NS2_hydrosity2
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
in Mapping
This map will be a sequel to the NS1 map ns_hydrosity.
I don't have a specific layout in mind yet, but I'm going to follow the spirit of the original hydro (it had the marine start in the center of the map) and try to do something different with the layout.
This map will be set in and around a dam wall. I'll also be doing as much as I can to make the map seem wet.
These screenshots are from a test room; a double node inside the dam wall. The lower entrance is on the marine side of the map & the upper entrance is on the alien side of the map.
NS_Hydrosity Marine Spawn
I don't have a specific layout in mind yet, but I'm going to follow the spirit of the original hydro (it had the marine start in the center of the map) and try to do something different with the layout.
This map will be set in and around a dam wall. I'll also be doing as much as I can to make the map seem wet.
These screenshots are from a test room; a double node inside the dam wall. The lower entrance is on the marine side of the map & the upper entrance is on the alien side of the map.
Comments
I really like the sound of the map, and I hope to see more screenshots soon as you progress
Nah good on ya, have fun mapping this shizzle. That map needs to make a return for real yo!!!
Also I'm looking forward to that big dam wall.
Yep, ns2_drydosity was my map. But I didn't wind up happy with it; the rooms were too big & open. Some parts of it will probably re-appear in ns2_hydrosity though.
There are 2 power points and the res nodes don't quite have LoS to each other. There's only the lower entrance at the moment, I haven't decided where to put the entrance(s) to the upper section. The lower entrance is on the marine side and these nodes might even be close enough to be naturals for the marines.
Let me know if you want to see any different screenshots of the area, I'm really wondering how effective that layout will be.
Overflow Control tech point, overflow resource nodes & Turbines tech point (behind a wall on the right)
The Overflow Control tech point will be a starting tech point. The Turbines tech point probably won't be, but it's on track to have a lot of natural resource nodes nearby.
The Turbines tech point & Upper Overflow resource node
The Turbines tech point is only partially complete, but the main thing to note is that its resource node (on the right) is quite vulnerable.
The Upper Overflow resource node has a window to the rest of Overflow (and might even control the power to the central area), but there's no direct access to the central area.
Looking from the Upper Overflow node to the Lower Overflow node
The Upper Overflow resource node has a window to the rest of Overflow (and might even control the power to the central area), but there's no direct access to the central area.
Note the broken window between Central Overflow & Lower Overflow.
The Overflow Control tech point & the Lower Overflow resource node
The Overflow Control tech point is very tightly linked to Central & Lower Overflow.
The walkways lead to the Turbines tech point. The stairs lead up to the Lower Overflow resource node. The tunnel leads to Central Overflow.
I have a feeling lerks & fades will have fun in the Central Overflow <--> Overflow Control <--> Lower Overflow loop.
Environment test - Intake
Getting distracted & playing with cinematics. Trying to see how wet I can make Hydrosity.
Something similar to this will wind up as an approach to a tech point.
But the Gorges love them!
As long as the marine base is downstairs and you don't need to flee tacticle retreat.
The current (incomplete) layout. Turbines techpoint is on the left & Overflow Control techpoint is up the top.
Turbines tech point with some turbines.
Turbines Intake. This is one of the approaches to the Turbines tech point
Dam Wall. I'm determined to give this hydrosity rain soaked outside portions. This will be one of them.