ns2_resevoir

Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
edited October 2012 in Mapping
Here is the map I've been working on for awhile now. It's almost completely grey boxed, and it is almost playable. There are 4 tech points and 9 resource points total. Nothing is final ofcourse, but the idea is to have marines spawn in either of the points currently called Station Access or Cargo; while Aliens would spawn in either Pipeline (not final name) and Resevoir. Although if it becomes possible to balance it for completely random spawns I would prefer that.

The theme of this map is a resevoir type facility on an asteroid of some sort - not a planet.

What do you guys think? ( The lighting is not final, it's just enough so I can move around the map without my flashlight on ) I welcome all criticism.


Going to Edit this first post with the most recent layout and pics I like the most:

<img src="http://i268.photobucket.com/albums/jj32/wyattcis105/22.jpg" border="0" class="linked-image" />
<img src="http://i268.photobucket.com/albums/jj32/wyattcis105/15.jpg" border="0" class="linked-image" />
<img src="http://i268.photobucket.com/albums/jj32/wyattcis105/09.jpg" border="0" class="linked-image" />

Comments

  • deaglecrazydeaglecrazy Join Date: 2010-07-27 Member: 73106Members
    Looks pretty sick, overview of the map seems like a good one to play.

    As for feedback in the first screenshot looks like that hallway might feel a bit.. squished shall we say, like the ceiling might be too low (might feel different when ur actually playing in the map but I'm not sure), as for the 5th screenshot seems like your fov might be too far and you aren't able to load the complete distance, nothing major but might take away from the feeling of a complete map.

    Just my 2 cents, other than that like I said looks like it'll be a pretty cool map.

    Oh and I haven't made a map yet but if need be I can try out that overview thing for you (of course if someone more experienced once to help they can go right ahead lol)
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Is your minimap_extents entity a perfect square? If not make it one and try doing the overview again.

    What is the procedure you are using to feed overview.exe your .level file? Are you just dragging and dropping it on top of the exe? (That should work)
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Generating the minimap is quite unfriendly unless you use the auto script <a href='index.php?showtopic=119239'>here</a>

    If you have followed the instructions in the mapping guidelines exactly. The overview and heightmaps are created into a secondary maps folder inside the maps folder.
    C:program files/steam/steamapps/common/natural selection 2/ns2/maps/maps

    The overview generator doesn't put them directly where the need to be. You have to move them into the overview folder after generating them.
    C:program files/steam/steamapps/common/natural selection 2/ns2/maps/overviews
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    edited September 2012
    Ah my problem was that the minimap extents wasn't a perfect square haha tyvm Industry!
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/07.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/08.jpg" border="0" class="linked-image" />

    Now I'm pretty pumped, as I couldn't test commander mode before - now I can. I'll be making the final additions to make the map playable very soon.

    I did notice though that between pipeline and Filtration there is a connection on the minimap, yet that connection is only available for skulks and jetpackers; is there a way to make the faces there that are generating the connection invisible to the minimap?
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited September 2012
    Industry suggested the perfect square :)
    But I hoped I help too.

    Your other problem.
    Have you tried using the commander invisible group ?

    Or add it to the vent layer so it's coloured yellow.

    Good luck.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    edited September 2012
    Oh woop sorry about that thank you Industry! :D

    I was considering the commander alpha as a quick fix, but I if that doesn't work I will make it a vent then. Thanks :)
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Commander Alpha only works on props.

    Geo must be added to groups or layers depending on what you want to do.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    About your overview problem... I don't even bother with minimap extents in my maps while developing, overview.exe just uses the map bounds instead of the minimap extents.... I am not sure why it wont with yours...
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    I made a slight change to Cargo after I decided there wasn't enough room for the marine buildings with those crates there, so I got rid of one of the crates and moved one over closer to the corner.

    I decided to open the cargo bay and shine some light in. This facility is intended to be on an asteroid so I thought a dark blue/gray would make sense.

    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/09.jpg" border="0" class="linked-image" />

    Any opinions? Open or closed?

    There's no skybox yet, as I haven't figured out how to do that yet; but the sky box will probably just be stars, so not too different.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    edited September 2012
    Made more progress than I thought I would today; Station Access is almost playable, here's a few WIP screenshots.

    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/10.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/11.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/12.jpg" border="0" class="linked-image" />

    I haven't decided what to do with the area around the command station and power node yet. I have some weird areas that I might throw a window above, but not really sure.

    ______

    Happy with it for now, closed in everything and it's working pretty well; dropped some buildings in to make sure there's enough room around the tech point for all the necessary buildings.

    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/13.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/14.jpg" border="0" class="linked-image" />
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/15.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/16.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/17.jpg" border="0" class="linked-image" />

    Here is Diagnostics; it is the resource point between the two marine starting locations; the floors and ceilings are no good, but I don't want to spend a whole lot of time on that until the rest of the map is playable.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Looks cool ! :D Can't wait to see it with proper lighting
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1983969:date=Sep 28 2012, 10:03 AM:name=Wyattx3)--><div class='quotetop'>QUOTE (Wyattx3 @ Sep 28 2012, 10:03 AM) <a href="index.php?act=findpost&pid=1983969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I made a slight change to Cargo after I decided there wasn't enough room for the marine buildings with those crates there, so I got rid of one of the crates and moved one over closer to the corner.

    I decided to open the cargo bay and shine some light in. This facility is intended to be on an asteroid so I thought a dark blue/gray would make sense.

    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/09.jpg" border="0" class="linked-image" />

    Any opinions? Open or closed?

    There's no skybox yet, as I haven't figured out how to do that yet; but the sky box will probably just be stars, so not too different.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks great with the forcefield.
    Suggest you look for sphinxters custom cinematics thread and add in the astroid cinimatics over the forcefield.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Progress~

    The map is almost playable now, there is only one more room that I want to create before I work on lighting and putting it up on the workshop.

    I made one pass at every room while I was thinking of ideas for two remaining rooms. Then I rebuilt ventilation. All that is left is the connection between Resevoir and Ventilation; which will most likely be called Chasm.

    In order, two shots of the beggining of the new look for filtration; two shots of the secondary path from Station Access to Pressure Control, and one shot of the power node in Pressure Control ( Pressure Control looks a little different than this now). And finally, the new ventilation.
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/24.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/23.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/25.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/18.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/19.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/21.jpg" border="0" class="linked-image" />
    <img src="http://i268.photobucket.com/albums/jj32/wyattcis105/20.jpg" border="0" class="linked-image" />
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    ns2_reservoir_04_zps4d01218b.jpg

    Pretty much the layout and a pic of the WIP resevoir hive location. The vent from maint access to the lift isn't connected yet though.

    When I get a chance to finish a few things, I want to get it up on the steam workshop as a test build. Right now it is playable, but there's a few windows you can look through and kind of see into the next room.

    Also if anyone can point me into the general direction of getting my own skybox, my original idea is for the facility to be on some asteroid/small moon that allows me to shine in some bluish or even slightly purple light into some areas.
  • Rellik_ptRellik_pt Join Date: 2013-01-22 Member: 181205Members
    your map looks kinda small by looking to the minimap.

    you should use the test server on sundays
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    It's looking good! But you need to start testing it. I wouldn't worry about visuals or custom assets at this point. Talking from experience you'll never know what's wrong or right with a map until you play it. Focus making it playable, and come join us on sundays with the SCC custom map testing sessions!
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