Ns_liberty First Screens

PrivatePanicPrivatePanic 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'>
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Comments

  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    Another 2 shots of the starboard hangar
    <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'>
  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    2 Shots of the portside hangar (Marine start)
    <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 -
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited November 2002
    2nd shot of the portside hangar - give those arrows a rendermode of additive and a fx amount of 255 or 200 or whatever. Then the black goes and it looks purdy. As for the rest of the map - it looks like the lighting needs some more work. It needs to be made brighter in most places, but not total brightness like shot 2. Light spots at crazy angles will do that best for you. shot four shows good use of this (top there, those green spots are nice). As for the layout, the top end hive seems too far away from the MS compared to the other hives. It needs to be reworked (perhaps a central hive, and the ms at the top) to get distances fair.
  • ArbyArby Join Date: 2002-11-17 Member: 9039Members
    The layout of the hives need to be redone, the top one is waaaaay too out there
  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    edited November 2002
    Thanks for your response!

    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).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    How long does it take a basic marine to walk from the marine start to each hive?

    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!
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    If you switch the Right Triangel shaped hive with the marine start then the positioning would be much better.
  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    Yeah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    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?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    45 seconds seems like quite a long time, a differnce between travel times as small as 5 seconds can make all the difference between a room that sees action and one that doesn't.

    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.
  • BobpobloBobpoblo Join Date: 2002-11-05 Member: 7011Members
    And one thing i can't stress enough, think of the siege cannons. Ask yourself, how much area can one siege cover?
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    so very very plain.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    I really like the layout, though I find it could have problems with Sieges.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    it does indeed look QUITE empty.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--PrivatePanic+Nov 28 2002, 08:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PrivatePanic @ Nov 28 2002, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    this map lacks ANY brushwork really... I'm sorry Post again when you have something to show!
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited November 2002
    Here's what I have to say:

    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.
  • BouncyBouncy Join Date: 2002-11-07 Member: 7623Members
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I'm not unfriendly I just don't like EVERYTHING I see.
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    It has potential, but needs alot of work.
  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    Okay let me say it that way...

    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
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    The last shot was cool, I like windows.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I think a couple people here are getting a little too "high-and-mighty..."

    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.
  • pm5kpm5k Join Date: 2002-11-27 Member: 10093Members
    i dont mean to sound rude but this map looks relly relly repeitive
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Frankly.. I'm reminded of Jedi Knight 2....

    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.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    I love the jedi knight 2 maps
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    The map is looking great!

    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!
  • PrivatePanicPrivatePanic Join Date: 2002-11-03 Member: 6546Members
    Well I'm happy about all comments, postive and negative, as long as they're justified! And some people here seem to not even bother to *read* the posts before answering... I clearly stated that the map is pre-alpha, you can call it Version 0.0003 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    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?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    i'm just looking at it and its pretty good but still the top hive seems to have an easier way too it, but thats alright if the aliens WORK TOGETHER.
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    The new layout is great, I don't know if people will like it being symetrical though. The landing port thing looks real cool. I suggest making the arrow behind the currently lit one glow a bit, so it give the effect of fading off. The new layout fixed this, but in the first one, there was an issue of the double resource nodes ebing so close to the marines, they can take that one in 5 minutes, and be much better off than the aliens. Just keep that in mind for future maps.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Remember that timing can be altered by using doors... like bast's infamous airlock. If the north hive is slightly easier to access, just add in some timed obstacles to slightly slow it down.
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