Ns_orbital

phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
edited February 2005 in Mapping Forum
<div class="IPBDescription">my first map..</div> this is my first map.
my goal was to make a good competative map. i think i was sucessful.
after extensive testing in #nspug and #nspickup its now going to be the week 7 cal map.
visually i'm not perfectly happy with it but i think its balanced and a fun map to play on.

heres some shots

<img src='http://phunktion.mindsaw.com/screenshots/orbital_readyrroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_atrium.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_bigroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_data.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_cargo.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_genhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_hangarhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_ms.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_obshive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pen15.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pipe.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_port.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_powercore.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_scilab.jpg' border='0' alt='user posted image' />


get it at <a href='http://phunktion.mindsaw.com/ns_orbital.zip' target='_blank'>download map</a>
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Comments

  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 32036Members
    omg nice...just a little more dark, dirty corners and it'll be PERFECT! ur first map u say? wow...ur good...my first map looked like @#%@!!!
  • GNSGNS Join Date: 2005-02-02 Member: 39476Members
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> Wow, really uber nice.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    WOW! 1st map you say? Keep at it if that's your first map, it'll land you a job one day <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AddictedAddicted Join Date: 2004-07-18 Member: 29974Members
    edited February 2005
    First map or first ns map? <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->

    If it is you're first map then if I may say....thats farking awsome! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Very nice light effect you have there in the RR, rest of the map is also nice. So I'd say it's a win-win situation <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i'm in agreement with all so far. everything they've said is true. particularly that it looks great for a first map and that the MS light effect is just awesome. some really cool architecture in some of those rooms. lighting can be bland at times, but you said you were not completely satisified with it visually. thumbs up.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    - more variety in lightning (thats possbile even for a competative map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )
    - at least some dark spots where aliens can take advantage from
    - add some more cover for aliens. from what I can see aliens have few to none cover in the locations. not even the vents will make up for this.

    but very good work for a first map. if everybodies first would be comparable to this one, the ns team would have a lot of problems with submitted maps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    orbital_b2 i picked up somewhere last year, an early ver. i take it.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    loving the broken door in the hanger hive
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The map seems too open and bright. The hives in particular should be darker and more closed off, it looks way too easy to kill one of those hives from a distance.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I'm in the middle of writing the NS Competitive Play Mapping Guidelines, it's gonna take me about 2 weeks I guess, but PM me if you want what I've done so far because it could help you.

    The worst thing about this map is the lighting. The best is some of the brushwork you've come up with which keeps with the Competitive 'minimalist' feel while still standing out as a room feature. For instance, the sunken Res Node I saw in one of the pics, things like that really stand out in maps.

    I'd love to see the overhead layout... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Awesome geometry, but the lighting needs more contrast, imo..
    Lovin' that RR though :o.
  • tomestomes Join Date: 2003-04-15 Member: 15524Members
    Hives room are to big. Aliens will have problems with jetpacks, but you created very nice map. I will write about it on <a href='http://www.natural-selection.pl' target='_blank'>NS.PL</a>.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i think running this map in CAL will give more feedback and balance testing than anyone else could possibly give. i had a run around last night (b3) and i must say it looks very promising, if a little bland visually =/

    to all people suggesting dark spots: just take a run around the map as a skulk, you will be amazed at the number of vents and hiding spots for skulks.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    For a first map, <b>whoa</b> is all I can say. But, after looking at those pictures, I do think the lighting could be vastly improved. I really didn't see any shadows, and that green in a couple of your pictures (the green in the hive picture looks good) needs to be taken care of. It looks like some kind of blue green aqua turquoise ugly color.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited February 2005
    I hope anyone that said the map needs dark spots never makes a map. Having dark areas in a map is about the worst possible element in competative maps. A decent map uses brush design to improve gameplay, never high contrast light. If you are trying to say the map lacks enviroment, THAT GOD. Enviroment is one of the worst things about many ns maps.

    He kept the cool lighting effects in the ready room, where they belong.

    Im sure not why you said the hives look like they could be shot down from a distance. None of the hives can be shot down without entering within the hive spawn radius. Although some of the RTs can be shot down.

    The hives are not really easy to JP as many have stated. Hanger hive required the JP to enter between a small crack. Obs hive is hard as hell for a JP to get into, through two narrow halls, which have designed lips around the doors. Generator has less high than the rest of the hives. Look at the hives in other competative maps:
    Tanith {
    waste: huge hive
    sat:huge hive
    furnace:small and totaly removed the JP strategy because of its poor design, limits strategy
    }

    Eclipse {
    cc: huge
    main: easy as hell to JP
    eclipse: again removed the possibility of a JP because of poor design
    }

    Veil {
    sub:good size, good all around design
    cargo:good size/design
    pipe: huge
    }
    Its amazing how everyone either says a hive is too small or too large, without even thinking.

    Yes the map is open, as it should be, but their is key design at every choke point.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-homicide+Feb 12 2005, 09:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Feb 12 2005, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its amazing how everyone either says a hive is too small or too large, without even thinking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nice insult, but have you tried looking at the shapes of large hive rooms in other official maps compared to the ones in this map? The other maps have much different shape and variation making the use of space a confinement, where as the hives in this map appear more box and free.

    Not good to defend against as an alien, all the hives are as big as Refinary in Bast, just without the big structures in the way to limit the visibility from a marine view and gun.
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    <!--QuoteBegin-TOmekki+Feb 11 2005, 05:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Feb 11 2005, 05:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think running this map in CAL will give more feedback and balance testing than anyone else could possibly give. i had a run around last night (b3) and i must say it looks very promising, if a little bland visually =/
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's week 7s CAL map. I replaced ayumi with this map. Be sure to watch the matches guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'm very pleased with this map. keep up the good work.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-homicide+Feb 12 2005, 03:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Feb 12 2005, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope anyone that said the map needs dark spots never makes a map. Having dark areas in a map is about the worst possible element in competative maps. A decent map uses brush design to improve gameplay, never high contrast light. If you are trying to say the map lacks enviroment, THAT GOD. Enviroment is one of the worst things about many ns maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You, sir, should never be let near Hammer.

    Your ideas on competitive mapping are narrow-minded and seem to lack substance.

    Dark areas is not the worst possible element in a competitive map. That would probably be a b0rked spawn room.

    You don't even bother to give an example of what you consider dark, you just make a sweeping generalisation without even citing maps that could go towards proving your point.

    Environment is one of the most important things in non-matchplay NS Maps. Competitive maps have little need for environment (save making map locations easily identifiable by their architecture and lighting).

    How long have you been mapping again?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-homicide+Feb 12 2005, 03:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Feb 12 2005, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tanith
    [...]
    furnace:small and totaly removed the JP strategy because of its poor design, limits strategy <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    fusion reactor.

    ever thought about hives that are designed for a special purpose? not every hive is designed for using jp, not every hive is easily siegeable. thats because all maps are different. so the hives.
  • Foxtrot_UniformFoxtrot_Uniform Join Date: 2003-06-12 Member: 17328Members
    I LOVE that hive room with the big view of a planet in the distance. That's real nice. keep it up.;
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    edited February 2005
    i really tried to strive for a balance of alien rooms and marines rooms.
    for instance cargo ,which is huge, the next room on the way to the hangar is skulk heaven. thats the ambush point.
    yes there are hallways but you shouldnt be attacking down them as skulk hold back an attack from a point of advantage

    i tried making the map skulk friendly to counteract the current early game marine domination in clan matches.
    my lighting had more contrast in the first beta but i got alot of complaints about not being able to see well enough. generator hive has been changed 3 times because of complaints about it being frustrating to navigate as aliens. and nodes have been moved around for balance. tested all seige spot and made them all flankable with a vent.

    competative players play this game as a sport and are not really intersted so much in atmosphere.
    theres nothing wrong with making a map thats a beautiful peice of art. but.all the months i spent making this i wanted it to be played.
  • GNSGNS Join Date: 2005-02-02 Member: 39476Members
    edited February 2005
    something weird is going on in power core ceiling. Like when you look at a null texture.

    Edit: Forgot to add <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    I take it you're Australian phunktion? (looking at view from Observatory) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Anyways, I came into this thread thinking "aww, not another box map", but man was I wrong. When the biggest problem with the map is the lighting, you've done a damn good job I should think. Lighting is a lot easier to fix than architecture. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    this is your first map??
    this is freakin' awesome dude!! nice work! I love the shots of the map! Especially the one of the Observatory Hive! How did you manage to put in that pic of the eath in space in there? It looks futuristic..just like it has to be in NS!
    Nice work! You better pay attention on the tips Lt.Gravity gave you =)
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    As obviously said, quite sexy for your first map.

    Your a pro with the brushwork and texturing.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    Hi Phunktion,

    Nice map mate, keep up the good work!! If this is your first (NS?) map every you did a great job.

    I don't know if this has been mentioned before but I came across something buggy as I don't think you made it that way intentionally.

    As you can see in the picture I came across a problem at the weldable door.
    -> Once you weld it you can get inside it; but once you get inside the door closes and you can only open it from the inside.

    -> Once you weld it and you dont get inside, well there is no way to get inside it (after the door closes of course) unless you build a Phase Gate through the weldable door as I did and as you can see in the picture.

    If it was made intentionally this way and the rines get inside it either by welding it or by putting a Phase Gate behind the door (as I did) there is no way the aliens can get in that room. So basically if the rines put up sieges in that room that hive can not be taken over again by the aliens.

    Possible solution is to make it possible to open the door from the outside after it has been welded. Other solution is to make the glass breakable in that siege room. I would go for the first option if that were possible.

    Hope I helped you with this.

    Greetz,
    XtOf
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    edited February 2005
    that is intentional.. the aliens can bite thru the glass. it has 3000hp per pane. .
    get into inot the weld room and your guarenteed to get a pg up befoer they bite thru.

    oh and the hallofmirrors on the power core ceiling. pretend you didnt see it. its a missing func_seethrough there.
    i ran csg with -onlyents do i didnt have to recompile to fix a little mistake in the ready room random join team.

    it is really bothereing me but the map has already been annouced and spread. sigh
    but is shouldnt effect gameplay.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    roger that commander
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--QuoteBegin-Crispy+Feb 12 2005, 06:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Feb 12 2005, 06:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-homicide+Feb 12 2005, 03:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Feb 12 2005, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope anyone that said the map needs dark spots never makes a map.  Having dark areas in a map is about the worst possible element in competative maps.  A decent map uses brush design to improve gameplay, never high contrast light.  If you are trying to say the map lacks enviroment, THAT GOD.  Enviroment is one of the worst things about many ns maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You, sir, should never be let near Hammer.

    Your ideas on competitive mapping are narrow-minded and seem to lack substance.

    Dark areas is not the worst possible element in a competitive map. That would probably be a b0rked spawn room.

    You don't even bother to give an example of what you consider dark, you just make a sweeping generalisation without even citing maps that could go towards proving your point.

    Environment is one of the most important things in non-matchplay NS Maps. Competitive maps have little need for environment (save making map locations easily identifiable by their architecture and lighting).

    How long have you been mapping again? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Im only talking about competative maps, as all comments on this thread should.

    If the marine ever has even the slightest desire for an area to be brighter, it should be brighter.
    The lighting comment was ment to be general to prove my global point on bright white lighting.
    You want examples of non-competative lighting?

    Bast has some awsome lighting effects, but they dont help competative gameplay.

    Altair has high-contrast lighting, decreases competative value drasticaly.

    Co_core has one well known 'black' spot, its a joke. It is nothing but random biting and shooting because neither side can see. (ignore the fact that its a co_ map, the point is still valid)

    ns_veil, a well accepted competative map, has no dark spots. Yes the lighting has awsome design but most importantly the lighting is 100% neutral to gameplay.


    Lighting effects diffrent players very diffrently. Gamma is drasticaly diffrent on diffrent computers and easly changed.

    Clearly I was exaggerating slighting when I said it is the worst possible element. My bad, I assumed people would pick up on that, but thanks for making sure everyone understood.
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