ns2_hera

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  • SentrySteveSentrySteve .txt Members, Constellation Join Date: 2002-03-09 Member: 290Posts: 2,816 Advanced user
    I usually don't check this sub-forum out, but I need to start. The talent in this community blows me away. You two are incredible!
    sentrysteve.txt
  • LofungLofung Members Join Date: 2004-08-21 Member: 30757Posts: 903
    please keep up with the clean style :D this is what we lack now and we used to have it in tanith/eclipse/veil..
  • JanosJanos Members, Constellation, NS2 Playtester Join Date: 2002-08-02 Member: 1050Posts: 390 Fully active user
    QUOTE (Lofung @ Nov 23 2012, 04:26 AM) »
    please keep up with the clean style :D this is what we lack now and we used to have it in tanith/eclipse/veil..


    With the current art assets it's hard to build a clean style theme that doesn't in some way directly look like Veil, we are trying to keep to the clean style as much as possible while attempting to 'grunge' it up a little.
    I'm personally really excited to finally show what we have come up with and will be updating the forums within a few days hopefully with the updated marine spawn.
  • killer monkeykiller monkey Members, Reinforced - Shadow Join Date: 2010-02-26 Member: 70743Posts: 574 Advanced user
    Pretty lucky that theres a hologram already.
  • JanosJanos Members, Constellation, NS2 Playtester Join Date: 2002-08-02 Member: 1050Posts: 390 Fully active user
    QUOTE (killer monkey @ Dec 8 2012, 07:47 PM) »
    Pretty lucky that theres a hologram already.


    Indeed, but we are hoping to create some custom 'holo' props for Hera in the near future.
  • alibialibi Members Join Date: 2009-11-20 Member: 69445Posts: 172 Fully active user
    edited December 2012
    Hey guys.
    First of all, apologies from both of us for slow updates! Have been exceptionally busy with work/life/etc.

    Together we have been working to find a unique theme for our Hera.
    We decided to each design a room to polish and bounce our styles back and forth with a few detail passes periodically.

    Truthfully neither of us wanted to do the Marine Spawn but scenes as I designed the front facade with something in mind for inside I was lumped with the challenge.

    MS probably needed the most redesign work of all rooms. I have opened it right up and added some marine-friendly play spaces. The large space also helps eliminate the corridor crawl of 'Maintenance Corridor', too. I have done my best to retain some of the original Hera details including the catwalk over the door and the three ceiling crossbeams.

    It's not quite finished but close enough for a few screenshots to keep you in the loop until the rest is done.

    As with any remake, you are always walking on thin ice so our fingers are crossed you are happy with what you see so far!


    Techpoint:

    image


    View across to the door showing the ceiling height, TP location, ramps up around the door, and access toward cargo/reception etc.

    image


    Close up of the power node play space which also gives access to the catwalk:

    image


    ...and the catwalk as viewed from outside. Have changed a lot of textures to theme with inside.

    image


    More soon!
  • FlaterectomyFlaterectomy NetherlandistanMembers, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts Join Date: 2005-02-03 Member: 39643Posts: 939 Advanced user
    <3

    Great work, I love what you guys are doing. Hope I can approach your quality with Caged once I get to the detail phase, but I doubt it. I'm excited, I hope I can run around this map some day soon.
  • killer monkeykiller monkey Members, Reinforced - Shadow Join Date: 2010-02-26 Member: 70743Posts: 574 Advanced user
    I can only hope Origin will look half as good as that when Im done, damn that is nice
  • schkorpioschkorpio I can mspaint Members Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user
    possibly the coolest map ever made?
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
    thou shall slide!
  • fmponefmpone Members, Squad Five Blue Join Date: 2011-07-05 Member: 108086Posts: 928
    QUOTE (alibi @ Dec 15 2012, 08:37 PM) »
    Hey guys.
    First of all, apologies from both of us for slow updates! Have been exceptionally busy with work/life/etc.

    Together we have been working to find a unique theme for our Hera.
    We decided to each design a room to polish and bounce our styles back and forth with a few detail passes periodically.

    Truthfully neither of us wanted to do the Marine Spawn but scenes as I designed the front facade with something in mind for inside I was lumped with the challenge.

    MS probably needed the most redesign work of all rooms. I have opened it right up and added some marine-friendly play spaces. The large space also helps eliminate the corridor crawl of 'Maintenance Corridor', too. I have done my best to retain some of the original Hera details including the catwalk over the door and the three ceiling crossbeams.

    It's not quite finished but close enough for a few screenshots to keep you in the loop until the rest is done.

    As with any remake, you are always walking on thin ice so our fingers are crossed you are happy with what you see so far!


    Techpoint:

    image


    View across to the door showing the ceiling height, TP location, ramps up around the door, and access toward cargo/reception etc.

    image


    Close up of the power node play space which also gives access to the catwalk:

    image


    ...and the catwalk as viewed from outside. Have changed a lot of textures to theme with inside.

    image


    More soon!


    I haven't been around too much, but I wanted to compliment you on this
  • PogoPPogoP Environment Artist Members, NS2 Developer, Constellation Join Date: 2004-01-31 Member: 25827Posts: 455 Advanced user
    Fantastic stuff...

    Some areas are perhaps a little too visually noisy though. Especially in that second shot.

    Keep it up, this is looking badass!
  • MisterYoonMisterYoon Members Join Date: 2012-08-18 Member: 155747Posts: 279 Fully active user
    My very first reaction after seeing very first screenshot : wow...
  • JektJekt Members, Squad Five Blue, Reinforced - Shadow Join Date: 2012-02-05 Member: 143714Posts: 1,543 Advanced user
    Booo cargo containers. The geometry is more than suitable that it just becomes clutter. Otherwise looking good.
  • JanosJanos Members, Constellation, NS2 Playtester Join Date: 2002-08-02 Member: 1050Posts: 390 Fully active user
    QUOTE (Jekt @ Dec 16 2012, 04:54 PM) »
    Booo cargo containers. The geometry is more than suitable that it just becomes clutter. Otherwise looking good.


    It's there for a reason, to vis block players from seeing all the way across marine spawn as well as into the landing pad.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Members, Constellation Join Date: 2002-11-07 Member: 7608Posts: 4,405
    Are you basing the marine start off any of the NS1 iterations? Because I'm having trouble recognizing any part of it (with the exception of the landing pad). Otherwise, I like the geometry. The props at this stage do seem cluttered however, vis-blockers or not.
  • JanosJanos Members, Constellation, NS2 Playtester Join Date: 2002-08-02 Member: 1050Posts: 390 Fully active user
    QUOTE (Supernorn @ Dec 16 2012, 07:55 PM) »
    Are you basing the marine start off any of the NS1 iterations? Because I'm having trouble recognizing any part of it (with the exception of the landing pad). Otherwise, I like the geometry. The props at this stage do seem cluttered however, vis-blockers or not.


    As we stated previously we are redesigning quite a few areas of Hera, some sections will be more similar to the original than others, obviously marine spawn was completely redesigned from the ground up but we have kept a very basic layout of the original, for example the maintenance access is still in the same general area, the path to reception is roughly in the same area, the walkway above the door is still there, the elevator at the rear of ms is there.

    We are attempting to create a map that is more our own rather than a direct HD remake of the original like Eclipse or Veil.

    As for cluttered props, please be specific as to what you are referring to so we can make adjustments, this is just the first detail pass that we have completed.
  • alibialibi Members Join Date: 2009-11-20 Member: 69445Posts: 172 Fully active user
    Thanks for the feedback!
    fmpone: Humbled. Worth mentioning, many design pointers have come from Veil to keep at least some visual connection between the two from the originals.

    Appologies for the container. It has to stay. The rest of the little boxes are just there to compliment the whole Shipping Bay thing. Nothing is final. Anyways, I don't think containers in a shipping bay are a bad thing? hehe :D
    The most important thing about Hera is the story behind the rooms so we want everything to feel as real and honest as possible.

    But yeah, the room is large, probably the largest room in the map.
    Even if we were making a direct remake, the original MS was already too cramped to comfortably fit a TP.

    :)


  • killer monkeykiller monkey Members, Reinforced - Shadow Join Date: 2010-02-26 Member: 70743Posts: 574 Advanced user
    Rine start in very similar, it changed alot but I can place the original over top this
  • persoperso Members, WC 2013 - Supporter Join Date: 2003-02-19 Member: 13740Posts: 407
    Words do not suffice to describe how badass this looks. For some reason the striped texture under the cable in the second shot gives me the vibes. ;) This is how ns2 maps should look like.
  • SewlekSewlek The programmer previously known as Schimmel Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer Join Date: 2003-05-13 Member: 16247Posts: 2,341 Advanced user
  • NazulNazul Members Join Date: 2002-11-17 Member: 9052Posts: 278
    Hey! This looks like my future favorite map :o;) Nice atmosphere guys.. The colors really work well together and the brushwork and texturing are superb :)
    - Proud NS player -
  • InsaneInsane Anomaly Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer Join Date: 2002-05-13 Member: 605Posts: 3,912 admin
    Excellent work!

    I agree that it's a little visually busy in places - it might be ok in-game, but just make sure that key elements like techpoints and doors are easily noticeable at a glance.
  • PogoPPogoP Environment Artist Members, NS2 Developer, Constellation Join Date: 2004-01-31 Member: 25827Posts: 455 Advanced user
    By the way have you guys got a layout for this map yet? You really should have something in mind before you go about detailing the whole thing! Get it playtested lots and I'm sure it would be considered to be added officially!
  • ZekZek Members, NS1 Playtester, Constellation, Reinforced - Shadow Join Date: 2002-11-10 Member: 7962Posts: 4,690 Advanced user
    Looks amazing, but I'm also unable to recognize marine start from those screenshots. Maybe it's just the perspective, but the original was a pretty simple open room design whereas this one seems very busy and claustrophobic in comparison.
  • JanosJanos Members, Constellation, NS2 Playtester Join Date: 2002-08-02 Member: 1050Posts: 390 Fully active user
    edited December 2012
    QUOTE (PogoP @ Dec 17 2012, 03:35 PM) »
    By the way have you guys got a layout for this map yet? You really should have something in mind before you go about detailing the whole thing! Get it playtested lots and I'm sure it would be considered to be added officially!


    We have a layout sorted which is slightly different from the original layout as you can tell, marine spawn is one of two sections that we decided to detail along with reception, once those are completed we will finish off greyboxing the map and release it on steamworks.

    The only reason we detailed marine spawn was simply to establish a theme for the rest of the level, we haven't detailed much of anything else and are unlikely to until the map has been playtested and any potential layout issues have been fixed.
    Post edited by Unknown User on
  • XariusXarius Members, Reinforced - Supporter Join Date: 2003-12-21 Member: 24630Posts: 2,207
    Wow, just wow.
    Steamname: Unkn0wn Gamename: David Bowie
  • NolSinklerNolSinkler On the Clorf Members, Constellation Join Date: 2004-02-15 Member: 26560Posts: 1,605
    Looks GREAT. Keep up the good work!
    image
  • LofungLofung Members Join Date: 2004-08-21 Member: 30757Posts: 903
    no ones gonna bash u for all the voluntary work. <3 ty
  • Rudy.czRudy.cz Members Join Date: 2012-02-13 Member: 145410Posts: 443
    Really good work! You have cut down my level designer self esteem, again :-) I really admire your geometry-flow and trimming. The lighting is also excelent. There isn't really anything wrong in those screenshots. Judging from previous work of both of you, I see Alibi's geometry awesomeness synergy with Janos lighting excelence :)

    So from an objective point of view there isn't really nothing to criticize about. It just my subjective feeling, that I don't dig this "Docking" style too much. Also for me, I had Hera always connected with dominat yellow color, dunno why. In fact there is no well done NS2 map with dominant yellow lighting scheme and Hera could had been an opportunity to fill this gap. However achieving that would require a new texture and prop set of its own. The point of consideration here is, that Hera was such important and iconic map for NS universe, that UWE should really consider to devote some proffesional support to this project.

    But these are only my subjective ramblings. This is your project and your vision and so far you have executed it flawlessly so continue the direction you feel most comfortable about :)


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  • moultanomoultano Creator of ns_shiva. Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Join Date: 2002-12-14 Member: 10806Posts: 4,219 Advanced user
    QUOTE (Rudy.cz @ Dec 18 2012, 06:46 AM) »
    So from an objective point of view there isn't really nothing to criticize about. It just my subjective feeling, that I don't dig this "Docking" style too much. Also for me, I had Hera always connected with dominat yellow color, dunno why. In fact there is no well done NS2 map with dominant yellow lighting scheme and Hera could had been an opportunity to fill this gap. However achieving that would require a new texture and prop set of its own.


    I have to agree with this. The shots look awesome. Superb. But if it's not yellow, it's not hera for me. :) Hera went through so many iterations over the years that with the exception of a few key locations, the only thing I think is important to its identity is it's style. Lots of yellow, and lots of difference between the polished upper level and the industrial underbelly.

    The texture sets you are working with are pretty neutral in hue, so I'm pretty sure you could pull it off if you want to without any new texture work. My suggestion would be to take all your blue lights and make them an extremely warm and saturated yellow, almost an orange but not quite. The original hera had yellow/green lights shining on a pink texture set. To achieve the same thing, you'd need to bring the pink color into your lights. Either have a separate set of yellow spotlights with orange regular lights below them as a sort of "ambient" lighting, or combine the two colors together into the spots.
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