Ns_liberty First Screens
PrivatePanic
Join Date: 2002-11-03 Member: 6546Members
<div class="IPBDescription">first screenshots (pre-alpha)</div> Hi!
My map is to 70% completed (not counting design-details and -tweaks, only the basic brushwork).
It's another spaceship <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> but I think I managed it to make it quite cool. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> It's a kind of freighter or troop-transporter.
Atmospheric things like glowing alarm-lights etc. will be added soon.
At first, here's the minimap overview of it (as in it's current state)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/map.jpg' border='0' alt='user posted image'>
Green = Hive locations
Red = Marine Start (Hangar)
White = Resource Nozzles
And here are some early ingame-screens (quality of lighting and texturing is still to be improved, actually!)
The starboard hangar (Alien-infested)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/1.jpg' border='0' alt='user posted image'>
Corridor (Alien side)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/2.jpg' border='0' alt='user posted image'>
My map is to 70% completed (not counting design-details and -tweaks, only the basic brushwork).
It's another spaceship <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> but I think I managed it to make it quite cool. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> It's a kind of freighter or troop-transporter.
Atmospheric things like glowing alarm-lights etc. will be added soon.
At first, here's the minimap overview of it (as in it's current state)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/map.jpg' border='0' alt='user posted image'>
Green = Hive locations
Red = Marine Start (Hangar)
White = Resource Nozzles
And here are some early ingame-screens (quality of lighting and texturing is still to be improved, actually!)
The starboard hangar (Alien-infested)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/1.jpg' border='0' alt='user posted image'>
Corridor (Alien side)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/2.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/3.jpg' border='0' alt='user posted image'>
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/4.jpg' border='0' alt='user posted image'>
An uninfested Corridor (Marine side)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/6.jpg' border='0' alt='user posted image'>
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/7.jpg' border='0' alt='user posted image'>
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/8.jpg' border='0' alt='user posted image'>
The main corridor connecting the astern and forward section of the ship (will be brighter than this shot)
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/9.jpg' border='0' alt='user posted image'>
Please tell me your thinkings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
PrivatePanic
- Hobby Mapper from Muenster, Germany -
a) These arrows are, in fact, an animated texture (they're scrolling from the forcefield into the hangar symmetrically) of course one can't see that on a screenshot. It does look really cool that way, and the black surrounding is also cool that way (believe me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
b) It's not that dark in-game there; the lighting has a bit changed after I took these shots, and then, screenshots are allways much darker than the in-game-view.
but anyway thanks for your constructive criticism <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> More? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
PrivatePanic
(edit: Response to Arby)
Too out there? You mean, too far away? I could put it into the room directly next to it to its lower right. Would that be better? I thought it would be too close to the rightmost hive then, that's the reason I put it in the bridge (topmost).
It should be roughly the same for each hive, if it is not it will heavily un-balnace the gameflow. From the looks of that floorplan marines could probably work out which hive the aliens started with by timing the skulk rush.
There doesn't seem to be much cover for the aliens and the rooms look rather boxy. Gunk up that hive room!
As I said, even in the topic, this is a pre-alpha version of the map. Of course, I will spice it up by huge amounts before I consider it in Beta stage! As I mentioned above, the basic (!) brushwork is almost there, that is, the rooms and the corridors. Everything IN 'em is still to come!
The aim of this post was to give you a first impression of the style of the map, and I wanted to know if you like it generally!
Everything you said will be changed, of course <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
One thing that is indeed difficult in a map like this is to make the way to all hives nearly the same, around 45 seconds I think is fine... Have you got any ideas how I could make this possible without losing the main "ship-shape" of the map?
The asthetic layout of the map isn't nearly as important as the game flow. I'm sure the official mappers would like to have had ther maps ship-shaped, but making it flow properly was more important.
How are we supposed to get a first impression of the style of the map, if you haven't actually put any detail in yet?
Someone else has posted a thread on this forum with the title "ns_titanic" 'so preliminary its not even funny'
If they're so preliminary, why the hell are they being posted?? They just give a bad first impression of the map.
I mean, don't get me wrong, these forums are all about getting feedback to improve the maps, but posting images of a few shoebox rooms leaves the field for idea feedback phenomonally big. A mapper should put his own innovative ideas into a map, and then get feedback on them.
Does anyone agree? I'm not sure what I just said makes sense, but I'm sure you all get the gist.
your map has a unique premise in that one of the hive locations is a REPLICA of the marine start, only infested. However, your infestation throughout this map seems to be no more than just a "carpeting" over the walls (excepting that nice broken door). You should REALLY spice up the infestation on all the hives, with funky brushes, and growths, etc. Don't rely only on textures.
Another thing: the last pic, of that big big big room, think: it'll be hell for aliens to cross, because they have nowhere to hide (and aliens don't have hitscan weapons for the most part). Add either pipes in the walls, or PITCH BLACK shadows all over the room.
And yes, your hive locations are skewed in terms of distance from the marine spawn.
Edit: There seems to be a proliferation of unfriendliness in the Mapping Forum today. Stop the hate, guys.
I have to repeat me again: The interior WILL be filled with stuff. I wanted to show off the BASIC design of the ship. The idea is, if there's major things in the BASIC design I have to change, it makes no sense to fill detail yet! For example, the placement of hive locations. It shows that, for best balancing reasons, I have to swap the marine start with the middle hive location. Well, if I allready filled the hive location and marine start with great looking, complex brushwork, all the work would now be in vain!
Then, there's helpful comments like windelkron's (and I do NOT say this only because he is one of the few who gave me a bit of positive feedback, only!) that really contain suggestions etc. @windelkron: Yes, I'm planning to create more infestation signs, not only the textures - but I have to repeat myself AGAIN: I find it too early to do that with the fact in my mind that I might have to change the basic lay-out of the map several times before!
And then, one thing that is very important for me, is that I wanted a map that does not only look like a spaceship, but also has the shape of it! And I believe - no, I KNOW - that this is possible WITH balanced gameplay and stuff.
Maybe I estimated the perception about what it means to give comments on a pre-alpha version of a map of most visitors of this board wrong (no offense) but MY idea is in that matter: to give suggestions and comments about the basic layout of the map (I'm repeating AGAIN) without looking at the details, brushwork, stuff. It would also have been possible to me to post editor-screenshots out of hammer, maybe the intention of my post would've been clearer that way. And before you start protesting about this view of mine, take into consideration that in fact there ARE helpful posts in this thread just the way I wanted them to:
For example, the thing with the hive positions. I will change great amounts of my design of the map to change that. The ship's hangars will move from the bottom of the map to the vertical middle (the two triangular-shaped rooms). The left one will be the marine start. The bottom-left room that is marine start till now will become the 3rd hive location. And so on, and so on.
Why is it so that one is only "allowed" to post pics of his map and get suggestions and constructive criticism ONLY if his map is ALMOST FINISHED? What's the point then any more?
This is NOT meant as flame/whine, those who misconceive it that way, though, may do so. I can't influence it.
Thanks, PrivatePanic
Hell, who's to say that there can't even be comments on what to add to these bland areas? Don't tell me you've never fleshed out the base form of a room and then said, "oh crap, where do I go from here?"
Why not, instead of bitching about how there's nothing to comment on and complaining about how 'bland' it is... Perhaps (*gasp*) offer some suggestions on how you might do it if it were your job to fill it in. Even if the person's not asking for that kind of feedback directly, it'll 1) get them thinking about what they really want to do with the area, 2) let them take a few ideas from others on what to do (the best way we as level designers learn is from others, after all), and 3) come out feeling supported rather than being hastily shot down.
but thats just me... looks good. Corridors look a bit long to me. Open isnt necisarrily bad.. .but often its good to try to find a balance between small and large.... sparse and detailed. Hit a little on both extremes and some in the middle.
Otherwise looks intresting.. just because it isnt cookie cutter ns some people might be turned off... but I frankly see it as a new way to learn to play.
Keep those walls flat and it will be skulk heaven!!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
The second pic and the pick of the long coridor looks realy creepy.
Keep up the good work!
well anyway, thanks for the feedback so far; I changed the lay-out to make the distance to all hives roughly equal from the marine start:
<img src='http://www.privatepanic.de/hef/img/screens/ns_pp1/map2.jpg' border='0' alt='user posted image'>
Better?