ns2_Maximo

MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
edited July 2010 in Mapping
This is my First NS map! I Asked myself "How could i build a map with a nice look and feel and a balanced gameplay?".
My answer to this question was just simple. " Just do it!" I realized that a personal Opinion about "how u should design a map" is better
then use the mapping guidlines and stick to them like glue. With the new engine options in ns2 the light is a powerfull tool to effect your map in an emotional way.

The map is set up in an old factory-like Base that is playec under a great mountain. The only way to gain fresh air is to use the ventilation
that is present all over the map [I would like to use spining fans in future releases].


<!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Version [alpha 0.3]<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

<b>So this is the overview from the first 4 rooms:</b>
<img src="http://img594.imageshack.us/img594/9246/overviewf.jpg" border="0" class="linked-image" />

The <b>"Marinestart"</b> with 3 exits.
Two are allready designed. One to the "Cave RT" and one to the "Service Station"
<img src="http://img84.imageshack.us/img84/4264/marinestart4.jpg" border="0" class="linked-image" />
<img src="http://img820.imageshack.us/img820/7874/marinestart3.jpg" border="0" class="linked-image" />
<img src="http://img28.imageshack.us/img28/772/marinestart2.jpg" border="0" class="linked-image" />
<img src="http://img594.imageshack.us/img594/5585/marinestart1.jpg" border="0" class="linked-image" />

The Great <b>"Crossing"</b> leading to 3 not implemented Halls
<img src="http://img687.imageshack.us/img687/9571/crossroad4.jpg" border="0" class="linked-image" />
<img src="http://img687.imageshack.us/img687/7628/crossroad3.jpg" border="0" class="linked-image" />
<img src="http://img84.imageshack.us/img84/8893/crossroad2.jpg" border="0" class="linked-image" />
<img src="http://img687.imageshack.us/img687/9923/crossroad1.jpg" border="0" class="linked-image" />

Comments

  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
    One <b>"Cave Ressourcetower"</b>
    <img src="http://img687.imageshack.us/img687/2590/cavert3.jpg" border="0" class="linked-image" />
    <img src="http://img231.imageshack.us/img231/9894/cavert2.jpg" border="0" class="linked-image" />
    <img src="http://img28.imageshack.us/img28/8858/cavert1.jpg" border="0" class="linked-image" />



    Transition between the <b>"Marinestart"</b> and the <b>"CaveRT"</b>
    <img src="http://img257.imageshack.us/img257/3039/transitionmscrt4.jpg" border="0" class="linked-image" />
    <img src="http://img687.imageshack.us/img687/6886/transitionmscrt3.jpg" border="0" class="linked-image" />
    <img src="http://img84.imageshack.us/img84/3871/transitionmscrt2.jpg" border="0" class="linked-image" />
    <img src="http://img231.imageshack.us/img231/1179/transitionmscrt1.jpg" border="0" class="linked-image" />



    A <b>"Servicestation"</b> right next to the <b>"Crossing"</b>
    <img src="http://img231.imageshack.us/img231/7003/servicestation3.jpg" border="0" class="linked-image" />
    <img src="http://img257.imageshack.us/img257/8941/servicestation2.jpg" border="0" class="linked-image" />
    <img src="http://img257.imageshack.us/img257/2714/servicestation1.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'm assuming this is your first level, if so for your first level, you've got the right idea going you just need to expand on the detail a bit more.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    not bad at all for a first attempt :) if the game play is good, then you should really consider taking the time to detail the map, and try to hide the fact the a map is essentially a few boxes connected with hallways :) its a skill someone the guys on this forum are great at
  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
    <!--quoteo(post=1779017:date=Jul 15 2010, 06:02 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jul 15 2010, 06:02 AM) <a href="index.php?act=findpost&pid=1779017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if the game play is good, then you should really consider taking the time to detail the map, and try to hide the fact the a map is essentially a few boxes connected with hallways :) its a skill someone the guys on this forum are great at<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah it's my first map and that is a thing i recognized allready by myself. I Just know the mapping tools from HL1 and there it was more or less normal to create Square rooms =). I Crawled the forum in this section a bit and allready made up some own ideas how to detail the transitions and halls. The CaveRT looks good but the other halls are to Sqarelike ^^. Based on that, my problem is that i need way to "Cover" the ceeling =). In the next few days i try to change the existing rooms a bit and try to improve my creation process.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Lighting is awesome, trimming will make it even more awesome!
  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
    edited July 2010
    *Update*
    Changed The Marinestart a bit
    <img src="http://img85.imageshack.us/img85/3097/marinstart2.jpg" border="0" class="linked-image" />
    <img src="http://img22.imageshack.us/img22/3603/marinstart1.jpg" border="0" class="linked-image" />


    Build a new S-Way near CaveRt leading to a new Room
    <img src="http://img638.imageshack.us/img638/3559/sway1.jpg" border="0" class="linked-image" />
    <img src="http://img17.imageshack.us/img17/3398/sway2.jpg" border="0" class="linked-image" />
    <img src="http://img85.imageshack.us/img85/4816/sway3.jpg" border="0" class="linked-image" />
    <img src="http://img31.imageshack.us/img31/9688/sway4.jpg" border="0" class="linked-image" />




    the floortextures need still some attention they do not match 100%
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I like the corridors they're very claustrophobic looking.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    I really like the bending corridor, it's looking real nice. Could use some more detail especially on the floor. And imo you should bring in some more colored lighting in it. Keep it up!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2010
    <!--quoteo(post=1781338:date=Jul 21 2010, 02:01 PM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Jul 21 2010, 02:01 PM) <a href="index.php?act=findpost&pid=1781338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And imo you should bring in some more colored lighting in it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm, I dunno... Ns certainly shined in colorful lighting, which made some maps look amazing. But somehow the lighting used here, does give me that Ns feeling...

    No wait, this lighting reminds me of kawak's unfinished map <a href="http://www.unknownworlds.com/forums/index.php?showtopic=85128" target="_blank">ns_leya</a>. ns2_leya would be so awesome :P
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    It looks pretty good at the moment.
  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
    <!--quoteo(post=1781338:date=Jul 21 2010, 01:01 PM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Jul 21 2010, 01:01 PM) <a href="index.php?act=findpost&pid=1781338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like the bending corridor, it's looking real nice. Could use some more detail especially on the floor. And imo you should bring in some more colored lighting in it. Keep it up!<!--QuoteEnd--></div><!--QuoteEEnd-->


    Hm i thougth about using more different colors but i think NS2 and it's lightning is not good for setting up "circus" atmosphere. The Shadows and dark more depressive feeling i could get with 1 max 3 colors provides some intense gameplay. And i only use colors in a room,transition or vent, that are used by the textures.
    The terminals shine in a light blue but not to intensive depending on their size. The floormods e.g. in a dark red. and normal light in grey white or some other color that matches the textures. It is hard to find the balance between more or less lightning. But in the end this is an early beta status of my map, how it looks in the final version is more or less unknown ^^.

    The details u've mentioned are one thing that is on my todo list for all of my previous rooms and transition. I just develop a room and after setting up it's environment i put in some Details. It's just the last step i concentrate in my map.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited July 2010
    I think you are on the right track especially for a first map. As mentioned it clearly needs much more detail (the most time consuming part of the process) but from a layout/structure perspective it is starting to look pretty good. Most things seem in proportion but I'm not sure an onos can walk down a 128" tall hallway. I think it needs to be 160"? This might need to be considered because a couple of those hallways look like an onos might have to duck and crawl the entire way through them?
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited July 2010
    <!--quoteo(post=1781422:date=Jul 21 2010, 05:49 PM:name=Mastoriat)--><div class='quotetop'>QUOTE (Mastoriat @ Jul 21 2010, 05:49 PM) <a href="index.php?act=findpost&pid=1781422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hm i thougth about using more different colors but i think NS2 and it's lightning is not good for setting up "circus" atmosphere. The Shadows and dark more depressive feeling i could get with 1 max 3 colors provides some intense gameplay. And i only use colors in a room,transition or vent, that are used by the textures.
    The terminals shine in a light blue but not to intensive depending on their size. The floormods e.g. in a dark red. and normal light in grey white or some other color that matches the textures. It is hard to find the balance between more or less lightning. But in the end this is an early beta status of my map, how it looks in the final version is more or less unknown ^^.

    The details u've mentioned are one thing that is on my todo list for all of my previous rooms and transition. I just develop a room and after setting up it's environment i put in some Details. It's just the last step i concentrate in my map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok I see your point. Maybe the white is too bright then when I look at the pics again. I would maybe decrease the white lights intensity, remove the yellow as is seems out of place, make it generally a bit darker and have more intensive blue with less blue color in it, but that's just my personal opinion. Maybe when more details come that have smaller lights on them and so on you could really make a difference with small colored lights that don't take up much lighting space but work more as detail lighting.

    I see, very nice. I am looking forward to following your progress! Keep it up :)
  • MastoriatMastoriat Join Date: 2010-06-30 Member: 72212Members
    edited July 2010
    Here an updated Overwiev with ressourcepoint and techpoints:

    <img src="http://img137.imageshack.us/img137/9822/overviewv05.jpg" border="0" class="linked-image" />


    A small update with a small room between the reparistation and marinestart:
    <img src="http://img442.imageshack.us/img442/6600/marinerepair3.jpg" border="0" class="linked-image" />
    <img src="http://img530.imageshack.us/img530/9357/marinerepair2.jpg" border="0" class="linked-image" />
    <img src="http://img375.imageshack.us/img375/7798/marinerepair1.jpg" border="0" class="linked-image" />

    I Also started editing the repairstation and the great crososing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Oddly shaped room is odd (which I like) But those floors definitely need some <b>umph</b>, but I'm guessing that is already on your mind :P
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    Good work man keep it up. Your floors are you weak point in my opinion, but hell if I know how to make a better floor so take that with a grain of salt.
  • RedGumsRedGums Join Date: 2010-07-27 Member: 73134Members
    This looks like a great and promising start (although most maps look great and promising compared to my first few attempts at a map). I really like the bendy corridor as well, it's something that should feature in more NS2 maps (straight corridors can get a bit monotonous).

    Best of luck!
  • Pollux568Pollux568 Join Date: 2004-01-07 Member: 25122Members
Sign In or Register to comment.