ns_summit

2456717

Comments

  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    Recycle more. I just made that last screenshot my favorite.

    The lighting is absolutely perfect. don't you dare change it.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    I also love that last screenshot, but I really liked the screenshot before, it was a really solid good looking shot - and if every single area looks absolutely epic then you get tired of it very quickly. So yay for non-ugly but not quite so epic area's too.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I completely agree, Delphic.


    Other exit out of ventilation (junction and stairs again):
    <img src="http://img693.imageshack.us/img693/3586/ns31.jpg" border="0" class="linked-image" />

    And for a change a WIP shot from another pov:
    <a href="http://img145.imageshack.us/img145/7438/ns32.jpg" target="_blank">http://img145.imageshack.us/img145/7438/ns32.jpg</a>
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Great work Psyko. I love your layout as it looks like the map will be easy to learn but still lead to intense battles. I love the theme and lighting in your map as players will actually be able to see what they're biting and shooting at. You're one of the few mappers who can make a well lit map look this good. I look forward to a NS2 alpha/beta so you can get some feedback on how this will play.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks Steve, I'm looking forward to playtesting aswell, but there still so much work to do.

    I prefer well lit maps aswell, but I just hope that the low spec. players can run this map once the game is optimized or I might loose some lights in some areas.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->And for a change a WIP shot from another pov:
    <a href="http://img145.imageshack.us/img145/7438/ns32.jpg" target="_blank">http://img145.imageshack.us/img145/7438/ns32.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    How do you make your floortexture go around corners like that? You know, not being square...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    In this case I used 4 slices for one curve and then you rotate, scale and adjust the texture on each slice so it appears curved.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited August 2010
    <b>Tutorial:</b>
    I've also created a little tutorial for this curved segment (sorry no youtube):
    <a href="http://img197.imageshack.us/img197/4687/tutoriale.jpg" target="_blank">http://img197.imageshack.us/img197/4687/tutoriale.jpg</a>

    Let me know, if you have suggestions how to improve those steps or if you have questions.
    Some notes:
    -Sometimes when you scale those quarters in one direction it suddenly turns into something like 256.03, which you can fix by scaling on the other side back and forth to get back into the proper position.
    -Used numbers are just examples, but keep the ratio when scaling the quarters
    -You can split this segment into even more "brushes" by duplicating, moving, deleting and moving back a face before extruding, if you prefer certain selections with dbl-click




    Update of that wip-shot:
    <img src="http://img295.imageshack.us/img295/4930/ns33.jpg" border="0" class="linked-image" />
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    /cheer nice tutorial :)
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    damn son! I just built a curved hallway like that with those bad-ass fence walls looking into rocks! haha >.<
    keep it up, loving the style you got happening.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks alibi, and don't worry, we are probably not the only ones using this fence rock thingy. It can still look totally different in each map.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    What's to say every room in the map has to have a purpose eg. host a tech point or res node.

    I say you could definently fill in those four empty areas in between the long corridors with some generic rooms like a messhall, sleeping quarters, armory. And just being careful not to place doors at places that would serve as a shortcut to detract from the flow of the map, maybe only just one entrance from the center of the map corridors and possible a vent entrance etc.

    just my 2 cents, otherwise map looks great.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The mapping guidelines state more room based play. They also state purpose built areas; so having random rooms with long corridors NS1 style was played down in the guidelines. Not to say it may or may not work, but the guidelines asked levels to be made precise, clear and purposeful.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    I'm quite positive that map guidelines have been bent or broken before with a positive effect. I'm just saying adding three roomes in those three larger blank spaces inbetween his tunnels would probably not be detremental to the map as a whole. I doubt very much that three rooms without any res nodes or tech nodes would do any harm. And it would add some purpose to those tunnels being so long, I'm sure you'd agree on that.

    That said the map looks great but I just think it's worth experimenting with. I as a skulk would definently like the opportunity to fall back to a room which isn't a direct strategic target for everyone and maybe escape through a vent or hide in a nice shadow. Just as long as these rooms don't serve as shortcuts in to large a manor I say that would add to the map not take away. And it's not like it would be difficult to delete these rooms if push comes to shove given spark not having brushes.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Realistically, maps that are on the larger scale are going to have hallways. The trick is to turn the major hallways into mini-rooms. Obviously your tech points are going to the the largest, but you can create zones of combat by creating rooms that allow a little more maneuverability so combat that does take place in between will be a bit deeper. Psy your map looks great and I encourage the distancing to be similar to what you have already, just add flavor to your connecting passageways. Also, some hallways are fine. I'd go with the approach of just not having too many too near to each other. The biggest concern of hallways is limits in gameplay. So just be gameplay minded in your endeavors. :) (All we have to work off of is NS1 for now)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks, Sly.

    Those long hallways in the current overview are a little misleading though.
    I just put them to check travel times and of course I'll replace them with some thing more exciting.
    For example, those two junctions I've already built which have more room-like attributes.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited July 2010
    Finally started with my 3rd tech point, the middle one, and I think I'm going for "crossroads".
    It's a little uncreative regarding the purpose of locations, but it fits and I like the ambiguity considering its strategic location.
    WIP-Shot (not much yet):
    <img src="http://img687.imageshack.us/img687/8686/ns34.jpg" border="0" class="linked-image" />

    ..and an update of the layout; as you can see the long hallways became shorter or split up due to the junctions and the layout of the middle location:
    <img src="http://img227.imageshack.us/img227/8628/overviewd.jpg" border="0" class="linked-image" />
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    solid as usual. Techpoints look bad ass on that manhole prop.. i too used it at my marine spawn point.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1779436:date=Jul 16 2010, 01:30 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 16 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1779436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally started with my 3rd tech point, the middle one, and I think I'm going for "crossroads".
    It's a little uncreative regarding the purpose of locations, but it fits and I like the ambiguity considering its strategic location.
    WIP-Shot (not much yet):
    <img src="http://img687.imageshack.us/img687/8686/ns34.jpg" border="0" class="linked-image" />

    ..and an update of the layout; as you can see the long hallways became shorter or split up due to the junctions and the layout of the middle location:
    <img src="http://img227.imageshack.us/img227/8628/overviewd.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Loving the arches. One thing though, for a tech point, that is really quite small in terms of room size. A recommendation would be to copy paste that exact setup twice over on both sides to made a nine point room to open it up more. Tech points have to accommodate base buildings, and they are pretty large in NS2.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited July 2010
    Look at the onos, it's not that small! Although I'm not sure if I'd like the squeeze into the middle of those crossroads, seems awfully dangerous for skulks, some vents or hidey places might be helpful.

    Oh, and loving the arches. :)
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Really liking the arches too. Curves seem to be your strong point. How is crossroads planned to be shaped are the walls going to be built around the arches or is that only half of them and there will be a 'center' arch?

    . .
    . .
    . . (currently)

    . . .
    . . .
    . . . (expanded right or leftward)

    I think you could pull off either quite nicely, but even with the onos model it seems hard to get a true idea of how roomy/cramped it is in there from the pic.

    Good work.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks for the suggestions and concerns. I'm going to show something later how I planned this and I don't wanna write an essay now :D
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Another WIP-shot that probably gives a better idea about that room since I added marine and skulk:
    <img src="http://img59.imageshack.us/img59/3189/ns35.jpg" border="0" class="linked-image" />
    The street is 256 units wide, 384 if you add the outer grate segments.
    I'm thinking about making part of the grate segments useable by skulks; helps to balance a bit depending on the exits of those grates.
    Since this isn't the first tech point and the only one with a node, it should have some downsides like exposing (tech-)buildings a little more (dunno how much buildings you'll need at the additional tech points).
    Also those ramps leading down and away make it either harder for the attacker or give the defender some possible building spots at his side, especially when you add, for example, a container or a pile of rocks.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Ah yeah, from that angle it starts to get rid of the worry I had about size, as long as the other side is extended a little there should be more than enough room. Once again, love your curvature, definitely a strong suit of your map. Once you add some LoS blocking/crates etc to that room, it'll look and most likely play great. :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Update, Crossroads (still lacking a few details for cover):
    <img src="http://img175.imageshack.us/img175/2259/ns38.jpg" border="0" class="linked-image" />
    <img src="http://img840.imageshack.us/img840/9199/ns36.jpg" border="0" class="linked-image" />
    <img src="http://img835.imageshack.us/img835/3905/ns37.jpg" border="0" class="linked-image" />
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    great lighting! looks good.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    Looks good. keep up the good work! ^-^
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    One of the best things about res nodes in NS1 was unique res nodes. Nodes that were just in the corner of a room were extremely boring.

    The node room a couple posts up is visually incredible , and it will probably create some unique gameplay too! Love it!!!
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Psykoman is seriously the best NS2 mapper around right now. Those arches are also very much awesome.

    But now that I'm done flattering I do have one small bit of critique: that cavern area in your most recent screenshots is definitely too dark. If it was a little brighter it would be perfect!

    Keep up the terrific work sir!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    To lead on from what Scoot said, I'd highlight your entrance/exit doorways with bright spot lighting.
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