ns2_esoteric
Hey guys.
I am finally feeling confident enough to announce and commit to completion my map project.
<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->ns2_esoteric<!--sizec--></span><!--/sizec--></b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--> - <i>underground waste disposal facility.</i><!--sizec--></span><!--/sizec-->
<b>Setting/Backstory:</b> (could change in future)
Built many fathom below the surface, Esoteric facility is seen as the solution to the ever-growing waste problems of the consumerist human species. Debris sent down from the surface is thrown into deep chasms, burning up in the heat below. The heat and chemical energy released is then harvested for other uses. Unforseen events unfold when new mining exposes the facility to Khaara infestation.
<b>Layout:</b>
I have designed my own layout of 5 Tech Points and 7 Resource Points.
There is a double resource room in the center connected directly to other resource only by secondary routes. In late game it may be 'easy' to hold 3 tech points but difficult to hold enough resource to sustain production. It will be near impossible to avoid at least denying opposition hold of the double RP.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_layout.png" border="0" class="linked-image" />
<b>Style:</b>
I'm going for a clean, grungy look with warm yet dark and atmospheric lighting. Brighter lights highlight exits and key things like the location of Points. It should be easy to locate the 'exit' toward another area so players don't get lost.
Also, the plan is for more exposed rocks to be nearer to Alien spawn.
I have built and designed around 4 rooms but I have and will be carefully rebuilding them to better scale and giving them a quick polish to a professional finish I'm happy to share.
So for now, just one room to show.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Marine Spawn</b> - 'dispatch'
<!--sizec--></span><!--/sizec-->presumably where workers would 'login' and suit up for the day's work.
overlooking the Tech Point and floorspace:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip001.jpg" border="0" class="linked-image" />
a view from the resource point showing the locker room (access to Resource 1):
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip002.jpg" border="0" class="linked-image" />
corridor out toward Tech 2:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip003.jpg" border="0" class="linked-image" />
spawn Resource Point:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip004.jpg" border="0" class="linked-image" />
Please, any input greatly appreciated!
wish me luck haha.
edit: oops, messed up the thread description.. if someone could delete it >.<
<sub><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Removed thread description.
-Angelusz<!--colorc--></span><!--/colorc--></sub>
I am finally feeling confident enough to announce and commit to completion my map project.
<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->ns2_esoteric<!--sizec--></span><!--/sizec--></b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--> - <i>underground waste disposal facility.</i><!--sizec--></span><!--/sizec-->
<b>Setting/Backstory:</b> (could change in future)
Built many fathom below the surface, Esoteric facility is seen as the solution to the ever-growing waste problems of the consumerist human species. Debris sent down from the surface is thrown into deep chasms, burning up in the heat below. The heat and chemical energy released is then harvested for other uses. Unforseen events unfold when new mining exposes the facility to Khaara infestation.
<b>Layout:</b>
I have designed my own layout of 5 Tech Points and 7 Resource Points.
There is a double resource room in the center connected directly to other resource only by secondary routes. In late game it may be 'easy' to hold 3 tech points but difficult to hold enough resource to sustain production. It will be near impossible to avoid at least denying opposition hold of the double RP.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_layout.png" border="0" class="linked-image" />
<b>Style:</b>
I'm going for a clean, grungy look with warm yet dark and atmospheric lighting. Brighter lights highlight exits and key things like the location of Points. It should be easy to locate the 'exit' toward another area so players don't get lost.
Also, the plan is for more exposed rocks to be nearer to Alien spawn.
I have built and designed around 4 rooms but I have and will be carefully rebuilding them to better scale and giving them a quick polish to a professional finish I'm happy to share.
So for now, just one room to show.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Marine Spawn</b> - 'dispatch'
<!--sizec--></span><!--/sizec-->presumably where workers would 'login' and suit up for the day's work.
overlooking the Tech Point and floorspace:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip001.jpg" border="0" class="linked-image" />
a view from the resource point showing the locker room (access to Resource 1):
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip002.jpg" border="0" class="linked-image" />
corridor out toward Tech 2:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip003.jpg" border="0" class="linked-image" />
spawn Resource Point:
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip004.jpg" border="0" class="linked-image" />
Please, any input greatly appreciated!
wish me luck haha.
edit: oops, messed up the thread description.. if someone could delete it >.<
<sub><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Removed thread description.
-Angelusz<!--colorc--></span><!--/colorc--></sub>
Comments
The rails around the techpoint. It will make it impossible 4 onos to reach the cc
Been fairly busy lately but whipped this super WIP today just to keep my creative mind going.
It's just a 'wing' of a much larger room.. may as well post it up! Big plans for the rest of it! can't wait.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip005.jpg" border="0" class="linked-image" />
ps. someone delete my thread description please hehe.
A few parts look pitch black though, maybe increase the range of that omni?
Nice ambush spot for skulkies!
yes/no/maybe?
too bad it'll do for now :P
Looks nice, but imho the ceiling is a bit too bright or needs a light to distract from it.
Is the bridge onos proof?
I would extrude both sides of the bridge where the doors are so aliens have some space to hide on the bridge.
This would also make the room a little less square, at least from that POV.
again its a small part of a much larger room so feeling a bit squareish right now. (also there are fancy angles up the back you just can't see from that POV).
thx for the lighting tips tho will do that.
yes/no/maybe?
too bad it'll do for now :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip007.jpg" border="0" class="linked-image" />
This is tech point 5 which now has a res node to make it more 'attractive' for the capture.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip008.jpg" border="0" class="linked-image" />
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip009.jpg" border="0" class="linked-image" />
I'll get some more screens up once I've done the adjoining corridors.
Really like the 2nd picture with all those differently rotated pillars, crossbeams, etc.
First picture looks nice aswell, but I don't like that strong blue and red together (big7, crates, barrels, but especially that little, blue barrel in the front).
haha, the floor isn't _that_ bright! It definately needs some tweaking tho, the brightest lights should be at the res and tech nodes and will be at the doors (they're closed atm). But! I can bring some more contrast into the floor for you uncleray. There are some ambient lights there that don't need to be.
Kind of agree on the blue barrel thing Psykoman, I just slap down any unscaled props quickly to help judge the overall scale of each section. Most are in stupid places that'll change later anyway. A little colour never hurt either way.
I'd love to feature it on my NS2HD channel (See sig) in some way - I want to get into promoting community maps. PM me if you are interested at all!
here's another pic I forgot to post before.
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0010.jpg" border="0" class="linked-image" />
+1
Happy 2012 everyone!
I stopped working on this but with new years also come resolutions! Getting back into mapping and 3d work again. I used to work industry a few years ago but since economic downturn I focused on other things for a bit. I will be treating this as folio piece as I try to find work again.
I've changed up a little on the back-story. Instead of a waste disposal facility, Esoteric is now a secret underground 'nuke' missile silo built by the government to attack the Khaara planets. The rockets are loaded with radioactive material here and launched.
Kind of a generic idea but rockets are cool and this way I can fire up 3dsmax and build some custom assets including rockets, warheads, some cool radioactive canisters, things like that. Should be fun!
Anyway over the last few days I've been getting used to the editor again and doing a quick once over the existing rooms before building the new ones.
Here is progress of 5th tech/res point.
Yes, that is a diagonal elevator! well, the shaft anyway!
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0011.jpg" border="0" class="linked-image" />
<img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns2_esoteric_wip0012.jpg" border="0" class="linked-image" />
Let's do this.
NS2 environments should be futuristic, artificial environments.. IMO white lights are both.
Indeed colored lights add atmosphere.. but good, unique geometry speaks much more than over saturated lights.
Sure, each room and secondary, corridors, shafts etc will throw a different hue.. but white lights will bring cohesion and identify main play space across all rooms.
Each to his own!
You could go for some nice white/black theme with red lights to spice things up and get rid of all the yellow/orange.
Either way, revisiting those shots, they seem strong.