ns2_yttrium
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div>QUOTE </div><div><span><b>Progress indicator:</b> 20%</span>
This post will keep updating during progress...
<div>QUOTE </div><div>
<b>Current version: Not yet available...</b>
<b>Small development story:</b>
I've started work on the Marine Start and it was supposed to be heavily inspired by the sci-fy series Firefly Serenity. It still features the central catwalks and stairs alongside a few elevations on the sides. However, because the Firefly is kind of a small ship, I am going off in a different direction now, it still will have the same style as the Marine Start.
<b>Layout</b>
The layout is based on a centralized battle area and will be quite symmetrical in the approach to these areas. Of course I will try and get that ship layout in there as well, but I won't let it influence the layout too much like I did on <a rel="nofollow" target="_blank" href="http://www.unknownworlds.com/forums/index.php?showtopic=91668">Achio</a>. The layout below shows 8 RT's, 5 Techpoints. The reddish colored parts are not yet final , they serve as a layout guide
<img alt="" src="http://members.home.nl/m.borgman/ns-forum/ns2_yttrium/ns2_yttrium.jpg">
<b>What's in a name:</b>
Why the name Yttrium? Well I was looking at the central reactor I was working on and the pipes in this area kind of looked like a Y at the north end and a U at the south end. So I had a look at the periodic table and here it is (Y: Yttrium, U: Uranium). Yttrium is an alloy which can be used to stabilize Uranium and run at much lower temperatures, heck with an explanation like that it just has to fit!
<b>Media:
http://www.youtube.com/watch?v=Zni3IHXDVDU
</b></div>
</div>
This post will keep updating during progress...
<div>QUOTE </div><div>
<b>Current version: Not yet available...</b>
<b>Small development story:</b>
I've started work on the Marine Start and it was supposed to be heavily inspired by the sci-fy series Firefly Serenity. It still features the central catwalks and stairs alongside a few elevations on the sides. However, because the Firefly is kind of a small ship, I am going off in a different direction now, it still will have the same style as the Marine Start.
<b>Layout</b>
The layout is based on a centralized battle area and will be quite symmetrical in the approach to these areas. Of course I will try and get that ship layout in there as well, but I won't let it influence the layout too much like I did on <a rel="nofollow" target="_blank" href="http://www.unknownworlds.com/forums/index.php?showtopic=91668">Achio</a>. The layout below shows 8 RT's, 5 Techpoints. The reddish colored parts are not yet final , they serve as a layout guide
<img alt="" src="http://members.home.nl/m.borgman/ns-forum/ns2_yttrium/ns2_yttrium.jpg">
<b>What's in a name:</b>
Why the name Yttrium? Well I was looking at the central reactor I was working on and the pipes in this area kind of looked like a Y at the north end and a U at the south end. So I had a look at the periodic table and here it is (Y: Yttrium, U: Uranium). Yttrium is an alloy which can be used to stabilize Uranium and run at much lower temperatures, heck with an explanation like that it just has to fit!
<b>Media:
http://www.youtube.com/watch?v=Zni3IHXDVDU
</b></div>
</div>
Comments
I personally hate when the battles always take place in the same room round after round. that was one of the biggest gripes I had with some popular NS1 maps. But it's NS2 and not NS1, so you do you. Just make it work!
I don't know how to judge it at this point, I'm just looking forward to ANY map that isn't rockfall.
<a href="http://en.wikipedia.org/wiki/Yttrium" target="_blank">http://en.wikipedia.org/wiki/Yttrium</a>
I don't know how to judge it at this point, I'm just looking forward to ANY map that isn't rockfall.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's quite a few out there, I refused to use the rocks under the premise everyone is.
It's look solid, although it's so bland. I feel with NS if you've got an empty ceiling it needs to distract away from it, so it needs to be dark or cluttered/smartened up if it's being kept as a highlight.
Honestly, I quite like how the ceilings in Rockdown are almost like a new area in their own. Run around in them and you'll see what I mean, so much effort in to an area no bugger goes!
EDIT: Not 100% but it looks like the ONOS can't access that resource point as it's going to be too wide for the rails. Which is a potential gameplay problem.
Indeed :P
<!--quoteo(post=1812448:date=Dec 2 2010, 10:19 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Dec 2 2010, 10:19 AM) <a href="index.php?act=findpost&pid=1812448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't really look like the inside of a spacecraft. Spacecraft shouldn't have huge open volumes and sprawling corridors. It should be compact and efficient, and any large open areas should have very visible structural members that imply the shape of the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, but tell that to the Onos and the Heavy! Besides this Marinestart is a cargo bay so it should be roomy
I'm not sure but the screenshots don't do it justice, when in motion ingame it looks way more awesome... I didn't have this problem with NS1, there the screenshots almost out-shined the ingame shizzle... Must be that dynamic lighting, which likes to be dynamic or something. I might do a small flytrough or something, I guess.
About the Onos, the current "invisible Onos" can move trough those areas pretty easily and can also reach the resnode. I just has trouble with height, not width on those catwalk areas. Not sure if it is representable for the visible Onos though
It's look solid, although it's so bland. I feel with NS if you've got an empty ceiling it needs to distract away from it, so it needs to be dark or cluttered/smartened up if it's being kept as a highlight.
Honestly, I quite like how the ceilings in Rockdown are almost like a new area in their own. Run around in them and you'll see what I mean, so much effort in to an area no bugger goes!
EDIT: Not 100% but it looks like the ONOS can't access that resource point as it's going to be too wide for the rails. Which is a potential gameplay problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
onos model fits in those rails in editor, will it run through it with the animation? i don't know.
edit: just checked, it works, onos fits fine up those railed stairs.
Some great ideas in these pictures.
A few observations and suggestions though:
1st pic:
Imho the lower, left wall looks too repetitive.
I would make parts of the ceiling darker or add a few small light props (they dont have to light anything).
I think the stairs in the middle and the catwalk would look better with at least two pillars or something else that is supposed to give support and makes it look more solid.
2nd pic looks like you use too few omnis with too large radius/brightness.
The black pipes and the floor texture below look kinda weird. The bright omni isn't helping in that case :p
Yes, but still the only other application of the spelling I know of is a place in france called Ypres.
Hence, nobody except the french and possibly chemistry students will be able to pronounce it.
Which is generally a problem because people won't be able to say 'let's play yttrium' and instead they'll have to say 'let's play that map with the name in an elder tongue of elemental darkness and despair'
Which may negatively impact the map's popularity.
Or it will stick in their mind giving the opposite effect. The human mind is a weird thing to behold :P
Hence, nobody except the french and possibly chemistry students will be able to pronounce it.
Which is generally a problem because people won't be able to say 'let's play yttrium' and instead they'll have to say 'let's play that map with the name in an elder tongue of elemental darkness and despair'
Which may negatively impact the map's popularity.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not French or a chemistry student. IT-TREE-UM. It's not hard. People aren't <i>that</i> stupid.
It'll get there I hope :P
I also am finished shaping up the reactor's general ehm... shape... The central two rooms, but still have to light and dress it up so to speak :P
Totally agree! It's weird how valuable bounce lighting must have been. I always used to make stuff with text lights embedded into walls and stuff. Recessed lighting doesn't really work now.
Yeah the feeling I'm getting is that we have to overcompensate bouncing with brightness or range, which in the end makes it look weird :P
Yeah, but tell that to the Onos and the Heavy!<!--QuoteEnd--></div><!--QuoteEEnd-->
Be creative. Have open spaces formed by multiple hull breaches within the internal structure of the ship, for example. Hallways can still be big enough for Onoses without being "open".
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Besides this Marinestart is a cargo bay so it should be roomy<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that makes sense.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/sgxF1DZ9Rx8"></param><embed src="http://www.youtube.com/v/sgxF1DZ9Rx8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<div align='center'><a href="http://www.youtube.com/watch?v=sgxF1DZ9Rx8" target="_blank">http://www.youtube.com/watch?v=sgxF1DZ9Rx8</a></div>
this actually gives newcomers and guys interested in ns2 a very detailed introduction into the game.
and btw i like your mapdesign ;) hope to see it finished and polished up one day...
Meh, maybe I'll do some more (insight/game play info) video's heck perhaps even on servers with players for some gameplay (If my computer can handle it!)
You can use more than one light, if you want to, stick a dim light at the impact point of the spot.
I usually use a couple of lights, at least one to make the area around the prop brighter, possibly another if I need it.
<div align='center'><a href="http://www.youtube.com/watch?v=Gl7tqQSFKw8" target="_blank">http://www.youtube.com/watch?v=Gl7tqQSFKw8</a></div>
<div align='center'><a href="http://www.youtube.com/watch?v=Gl7tqQSFKw8" target="_blank">http://www.youtube.com/watch?v=Gl7tqQSFKw8</a></div><!--QuoteEnd--></div><!--QuoteEEnd-->
love the marine start.
hope you finish the map!
neat idea with the fences moving down
just wondering though, for marine start, isnt 3 doors + a vent a bit to good for the aliens?
I do like the small hideout aliens have up in the crane. would actually be awesome to flush out some skulks with a nade or 2.
Can you imagine :D shooting a nade up there just to be sure and fragging the entire alien team :p
We shall see, whenever I get this thing done, I restarted about 4 times now :P