More ns_nancy

devildogdevildog Creator of ns_nancy and co_kestrel Join Date: 2002-03-30 Member: 364Members
Well Ms Blocks needs to work other other stuff, so now nancy is a 1 mapper operation, hence devildog (no more blocks <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> ).  In any case, I've got some new areas for show.  The entire layout is done (basically) of the ship, so I can go back now and spend more time polishing and refurbishing.  Further comments below:

Pretty sure you've all seen this shot but it leads into the hive on the next one.

<img src="http://www.milo.cc/ns/ns_nancy2.jpg" border="0">

This is what is a little further, the second hive room.  Behind the view of this is a window that lets you peer out into space (and see a glimpse of the edge of the ship too.

<img src="http://www.milo.cc/ns/ns_nancy1.jpg" border="0">


This (across the map from the other 2) is a hall leading to the 3rd hive. You can sort of see it at the end past the half door (one section is bent on the ground, the other is bend in the frame (hard to tell from here).

<img src="http://www.milo.cc/ns/ns_nancy3.jpg" border="0">

And finally 2 angles of the hive.  If you haven't guessed, the hive sits in the middle <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

<img src="http://www.milo.cc/ns/ns_nancy4.jpg" border="0">
<img src="http://www.milo.cc/ns/ns_nancy5.jpg" border="0">

I'll post up the layout with a legend in just a short bit as well.

Comments

  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    I love the lighting in the first three, the latter two seem a bit dark, but it gives me a creepy vibe... that's a good thing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • CDawgCDawg Join Date: 2002-01-29 Member: 131Members
    Very nice, great architecture. In the last 2 shots the ceiling texture dosnt fit too well.  I also noticed a few texture misalignments:
    1. ceiling in the 1st shot, not really a misalignment but it dosnt tile well
    2. right wall near the ceiling in the second shot you have that "outcropping" and the textures dont seem to fit
  • devildogdevildog Creator of ns_nancy and co_kestrel Join Date: 2002-03-30 Member: 364Members
    And finally here's the layout.

    Green: Marine Spawns
    Red: Hives
    Brown: Command Interface
    Stars: Alien duct networks.  Same color is the same system.  So for example, if you enter anywhere in purple, you can get anywhere else in purple without entering the common map.

    Areas of note:
    1. Bridge
    2. Lockers
    3. Climate Control Interface
    4. Mess Hall
    5. Cargo Bay #2
    6. Mother Interface #2
    7. Auxillary Command
    8. Engine Room #2

    Each hive has its own single sort of path near it that links to a figure 8 (warped figure 8) made up of sections 2, 3 , 4 , the hall east of 4, and 5.  If its not easily seen, there are 2 routes from 4 to 5, and 4 also connects to 2 and 3 via seperate halls. 2 and 3 are connected via a doorway.  

    There is enough room to change or add in more routes if necessary, but I didn't want to over do it too much and have marines wandering off alone (too much). I was thinking about extending 3 east some more, and then heading south so it directly connects with 5.  Might offer some more viable options without ruining flow too much.

    You should see however, there are quite a number of potential drop points for aliens to get behind marines (the smaller ones at least).




    <img src="http://www.milo.cc/ns/ns_nancylayout.jpg" border="0">
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    The layout and the map look incredible, i love the architexture, maybe make it a bit brighter in some parts, adding a more drastic and dramatic lighting, but seroisly dude, that layout kicks! i can't wait to see more.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great! You seem to have come up with a very nice layout without using an over abundance of hallways. Something I am horrible at.

    As far as the visual appearence goes... It definately looks nice, but the lighting is almost completely lacking in contrast. At least in my opinion. You have a very gloomy atmosphere with the lights, which is good, but I would really like to see some more contrast here. And by that I mean bright spots touching very dark spots. Otherwise known as shadows. I guess not every map has to go overboard on the contrast though, so hey, it might be just fine and dandy the way it is.

    Again, It looks like this one is turning out great.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think that the layout looks fine, except that there is only one main route into the hive rooms.  This might give the aliens an easier time of defending, as they'll only have to build defensive structures in one (three) hallway, instead of spreading out the same amount over twice as many hallways.

    And I think what Ken said about contrast could be wondefully applied to the first shot and the last 2 shots.  There are a bunch of places where a well placed bright spot could increase the tension a lot.  The lighting in the other 2 shots, I feel, is spectacular.  And the architecture is just great.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Really nice mapping her keep it up. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    I like most of the screens (nice lighting/architecture), but some of the texture alignment looks messy.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    oh boy, i like this.  just a tad dark though.  i would add just a tad more lighting.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    The first shot is great I think.  Fabulous texture choices even though the ceiling texture doesnt tile too well.
    Layout looks incredible.
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    I think the lighting is fine, its ment to be dark just not to be OVERDONE!...

    The aliens are supposed to have a little advantage with the lighting being dark to give them cover.

    In screen shot 5 hte ceiling doesnt have any infestation textures on it?? but everything else does..hhmmm supposed the aliens got fed up eh? lol
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--The Artist+Mar. 31 2002,21:38--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (The Artist @ Mar. 31 2002,21:38)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think the lighting is fine, its ment to be dark just not to be OVERDONE!...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Everyone takes the term "contrast" as if it means "darkness". It doesn't! At least not directly...

    When one says that a particular area needs more contrast, they are not trying to say that it is too bright and needs to be darkened down... If that's what we meant, that's what we'd say. I interpret the need for contrast in maps as dark and bright right next to each other. Be it with textures or with lighting (shadows).

    I remember a while back telling people that a bit more contrast could help this or that area out. They would say "OK, how about this:" And show a picture that was only made much much darker. That's not the idea!

    The definition of contrast (ripped from m-w.com) is:

    <i>"<b>1 a :</b> juxtaposition of dissimilar elements (as color, tone, or emotion) in a work of art
    <b>b :</b> <b><u>degree of difference between the lightest and darkest parts</u></b> of a picture

    <b>2 a :</b> the difference or degree of difference between things having similar or comparable natures <the contrast between the two forms of government>
    <b>b :</b> comparison of similar objects to set off their dissimilar qualities : the state of being so compared <the enforced simplicity in this diary... is in contrast to the intensity of his former life>"</i>

    In other words... well, you get the point...

    -Edit- One more thing to consider is that not <i>every</i> part of a map has to have ultra contrast. The whole map doesn't even need to go overboard with the contrast. Some maps are heavy on the shadows, some maps aren't. Just as long as there is a fair amount of it in there, it should be fine. At least that's what I have come to understand.



    <!--EDIT|ken20banks|Mar. 31 2002,22:14-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I agree with all the other comments here.  Good geometry, but the lighting needs work.  Overall, things look quite good though.

    Your layout looks quite good.  I think you should have at least two ways into each hive though (I think this is in the guidelines).  Your alien-only passageways are quite good too, but I think that whenever possible, they should be vastly different routes then are possible for the common areas.  Looking at the stars, it looks like many of the aliens-only passageways mirror the common areas, which reduces their utility and diversity.

    Lastly, I think you should modify the marine start a bit.  I think that generally the marines should spawn at the same area as their command station, and also that the marines should all spawn together in the same area (as opposed to the two different rooms you have there).
  • devildogdevildog Creator of ns_nancy and co_kestrel Join Date: 2002-03-30 Member: 364Members
    Playing around some more in the lighting and little detail department, but I did want to upload a new layout.

    Changes from the first:

    1) Marines Spawns are closer together, only a few seconds run apart, so they are pratically together, minus a door.

    2) Alien duct tunnel network is now down to 2 sections. Same as before, purple goes to purple, yellow goes to yellow.

    3) Each hive has a secondary entrance to it as well. 2 of the hives you will notice have little blue lines going to them (South and North hives).  Each of these are areas to enter the hive that must be cut into with the welder (short one south is a grate covered duct, the long one north is a maintence hatch).  Each of these 2 passages has 2 points that needs to be cut through in order to gain access to the hive so marines will need to cover the welder operator if they want to use it.  Of course, the more direct approach down the halls is always open.  The hive to the SE (area 8) you will notice that it has a yellow start with a blue dot.  In Area 5 (cargo bay) there is also a yellow star with a blue dot.  Aliens can still go anywhere in the yellow network, but with a little team work (or jet packs) marines can enter the yellow star duct at area 5, and creep along in to the rear of the hive at 8 (they will need to actually go in the room to see the hive tho. they can't see it camping at the duct entrance).

    <img src="http://www.milo.cc/ns/ns_nancylayout2.jpg" border="0">
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