pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 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).
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!
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!
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 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" />
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 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!
<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.
ssjyodaJoin Date: 2002-03-05Member: 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
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 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.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 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 :)
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 :)
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 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 :)
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 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.
Comments
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).
I would love a NS2 built in a similar style to a gothic cathedral.
I love the arches !
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" />
<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>
<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.
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.
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>
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 :)
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 :)
<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.
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" />