NS2_Penta

CetmeCetme Join Date: 2010-10-05 Member: 74325Members
Hi All,

after about seven restarts on working on my map, I will let you know that I am still alive. ;)

Don't wonder if the map is still untextured I am working at the moment on a "greybox-map" and I will find out how the architekture works bevor I will start to texture the map.

Have fun with the screens. ;)

Map-Layout:

<img src="http://i.imgur.com/OprmZ.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/UnW5u.jpg" border="0" class="linked-image" />

"Holodome":

<img src="http://i.imgur.com/v2y03.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/uJDlK.jpg" border="0" class="linked-image" />

"Central Bridge"

<img src="http://i.imgur.com/YigRC.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/0utJM.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/fFHac.jpg" border="0" class="linked-image" />

Double-Res fiew:

<img src="http://i.imgur.com/H0JdJ.jpg" border="0" class="linked-image" />

Central-Hive fiew:

<img src="http://i.imgur.com/L2JT6.jpg" border="0" class="linked-image" />

And the mainwork for the moment.

South Railway:

(some walls, the bridges and some trains, etc. will work as fiew, move, fly, etc. blocking elements)

<img src="http://i.imgur.com/E8Ekq.jpg" border="0" class="linked-image" />

Greetz Cetme
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Comments

  • CetmeCetme Join Date: 2010-10-05 Member: 74325Members
    <img src="http://i.imgur.com/CFQoo.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/G0Y25.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/D8lE3.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/28qWP.jpg" border="0" class="linked-image" />
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    Looks gg mate, can't wait to see it textured
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hope you're able to get the OcclusionCulling to work with these hallways that seem to curve on forever, otherwise I see a serious performance issue. Also these same hallways seem quite open, would be interesting to see how Aliens will cope with that.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    This looks amazing I cant wait
  • NeuroPixelNeuroPixel Join Date: 2012-07-15 Member: 154141Members, Reinforced - Shadow
    Amazing design, looking forward to seeing it textured! :)
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Really awesome, but looks insane to make. We'll see you in 2013! :D (But seriously keep going)
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    That's some seriously nuts work!
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    I don't know if you are biting off more than you can chew, but despite this feeling I'm really loving the shapes and forms you've got so far with the brush geometry.

    Looking forward for more updates, keep it up!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Looks like it could be cool, but make ure to turn edges off in the future, it's almost impossible to tell what is going on otherwise
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    Very awesome brushwork! - but I fear the engine struggling under those long and complex corridors =[
  • ChlamydiaChlamydia Join Date: 2012-06-01 Member: 152844Members, Reinforced - Shadow
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    That is some intense brush work. I really hope you can pull all of it together into a well-working map. I fear performance might be an issue.

    Keep going though, great job so far!
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    This looks sweet. Nice job!
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Map looks amazing, like a proper architectural project, which leads me to ask is your background in architecture? Because your level has more of an architectural feel than a game feel - I hope you considered the gameplay aspects too while designing this. Otherwise, it looks really great and I look forward to seeing more.


    <!--quoteo(post=1954836:date=Jul 29 2012, 08:09 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jul 29 2012, 08:09 AM) <a href="index.php?act=findpost&pid=1954836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hope you're able to get the OcclusionCulling to work with these hallways that seem to curve on forever, otherwise I see a serious performance issue. Also these same hallways seem quite open, would be interesting to see how Aliens will cope with that.<!--QuoteEnd--></div><!--QuoteEEnd-->


    This shouldn't be a problem if you stack a few large crates in the hallway, and put the occlussion culling geometry inside them.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    Your geometry looks gorgeous!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    looks cool, but i think you might need to buy a pentagram and ask for satan's help to get this thing textured :)

    i've worked on 1 smallish hexagon room b4, and that was a major pain.

    good luck, would be cool to see it finished :)
  • VoodooHexVoodooHex Join Date: 2012-06-14 Member: 153264Members
    edited July 2012
    This map looks ginormous. Marines would have to have a phase/obs in every rt room they hold.

    Don't get me wrong here, this is very impressive looking. But, you may need to think about the implications this big of a map will have on gameplay. If you keep the map this size i would say it should only be playable by 16 v 16. Marines have a hard enough time saving rt's on the current maps. A map this big would force phases into rooms earlier which could impact needed upgrades.
  • CetmeCetme Join Date: 2010-10-05 Member: 74325Members
    Hi All,

    thank you very mutch for all your positiv feedback! ;)

    <!--quoteo(post=1954836:date=Jul 29 2012, 01:09 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jul 29 2012, 01:09 PM) <a href="index.php?act=findpost&pid=1954836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hope you're able to get the OcclusionCulling to work with these hallways that seem to curve on forever, otherwise I see a serious performance issue. Also these same hallways seem quite open, would be interesting to see how Aliens will cope with that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope the performance will be good. I will try this with view blocking elements which I will use as OcclusionCulling elements, too. But... we will see.

    <!--quoteo(post=1954989:date=Jul 30 2012, 05:19 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jul 30 2012, 05:19 AM) <a href="index.php?act=findpost&pid=1954989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks amazing, like a proper architectural project, which leads me to ask is your background in architecture? Because your level has more of an architectural feel than a game feel - I hope you considered the gameplay aspects too while designing this. Otherwise, it looks really great and I look forward to seeing more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I studied for some semester "Master of Arts". But this wasn't the right for me. The professor said: "be creativ" and than he said: "not that mutch creativ". :D

    <!--quoteo(post=1954883:date=Jul 29 2012, 06:56 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Jul 29 2012, 06:56 PM) <a href="index.php?act=findpost&pid=1954883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really awesome, but looks insane to make. We'll see you in 2013! :D (But seriously keep going)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this, too. I have a fulltime work and some other hobbies (writing, painting, and fast cars, ...). So we will see us in 2013 for sure. ;)

    <!--quoteo(post=1954930:date=Jul 29 2012, 10:20 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jul 29 2012, 10:20 PM) <a href="index.php?act=findpost&pid=1954930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like it could be cool, but make ure to turn edges off in the future, it's almost impossible to tell what is going on otherwise<!--QuoteEnd--></div><!--QuoteEEnd-->

    I will try it, but I like it with edges. ;)

    <!--quoteo(post=1955041:date=Jul 30 2012, 01:05 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jul 30 2012, 01:05 PM) <a href="index.php?act=findpost&pid=1955041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks cool, but i think you might need to buy a pentagram and ask for satan's help to get this thing textured :)

    i've worked on 1 smallish hexagon room b4, and that was a major pain.

    good luck, would be cool to see it finished :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I already ordered twice of them.


    <img src="http://i.imgur.com/kKbhR.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/1gFPV.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/dYcNt.jpg" border="0" class="linked-image" />

    This will be the design which I planned for the south railway and the way between first and fourth startroom.

    Greetz Cetme
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Looks super awesome even though its mostly greybox!
    Can't wait to see how it evolves.
  • TechuserTechuser Join Date: 2010-07-23 Member: 72719Members
    It's looking beautiful but not sure I dig the corridors so wide
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    saw your map layout on the natural selection 2 new site, under the tools! shows how impressive the brush-work is I think!
  • CetmeCetme Join Date: 2010-10-05 Member: 74325Members
    edited August 2012
    Hi All,

    here a little update of my work. I want to finish this map as soon as possible with grey-boxes so I can start testing it bevor I do the main work. ;)

    <!--quoteo(post=1959211:date=Aug 8 2012, 05:59 PM:name=LPC)--><div class='quotetop'>QUOTE (LPC @ Aug 8 2012, 05:59 PM) <a href="index.php?act=findpost&pid=1959211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->saw your map layout on the natural selection 2 new site, under the tools! shows how impressive the brush-work is I think!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I saw it now, too. Realy cool.

    Here are the pictures:

    <img src="http://i.imgur.com/phSQx.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/l2Yqs.jpg" border="0" class="linked-image" />

    Techpoint 4:

    <img src="http://i.imgur.com/n4L6G.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/KLxo5.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/A3dI8.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/efA7a.jpg" border="0" class="linked-image" />

    Greetz Cetme
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Looking really good. I very much like the brushwork.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Your map is turning out to be pure sex ... already looks great without the lighting, I imagine it will be mind-blowing when you get the lights in.

    Do you think you could light just one room to give a taster? pweeeeeeez? :D
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Looking forward to how you light and texture such complex geometry :)
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    This looks great, but in no way playable in a melee vs. ranged combat game. Sorry dude, but vast rooms and big, open corridors don't work in this game.
  • CetmeCetme Join Date: 2010-10-05 Member: 74325Members
    Hi All,

    <!--quoteo(post=1962639:date=Aug 14 2012, 12:17 PM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Aug 14 2012, 12:17 PM) <a href="index.php?act=findpost&pid=1962639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your map is turning out to be pure sex ... already looks great without the lighting, I imagine it will be mind-blowing when you get the lights in.

    Do you think you could light just one room to give a taster? pweeeeeeez? :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1963879:date=Aug 16 2012, 11:03 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Aug 16 2012, 11:03 AM) <a href="index.php?act=findpost&pid=1963879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking forward to how you light and texture such complex geometry :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you very mutch, your words let me smile like a little child. ;D

    I tried a little bit around with light but I am not very happy with the result at the moment.

    So I am sorry that I couldn't give you a taster at the moment.

    <!--quoteo(post=1963961:date=Aug 16 2012, 04:02 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 16 2012, 04:02 PM) <a href="index.php?act=findpost&pid=1963961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This looks great, but in no way playable in a melee vs. ranged combat game. Sorry dude, but vast rooms and big, open corridors don't work in this game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you, too. We will see how it work. If it must be, I will do some changes.


    Here are some new screens.

    <img src="http://i.imgur.com/8qhwi.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/ctd32.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/nKw3h.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/Fpt18.jpg" border="0" class="linked-image" />


    Greetz Cetme
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