ns_summit

1356717

Comments

  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    How do you make your map so 3-Dimensional? Mine is so... boxy...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks everyone, I'll see what I can do about the lighting. It is definitely darker than other parts, but it didn't seem that dark in-game, because you always have a huge enviroment full of fancy lights and stuff around.

    Thaldarin, there is already a light_spot on the pillar shining into the tunnel, maybe I can add anotherone at the tunnel entrance top-down or more lights into the tunnels in general since they don't have many anyway.

    xtcmen, I don't build it out of a huge box :p
    Tbh, I only have rough plan of the room in my mind and the rest is try&error.
    You can see the first pictures of this room in this thread (only the middle part) which might aswell have led to something boxy (aside from the arches).
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    This is a very gothic feeling map.

    I would love a NS2 built in a similar style to a gothic cathedral.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This looks amazing, awesome job!
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    Had to log-in for this one.. arches look like gold to me. beautifull geometrie, architecture. Somehow blends in perfectly with the somewhat high-tech look... arches generally give an old feel too areas - great mix!
  • TagertsweTagertswe Join Date: 2010-03-04 Member: 70825Members
    What many others have said.

    I love the arches !
  • ia-spideria-spider Join Date: 2003-12-14 Member: 24379Members, Constellation
    I like the liking in your map. I'd like to see more maps with that florescent type of lighting
  • SergeantBakerSergeantBaker Join Date: 2010-07-24 Member: 72740Members
    Man great job, this map look awsome! keep going!
  • NayNay Join Date: 2002-06-09 Member: 741Members
    certainly looks nice :]
  • meh`meh` Join Date: 2009-03-10 Member: 66691Members
    Love the lighting. Nice work.
  • Knights-Knights- Join Date: 2009-11-24 Member: 69507Members
    This is why I love the NS community, so much talent comes out to help build custom content for it. The map looks great! I'm really digging the gothic look it really separates it from the other levels. Keep going with it!
  • wdfstryfewdfstryfe Join Date: 2009-05-28 Member: 67532Members
    Looks great, I would love to host this map for you..
  • ShEpShEp Join Date: 2010-07-20 Member: 72597Members
    This map looks amazing. Keep up the good work man :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks, guys.

    Haven't done much lately, but I'm about to start with the 4th tech point.

    Current overview:
    <img src="http://img717.imageshack.us/img717/4195/overviewx.jpg" border="0" class="linked-image" />

    I've opened up one side at the junction between Heliport/Crevice/Crossroads so there is more room to fight:
    <img src="http://img716.imageshack.us/img716/5048/ns44.jpg" border="0" class="linked-image" />

    I've added entities and waypoints to test out the MAC/Drifter:
    <img src="http://img84.imageshack.us/img84/9908/ns43.jpg" border="0" class="linked-image" />
    <img src="http://img31.imageshack.us/img31/6343/ns40.jpg" border="0" class="linked-image" />

    Crossroads exit leading to Ventilation:
    <img src="http://img840.imageshack.us/img840/4889/ns41.jpg" border="0" class="linked-image" />

    From Ventilation to Marine Base:
    <img src="http://img826.imageshack.us/img826/2237/ns42.jpg" border="0" class="linked-image" />
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Wow this is really coming together. Looks like only a few rooms left and the ones made so far seem really close to done.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Damn I can't wait to play this map. This is looking really really good. Nice one pSyk0mAn! I'll say this, not meaning to be mean to anyone, this map visually beats the hell out of ns2_tram!
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This gets better and better!
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    Reminds me of ns_shiva.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Excellent lighting, no complaints!
  • 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
    Idea...

    <a href="http://img155.imageshack.us/i/overviewxgisp.jpg/" target="_blank"><img src="http://img155.imageshack.us/img155/1361/overviewxgisp.jpg" border="0" class="linked-image" /></a>
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1793124:date=Aug 9 2010, 11:09 AM:name=GISP)--><div class='quotetop'>QUOTE (GISP @ Aug 9 2010, 11:09 AM) <a href="index.php?act=findpost&pid=1793124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Idea...

    <a href="http://img155.imageshack.us/i/overviewxgisp.jpg/" target="_blank"><img src="http://img155.imageshack.us/img155/1361/overviewxgisp.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
    This breaks symmetry because crossroads goes to 2 nodes and 2 intersections (that branch to either node or tech point). Adding another route directly to alien spawn(?) would require a similar route on the opposite side to keep an even layout.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    well he did say unaccessable tunnel... maybe just an area u can look through but can't walk through. say fallen beams blocking the path, perhaps aliens can get through but not marines. I like the idea, its kind of like a big vent... there are no vents in the map yet though, so who knows
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited August 2010
    This would probably ruin performance, if you could see or even walk through that tunnel, but I've planned to add a tunnel exit at the alien spawn just so it feels like the tunnel leads somewhere so I might aswell let it appear kinda destructed.

    Also there are already two vents in the map (red light dots), and part of the grates next to the street in crossroads are usable by skulks.
  • 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
    Okey, how about it only showing a tiny bit at the alien start?
    Would explain why the other areas have been closed off :)
    So the actual "added" area is about 1-3 meters of rocks and beams all caved in.

    Uh uh... a new idea... :D A semi closed door open just enough for a skulk NOT to be able to go under it, and again a few rocks and beams blocking the other side - So you realy only need to add what comes down to a 1x1x(Widthof the door) meters or so high robble thingy.
    A single rock prob and some beams and wires, maybe 1-2 lights and small rocks would do the trick, and it woudnt take you more then 2 mins to make :)

    <a href="http://img62.imageshack.us/i/overviewxgisp2.jpg/" target="_blank"><img src="http://img62.imageshack.us/img62/9733/overviewxgisp2.jpg" border="0" class="linked-image" /></a>
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2010
    If anything leave the door closed in crossroads and a small bit of blocked hallway (128-256 units max) from the hive to make as a notch of sorts to hide in and show why the door has been closed on the other side. (all the debris, infestation, or whatever)

    Otherwise I wouldn't even really bother unless it has some other game play benefit such as hiding/vents/etc (too much of a shortcut vent though?).

    I don't see an absolute need for a hallway between those doors. Given where the entrances are that wouldn't be the best hiding spot. "The doors are closed and locked." should be a good enough explanation for why you can't travel that route :)
  • 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
    Yeah ino, but im a sucker for the small details, and since im all full of ideas and im so bad at mapping myself.
    My way of contributing is to "help" thoes who can, by sharing my thoghts and hopefully that way give alittle back to the hardworking mappers.

    Uh, and now im at it - and that goes for <u>all the mappers here on the forum</u>, if you need a playtester for your maps, or just want a "fresh pair of eyes"(<i>or a hug</i>) to give some ingame feedback, im offering as many hours you spend making it to test stuff, and provide you whit detailed feedback. ( ingame or using my super MS-Paint skills ) - Or you just want to chat in if bored :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Little work-in-progress shot of the 4th tech point location:
    <img src="http://img340.imageshack.us/img340/3572/ns45.jpg" border="0" class="linked-image" />

    ..still empty and rough lighting; so much more to do.
    Location is "Surface Access" with two round elevators, one elevator is stuck in the middle with a revealed tech point on the floor below.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    Love the geometry in that shot. It's fairly unique, yet still fits in so well with your overall theme. Hat off to you, good sir.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks.

    Update of Surface Access:
    <img src="http://img294.imageshack.us/img294/3615/ns46.jpg" border="0" class="linked-image" />

    Tech spot:
    <img src="http://img571.imageshack.us/img571/7662/ns47.jpg" border="0" class="linked-image" />
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