ns2_grace
<div class="IPBDescription">another map thread</div>I've shown various WIP shots so far of the first rendition of my map, grace on the PYSST. Although I'm finding after this weekend I've got more time to get a lot more of it done, so I thought I'd start a thread.
I've got 3 areas down, so to speak for the first draft so I thought I'd put them here as I'm going to concentrate on the other unfinished and not started areas now.
I've got an aim for a map at first-person level, to have shadows cast off a player where ever possible as much as possible. Spark has the nice dynamic feature lighting and I want to try and get that design element to become a gameplay element, so you may find some funky lighting through out the thread as the map progresses.
The level is primarily a lab type environment, although I do plan on slightly dirty/clean hybrid areas aswell, it can't all be the same now can it?
Shipping Management Resource Point, will be left of marine spawn and one of the first points of call for the marine team.
<img src="http://i.imgur.com/htTch.jpg" border="0" class="linked-image" />
The 'Y' Corridor, which leads from Shipping Management towards Ventilation.
<img src="http://i.imgur.com/4WnsQ.jpg" border="0" class="linked-image" />
TVentilation Tech Point, seen before although there's parts behind the camera view I'm keeping under wraps for a couple of weeks =]
<img src="http://i.imgur.com/bRBkS.jpg" border="0" class="linked-image" />
And here's the layout I compiled and I'm following, using a power grid from the mapping guidelines. The MS is at the bottom the AS is at the top, the only rooms to have both a Tech Point and an RT.
<img src="http://i.imgur.com/CptXm.jpg" border="0" class="linked-image" />
I've got 3 areas down, so to speak for the first draft so I thought I'd put them here as I'm going to concentrate on the other unfinished and not started areas now.
I've got an aim for a map at first-person level, to have shadows cast off a player where ever possible as much as possible. Spark has the nice dynamic feature lighting and I want to try and get that design element to become a gameplay element, so you may find some funky lighting through out the thread as the map progresses.
The level is primarily a lab type environment, although I do plan on slightly dirty/clean hybrid areas aswell, it can't all be the same now can it?
Shipping Management Resource Point, will be left of marine spawn and one of the first points of call for the marine team.
<img src="http://i.imgur.com/htTch.jpg" border="0" class="linked-image" />
The 'Y' Corridor, which leads from Shipping Management towards Ventilation.
<img src="http://i.imgur.com/4WnsQ.jpg" border="0" class="linked-image" />
TVentilation Tech Point, seen before although there's parts behind the camera view I'm keeping under wraps for a couple of weeks =]
<img src="http://i.imgur.com/bRBkS.jpg" border="0" class="linked-image" />
And here's the layout I compiled and I'm following, using a power grid from the mapping guidelines. The MS is at the bottom the AS is at the top, the only rooms to have both a Tech Point and an RT.
<img src="http://i.imgur.com/CptXm.jpg" border="0" class="linked-image" />
Comments
Great job though, lighting is great.
I posted a small youtube video on another thread about lighting, using shipping management to show shadowing etc. I've posted it below so as you can see, everything gives off a shadow which I'm hoping, will become a gameplay variant for things like ambushing which should make ambush and camp spots more strategic.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/FPKsiEgwAEs"></param><embed src="http://www.youtube.com/v/FPKsiEgwAEs" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
The aspects of lighting with ambushing are simple and broken down as so:
a) The ambusher casts a shadow. Aliens won't see this in alien vision so it forces them out of it to check their shadow (I'm assuming the lighting system will allow you to see your own cast in first person view by then)
b) The person being ambushed can see the shadow cast by that of the ambusher. Meaning if aliens want to see what's coming round a corner, without hive sight or SoF type things, they'll need to come out of alien vision and use shadows.
I'm pretty excited about the various ways I can make this work and make my own lighting more theatrical and atmospheric. The real problem for me will be deciding what lights are atmospheric and where.
In the second shot why do you have triangle place in the middle there should be steps imao.
And for the 3rd one I'm bored from seing vents in everywhere, one is enough delete other 2 and insert something crazy :)
Aye-aye! I'm not a mapper, but I hope these make sense aesthetically.
Y-corridor:
-The shape of the hallways is decent. However, the way the two long pipes near the ceiling wrap around the corner seems a little odd. Zigzagging pipes just seem "inefficient" to me - I'd rather see them stay straight and cut through that corner. Could also make a small vent cutting the corner following the pipe path.
-The little area close to the camera that's fenced off adds some variety, but right now it's very boring. Areas that did something similar in NS1 were much smaller, and were either just "extra detail," or they had a hidden vent or crawlspace. If you only want it to be extra detail, I'd say make it have an apparent function for the fictional setting, or change its size so it's more like a nook than a whole room tacked on to a hallway. Right now it just seems weird to just have vents on the floor AND ceiling with nothing else sitting in there. As is, it's just an open, empty, boring spot.
Ventilation Tech Point:
My main issue is with that third fan. The pair of fans on the right I can understand, especially if they're connected to a pair of vents running parallel. The third fan looks out of place - it's not ventilating a particular part of the room, and it would seem weird to have a vent running between that fan and the pair.
I can see what you're doing with the composition, though, since having a slanted surface on that part of the room ties it in with the slanted surface the pair of fans make. Maybe try putting something else in there, like a control panel or other large surface, that allows you to keep a similar slanted surface.
i can just agree to the comments befor: not as dark as "usual" maps. very good lightning. still authentic in sense "alien_marine-game"
My main issue is with that third fan. The pair of fans on the right I can understand, especially if they're connected to a pair of vents running parallel. The third fan looks out of place - it's not ventilating a particular part of the room, and it would seem weird to have a vent running between that fan and the pair.<!--QuoteEnd--></div><!--QuoteEEnd-->
Couldn't agree more. Really do need to think something more up for that part of the room.
Maybe when the editor gets slightly fixed I'll look at that, I use the 2D views a lot more than perspective and it does get a bit headachey black on black looking at white vertices =]
Heh, I know what you mean. You can't always be running through the map trying to catch everything from first-person, but the zoomed out views don't give the angles needed every time. :)
You sir, are very helpful. <3.
You've now just submitted me to about 6 hours of particle playing one weekend too.
<img src="http://i.imgur.com/46833.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/jfyqi.jpg" border="0" class="linked-image" />
Some minor detailing such as wires etc. are missing, although for now, this looks okayish to me, some walls are a bit bland and boring though. Not sure how to work it, it'll come in time I guess.
Using the "Cracked Glass" prop would add a bit more focus on that window as a focal element to that space. The geometry in the cieling is nice so don't change a thing there.
Using the "Cracked Glass" prop would add a bit more focus on that window as a focal element to that space. The geometry in the cieling is nice so don't change a thing there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed. The ceiling looks fantastic, and coming up that ramp makes me want to run in and scope out the whole room. The second picture makes a pretty good point that the back wall needs to be spruced up a bit. The repeated consoles are a bit much. I see that you made a panel for each vent, but it'd be great to see the room become more than a big box with a catwalk.
Regarding that fan in the floor - I'm not 100% sure I like it, but if you made a crawlspace for aliens that let them access the shaft and use it as a vent system, that would be cool. It just seems like air vents on the floor invite dust and dirt to get kicked into the ventilation system, which doesn't sound so great.
Other than those points, the room looks great, and it definitely looks like a ventilation room. Maybe some machinery that cleans the air would be a good addition for the back wall? Then one panel that controls all fans should be plenty.
I have 2 questions;
Is there lerk friendly landings and areas?
6 tech points?
(that is likely to cause stalemates, IMO)
(that is likely to cause stalemates, IMO)<!--QuoteEnd--></div><!--QuoteEEnd-->
The gameplay experience is currently unfinished, so we'll see. I've taken the 'scrambled' power grid and applied it to a working layout (as seen in my layout jpeg). I took note early on of how small Tram is claimed to be and how larger levels are on their way, it's more of a challenge and personally for me it'll be more rewarding to make a larger level.
My goal is to create something to do in every room. I don't want people to be walking down endless corridors or sitting in rooms having to wait for orders, it's a lovely grid layout. Resources first, tech points second. It builds a great working goal on the ground so players know the next room they hit is going to be action packed, whether they have control over it and may need to defend or if they have no control and have to attack on that front.
EDIT: Also, it'd be disappointing not having the opportunity to see TIER 3 v TIER 3, would it not? =]
Oh yeah... >;]
t3 vs. t3 can be accomplished with 5 tech points given the current system of only needing the 3rd tech point for long enough to start the hive colony/command center upgrade. if that changes i'll have to add another tech point to my map, but i don't think it will since the mapping guidelines have a lot of layout examples with 5 tech points.