--/sizec--></u>
I've been currently working with the map for about three days.
I'm blocking out the areas and testing custom textures. Also studying out what is the best way to create a framerate-friendly forest within the engine.
A lot of my time so far has gone in to the UWE's model compiler, which is giving me errors and is not compiling my *.DAE files. ( You can see the thread about the errors here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119161" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=119161</a> )
<strike>So, if there is someone who could help me to compile my models that would be a huge help. Of course the ultimate goal would be to get the compiling work on my computer too.</strike>
Sorry, no screenies yet, I want to get some of the vegetation in game before showing the first screens so you can get the idea better.
I've currently blocked out about half of the map and when I get the other half done and the vegetation in I can run the initial test of the layout and the framerate test.
<u><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->TL;DR<!--sizec--></span><!--/sizec--></u>
Creating a dense jungle map with custom vegetation models.
Marines have built labs and s*it until Kharaa got pissed. <strike>Need help with model compiling.</strike>
Cheers,
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Bablo<!--sizec--></span><!--/sizec-->
Comments
Now I'm a lot closer to get first screens for you guys.
Looking forward to seeing what you produce. :)
Looking forward to seeing what you produce. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Bablo and the members of the Community Map should consider working together. A jungle map would require a lot of work for just the custom props, let alone the entire map. Collaborating would make things go much more smoothly and more quickly.
I totally agree. ;)
I can give away all the custom models that I do to my map for the community if they are useful to anyone. When I finish them.
Good luck Bablo! I'm looking forward to seeing what you come up with.
Thanks. :)
<img src="http://static.inky.ws/image/2296/image.jpg" border="0" class="linked-image" />
<img src="http://static.inky.ws/image/2297/image.jpg" border="0" class="linked-image" />
<img src="http://static.inky.ws/image/2298/image.jpg" border="0" class="linked-image" />