ns2_Maximo
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" />
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
<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" />
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.
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%
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
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.
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 :)
<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.
Best of luck!