ns2_Cradle

deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
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So this is my second attempt at an ns2 map, the first one was scrapped in favor of new ideas. The art style i am going for is a sort of aliens/ giger look to it and this is the theme i will try to carry throughout the map as opposed to having every room with different art styles they will all follow the same styling whilst trying to keep them functional. the map will feature 4 tech points and 1 double possibly even triple res node, if i go with triple then the 3 tech points in the middle of the map will share 1 extractor so basically they wouldn't have extractors within the tech point rooms. The power node took some serious work but i am pleased with the way it turned out. Through the window you see the rest of this room which is a sort of testing chamber and most likely alien start, the part of the room that is built is a sort of control room overlooking testing. The res node is still early but i am pleased with it so far.
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Comments

  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Every time I see curved geometry I cry a little inside, because I cant do it
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    takes a lot of patients :( but overall its quite easy, until you get to both curved and rotated surfaces
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    that is some nice geometry! but why do they have ladders everywhere? :P
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    schkorpio wrote: »
    that is some nice geometry! but why do they have ladders everywhere? :P

    :( they arent ladders they are vents for like air and stuff.

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    15z61eb.png

    i recently changed those props if you mean the props and not the textures i have used that is. if you mean the textures then they are air vents :(

    2laqb6g.png

    more work on the main part of the room. its kinda like 2 rooms in 1, the command area and the testing chamber.


    I plan to greybox the whole map after this is finished because i have some interesting ideas i want to test out in practice.



  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Looks very, very nice. There isn't much color but I'm sure you could go back and add some later.
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    the map will feature 4 tech points and 1 double possibly even triple res node, if i go with triple then the 3 tech points in the middle of the map will share 1 extractor

    I applaud you for trying something new with map design. This sounds very interesting, but it also sounds tricky to play on if I am right in assuming that the 3 tech points "in the middle" are relatively close to each other. No NS2 map I'm aware of has attempted anything like this.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited February 2013
    should be worded 2 in the middle and 1 on either side as start location, a triple res node on the left hand side of the map as well. Im purposefully going to make the tech point closest to marine start easier for marines to hold and the one closer to alien start easier for aliens.

    the 2 central tech points will be linked via a corridor roughly 4 cysts in length, their will be an off shoot corridor with a single extractor in the middle and no extractors in either tech point. so they would share a single tech point in the middle of a corridor area.

    the tech point im currently building is alien start
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited February 2013
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    working on the ceiling
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    I suck at ceilings, never know what to do with them
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited February 2013
    the floor is causing me the most trouble at the moment no idea what to do :( im worried the room is to prop heavy
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Very promising work! I like your intense brushwork, me gusta :)

    Just few tips - try how it will looks with those white atmospherics toned a little bit down and I think that Descent doorframe looks little bit offplace here, because it doesnt match the surrounding materials. Try to create your own original inside the editor.

    Also for easier capture of screenshot you can use Steam overlay (hit F12 and it will capture your active window)
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    yea i agree that the lighting is certainly off still i will tone down the atmospherics, my pc has quite a high gamma level which im used to but means my lighting will probably not look exactly the same to most people, those door frames do look out of place but hopefully with the right lighting i can get them to blend in better :( dont fancy making my own doors im sick of using the trim textures. if i cant get them to work though then i will have to guess :(

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  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    What color palette are you going for?
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    blue and orange, :( seems like the textures supplied with ns2 work best with those 2 colours.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    modified the lighting based on feedback and did more work to the tech point area, overall lighting looks much better is now sharper with atmospherics toned down.

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  • MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
    Great architectures! Atmosphere is also really special. But think little bit too foggy, though it's still very nice. Dunno why nobody commented here
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Blorenge.
    is there gunna be some reason as to why its so foggy? Like.. a leak of some sort?
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited April 2013
    i think it looks more foggy in the screenshots than ingame, its actually set on the lowest fog level possible but i might remove it completely once i get abit more of the level done.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    In my opinion, both atmospherics and reflection_probes should have ~0.2 max, or its just too damn much.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited April 2013
    they are set to 0.1 in those screens

    changed the intensity settings and that seems to have fixed it i think.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    some more progress screenshots.

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  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited July 2013
    Looking good, though I would like to start seeing more green/bright colors in maps, and less dark dull colors. No, not purples and neon colors, but more colors like Biodome :)
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    anyone know how i can spawn into ns2 within the ready room as a skulk to test my map? whats the console command?
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    anyone know how i can spawn into ns2 within the ready room as a skulk to test my map? whats the console command?
    http://wiki.unknownworlds.com/index.php/Console_Commands
    You could try typing "skulk" in the console, but I think it might only work on aliens. Or you could join alien team then go back to ready room, makes you a skulk. Make sure you enable "cheats 1” first.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    problem is theres no tech points etc done yet so the map cant be started and i cant select a team
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Always love to see maps coming along. Looking good, would love to see a layout! Curious about your whole tech point/res layout.
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