Ns_plato

HypergripHypergrip SuspectGermany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
<div class="IPBDescription">I ain't dead - fresh info and screens ;)</div> Hi people.
I didn't intend to start a new thread, but since i posted too many images in the original thread I had to...
For older screenshots, overviews and stuff please have a look at <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=29168&hl=plato' target='_blank'>the original ns_plato thread</a>, thx.

So, how's the work going...
I got about 50-60% of the rooms done and lighted, including one hive... I'm currently working on the lighting for the second one.
The last builds I've mainly been tweaking rooms to provide more cover, have lower r_speeds and look better in general.

Ok, but now on with some eyecandy for you guys:


<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_overview.gif' border='0' alt='user posted image'>
This is the current overview.
There's not really much to tell about it... things are still pretty close to the original layout I did when starting this project.
Oh, maybe somebody can come up with names for the parts of the map I haven't found good ones for.



<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_barracks1.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_barracks2.gif' border='0' alt='user posted image'>
This is the new tweaked marine start.
I made it a bit smaller and positioned the command console in the center of the room so that a lot more of the space is viable to build the base in (in previous versions the commander was limited to a small area under the console).
I also changed the lighting... those giant lights on the walls got on my nerves with the time...



<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_cargo1.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_cargo2.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_cargo3.gif' border='0' alt='user posted image'>
The Central Cargo Storage was changed even more than the Marine Start:
Because of the very open space and long lines of sight/fire, I cose to split the room into 2 parts, one containing the ramp and a few crates, the other one (as you see on the screenshots) being the "real" cargo storage containing lots of crates.



<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_unnamed1.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_unnamed2.gif' border='0' alt='user posted image'>
This is one of the areas/rooms I don't have a good name for, yet.
I added the "cargo boxes" (or whatever you'd call them) to provide some more cover, but it's still one of the more open rooms of the maps.
It has 4 entrances and one vent.



<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_walkway1.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_walkway2.gif' border='0' alt='user posted image'>
And here we have the second area I don't have a good name for, yet.
It's connection the Com Center with the Docking Control hive.
A vent is leading from here to the Foyer.
Lighting on the lower part on this area is rather dark, and if a group of Marines splits up using both carridors (wich just go paralel) this could be a good point for an Alien ambush... playtesting will show.



<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_computercore1.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_computercore2.gif' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/ns_plato/ns_plato_build023b_computercore3.gif' border='0' alt='user posted image'>
The Computer Core consists of two rooms, one (seen on the first two screenshots) holding a res node.
This area still needs some tweaking... I got r_speeds near 800 at one point here... I think this should be quite easy to solve with a hint brush.
The vent, pipes and computers provide a lot of cover for Aliens so Marines will have to be watchful when building here.



I hope you enjoyed some of the shots.
Comments, hints, tips, questions and money are of course welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Hyper

Comments

  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    IMHO it seems too open for the aliens to be able to attack marine defences (even just 'rines) since they'll have to dodge alot of fire until they acctually get to thier target. On the same note, it may be difficult for Gorges to effectivly defend the areas because the 'rines could easily out range the O chambers in the same room. But maybe thats' just how it looks to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Other than that: It looks very nice, lighting adds a lot too.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    It does seem quite open. And it is a bit dark in places too. Those computers are cool tho.
  • SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
    Hey guys

    This map has a very "cold" feeling, I like that a lot!
    The "it's to open" thingie has been discussed in the original thread... in my opinion "open" maps are not bad in any way.
    Hera for example has lots of open rooms (holo room or mainteance for example) and still is one of my favorite maps... AND Aliens have a very good chance there, too!

    Open areasmake the Aliens change their tactics a bit: not kamikaze rushing but waiting and setting up ambushes is the key there.
    From what i see in the screenshots most of the rooms have elements in them to compensate the "open" style.. vents for example, pipes, crates, terminals and so on.

    omg.. well' i don't want to start a flame-thread here, this is just my opinion about that point...
    So back to critism:

    The lighting is good, I like the computer core very much, but the bright white screen in the 3rd pic of computer core looks odd.
    The "corgo boxes", like you used to call them, in the unnamed area need a bit of work... maybe some other textures for th ground of them... and in the open one you can see the wall texture continue, you should give the box an own wall there... and maybe make the ground in the box a bit deeper so it doesn't look so flat.

    I liked the old Cargo Storage, but agree that it was too open. The new one looks good, too, but how about adding some pipes and wires here and there?

    Oh one last question: On the overview there's lready the docking control hive... why are there no screenshots of it?


    Solaris / Sonja
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    *grussandenninjawennichsmalrichtigschreibe*
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    open and pretty dark. you have 2 choices: either you make the map brighter or... you make it even darker in some spots. the marine shouldnt think 1/2 hour about switching on his flashlight or not.
    it looks quite good. I assume its a map for betaplaytesting therefore I dont ask you to add more details because you know it yourself. but there are some textures I dont like. but this is personal taste. and this crate textures are definitely the best that ns has got. what I hate are the big green crates that look more like Q2 as an high-end hl mod...
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Wow <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    Nice map.
  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    you can't ambush a turret factory to death....
  • SpecterSpecter Join Date: 2003-02-05 Member: 13159Members
    edited June 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->either you make the map brighter or... you make it even darker in some spots. the marine shouldnt think 1/2 hour about switching on his flashlight or not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    it DOES have enough dark places to hide 4 the aliens AND bright parts which are better 4 the marines, so its quite balanced...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what I hate are the big green crates that look more like Q2 as an high-end hl mod... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    these aint crates but computers like big servers i guess! ingame they look just great and provide a lot of cover 4 the aliens! these rooms are fair enough: when the aliens get in, its hard 4 the rines to get them out again! but getting in is hard enough...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but the bright white screen in the 3rd pic of computer core looks odd<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    that one is just a dummie-texture...
  • ChupacabraChupacabra Join Date: 2003-03-18 Member: 14667Members
    The Barracks seem to open, you say they are barracks, maybe add some racks, or pillars or something, to close it up a bit...something like the Bast Marine start?
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