ns2_grace

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<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" />

Comments

  • WarlockSynoWarlockSyno Join Date: 2010-07-11 Member: 72312Members
    Looking good so far. That little dint in the second picture, with the walk-way, it catches the eye too much.
    Great job though, lighting is great.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Perhaps a console could work in that dent? Love the lighting btw, just a bit on the bright side though (shot 2 mostly)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks great and I really like that you try to go for a rather unique style compared to some other mapper's shots presented in this forum.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    looks good, very open, has a very ns1 flavor to it.
  • 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
    looks nice, but the 'Y' Corridor gotta have a reason behind it. Some teck, a big ass colum or something "the specestation designer" had a good reason to work around instead of having a T-junction.
  • minibananaminibanana Join Date: 2009-09-03 Member: 68682Members
    first screen shot looks like an artwork, overall looks nice and keep up to good work.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This looks great. Can you explain more about this lighting/shadow idea you have?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The idea peregrinus is that every where you go, you should emit a full or obvious shadow at the first person level, as currently the commander level doesn't do it so well because of the view height constraints with lighting.

    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>
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I get it now. Interesting! But what about alien vision, hive sight and all that - won't that make shadows redundant for the way you want to use them? People will pay attention to the glowing orange circle they can see through a wall? I just wonder how you can make shadows a big gameplay element in this way when things like hivesight and marine flashlights are much more obvious marine location indicators.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    These screenshots/the video should be used as a benchmark for how lighting should look in a NS2 map. It's well lit but still has darker areas due to shadows. I'm hoping more NS2 maps go down this route.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    As I can see alien vision is going to be alien flashlight.

    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.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    First room looks the best right now. I do have some other thoughts on cosmetic changes for the other two rooms, though. Are you worrying about appearance at this point, or should I comment on it later?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    First is good, but not crazy as your screenshots that i see before
    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 :)
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited February 2011
    <!--quoteo(post=1832248:date=Feb 14 2011, 08:49 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 14 2011, 08:49 PM) <a href="index.php?act=findpost&pid=1832248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Go for it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • zone_Blackwolfzone_Blackwolf Join Date: 2004-06-20 Member: 29415Members
    loving it! ;)
    i can just agree to the comments befor: not as dark as "usual" maps. very good lightning. still authentic in sense "alien_marine-game"
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1832323:date=Feb 15 2011, 07:53 AM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Feb 15 2011, 07:53 AM) <a href="index.php?act=findpost&pid=1832323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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 =]
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1835082:date=Feb 26 2011, 08:49 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 26 2011, 08:49 AM) <a href="index.php?act=findpost&pid=1835082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 =]<!--QuoteEnd--></div><!--QuoteEEnd-->

    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. :)
  • Nex CarnifexNex Carnifex Join Date: 2011-01-06 Member: 76366Members
    Awesome, looks like an NS1 map, make it intense.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    I'd like to see some electrical particle effects underneath that glass, between the crates that look like batteries. maybe with a spotlight on it, something to make it grab attention from the rest of the room.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1835982:date=Mar 4 2011, 08:05 PM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Mar 4 2011, 08:05 PM) <a href="index.php?act=findpost&pid=1835982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to see some electrical particle effects underneath that glass, between the crates that look like batteries. maybe with a spotlight on it, something to make it grab attention from the rest of the room.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You sir, are very helpful. <3.

    You've now just submitted me to about 6 hours of particle playing one weekend too.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    So I took on board some comments made about the ventilation tech point. Well, I had no idea what to do to fix it so, I demolished it. And after the last 48-72 hours, some twitter updates, some feedback over that time I've got the below,

    <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.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Lookin' good so far. My opinion is that it seems repetitive at that far wall in the second shot but looks great in the first shot up that ramp but with some crafty cables and wires I think it will come together for you.

    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.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited March 2011
    <!--quoteo(post=1837997:date=Mar 20 2011, 02:15 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Mar 20 2011, 02:15 AM) <a href="index.php?act=findpost&pid=1837997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lookin' good so far. My opinion is that it seems repetitive at that far wall in the second shot but looks great in the first shot up that ramp but with some crafty cables and wires I think it will come together for you.

    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.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    Respeketah Thaldarin!

    I have 2 questions;
    Is there lerk friendly landings and areas?

    6 tech points?
    (that is likely to cause stalemates, IMO)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2011
    <!--quoteo(post=1838141:date=Mar 21 2011, 04:15 AM:name=measles)--><div class='quotetop'>QUOTE (measles @ Mar 21 2011, 04:15 AM) <a href="index.php?act=findpost&pid=1838141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->6 tech points?
    (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? =]
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    <!--quoteo(post=1838290:date=Mar 22 2011, 03:17 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 22 2011, 03:17 PM) <a href="index.php?act=findpost&pid=1838290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EDIT: Also, it'd be disappointing not having the opportunity to see TIER 3 v TIER 3, would it not? =]<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh yeah... >;]
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1838290:date=Mar 22 2011, 12:17 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 22 2011, 12:17 AM) <a href="index.php?act=findpost&pid=1838290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EDIT: Also, it'd be disappointing not having the opportunity to see TIER 3 v TIER 3, would it not? =]<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I'm really looking forward to this map. Show us some more pics!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    You need to put some railings around those floor fans they look bizarre and their purpose unclear.
Sign In or Register to comment.