Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2011
<div align='center'>
Thought I'd update this thread once more with the three areas that are quite finished (xept for atmospherics). There are still some holes in walls, being WiP and all...
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>The Core</b><!--sizec--></span><!--/sizec--> The Gorge is... A bit too much fun :)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Heh, I left random start on it seems, I didn't notice. But for "Cargo", it's the marine start. Their ranged power is far superior to the aliens, so it being open shouldn't pose too much trouble. There's still plenty of cover for Skulks and Lerks (Crates/Containers), but the center is mostly an open firing range, so to speak. "The Core" has loads of nooks and crannies for Skulks, Lerks and Fades to close the gap with a marine squad (Or for Gorgey to take cover :D )
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Definitely looks cool. I like all the different angles you are using with pipes and geometry. There are a few overscaled textures that don't fit in that well. And I'd recommend to make these screenshots without infestation/structures, if you want to get more accurate feedback on the looks of your map :)
Really digging the cargo access! The lighting could use some variety but I love the shape and clean look. The cargo bay is starting to look more and more interesting, even though I'm a bit unsure how the catwalks will work out. Do you have any layout planned yet? Also are you going to go to the same lengths regarding the "realisticness" of the layout as with your ns1 map? :)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1888093:date=Dec 3 2011, 04:47 AM:name=konata)--><div class='quotetop'>QUOTE (konata @ Dec 3 2011, 04:47 AM) <a href="index.php?act=findpost&pid=1888093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks pretty. You map too slow, we need to see more ;)<!--QuoteEnd--></div><!--QuoteEEnd--> I restarted about 4 times, so yeah. Slow or indecisive, take your pick :P
<!--quoteo(post=1888101:date=Dec 3 2011, 07:41 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 3 2011, 07:41 AM) <a href="index.php?act=findpost&pid=1888101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely looks cool. I like all the different angles you are using with pipes and geometry. There are a few overscaled textures that don't fit in that well. And I'd recommend to make these screenshots without infestation/structures, if you want to get more accurate feedback on the looks of your map :)<!--QuoteEnd--></div><!--QuoteEEnd--> You could say... I was having too much fun with GorgeArt :P
<!--quoteo(post=1888119:date=Dec 3 2011, 11:22 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Dec 3 2011, 11:22 AM) <a href="index.php?act=findpost&pid=1888119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i want to see another walk through video kouji :)<!--QuoteEnd--></div><!--QuoteEEnd--> Heh, I might do that, but there is only empty space in between these areas :]
<!--quoteo(post=1888127:date=Dec 3 2011, 11:57 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Dec 3 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1888127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really digging the cargo access! The lighting could use some variety but I love the shape and clean look. The cargo bay is starting to look more and more interesting, even though I'm a bit unsure how the catwalks will work out. Do you have any layout planned yet? Also are you going to go to the same lengths regarding the "realisticness" of the layout as with your ns1 map? :)<!--QuoteEnd--></div><!--QuoteEEnd--> It's going to use a layout quite similar to the sample map, doesn't have to mean a none realistic ship layout. My main focus for the map is to create a fast game pace/flow, basically forcing the aliens and marines to encounter each other.
I'm now adding some atmospherics and such, also these atmospherics make Cargo seem much nicely lit. and I added some variety in the Cargo access hallway. It was too much of the same color. Heh I still have these map areas floating around in space, they're not yet in final location either. Good thing Spark has texture locking mode and adding a line to use a reference point to move the entire rooms seems to work D:
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1889126:date=Dec 8 2011, 02:59 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 8 2011, 02:59 PM) <a href="index.php?act=findpost&pid=1889126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking good. The hive room with the pipes is bigger than it looked in screenshots.
Hard question - when do you think we will be able to play it? :D<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah that's the reason why a video fly-trough usually gives better impression, besides in motion shizzle is cool in any case. Hard question is Hard, I dun have an answer other then... here it comes... When it's done :P
It'd be nice to see you do something funky to lower the ceiling or add more supports where a hive goes through, as not having the potential for random spawns is a draw back if you change your plans.
I do support the overall NS2 vibe for keeping the NS1 structure such as MS static, hives random. Although leave yourself open to ideas ;)
Nice map! I like the stairs, you can still see what's going on below while getting upstairs. But the thing that really interests me is, how to get that thing that is written on the top left?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The location entities are wrongly positioned in that video though :D
I'll have a look at the ceiling in the marine start. However the layout (it's going to use) is simply not suited for random spawns. I could perhaps have it randomly spawn with the marines in cargo and to the top-right of Cargo, while the aliens spawn in engine or the tech_point down-left to that one. But that is as far as I'm willing to go in terms of random spawns :D
The core, flying around it in gif fashion... <img src="http://farm9.staticflickr.com/8447/7901707098_86b2e5de2c_o.gif" border="0" class="linked-image" />
working on a short video as well if the bloody editor stops crashing :(
Fair play Kouji it looks amazing, I love how you said that it's inspired by Firefly since I just finished watching an episode before jumping on here and well it kinda of shows a little in the Cargo room, just need a Jayne wearing his awesome hat up on the catwalks and you are sorted.
Should ask for someone from the community to create a Firefly Easter-egg to hide some where.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2012
<div align='center'>A bit more Work in Progress <img src="http://farm9.staticflickr.com/8042/7914126958_639171702e_o.png" border="0" class="linked-image" /> It has already changed a bit, well not changed but more stuff added like hallways and stuff...
This area (The Core) and the <i>Loading Bay</i> has been revised like 4 times now. This is the final revision, the room is big enough and I'm finally happy with it. The engine room from the previous pages was more in editor concept art than a finalised area. It is also too small, but the final "Engine" area will look similar, but nicer, bigger and of course more impressive :P </div>
Comments
Thought I'd update this thread once more with the three areas that are quite finished (xept for atmospherics). There are still some holes in walls, being WiP and all...
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>The Core</b><!--sizec--></span><!--/sizec-->
The Gorge is... A bit too much fun :)
<a href="http://www.flickr.com/photos/martin_borgman/6443714217/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7144/6443714217_848ef71ee3.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443715021/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7022/6443715021_0d943d87b0.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443715573/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7013/6443715573_bfaf3cdc71.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443717317/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7025/6443717317_6b309dc4a7.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443717547/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7003/6443717547_ccf4c55bce.jpg" border="0" class="linked-image" /></a>
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>Engine</b><!--sizec--></span><!--/sizec-->
<a href="http://www.flickr.com/photos/martin_borgman/6443716053/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7162/6443716053_79be74f33b.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443716497/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7157/6443716497_56575a6c60.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443716973/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7028/6443716973_7b8671903e.jpg" border="0" class="linked-image" /></a>
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<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>Cargo Bay</b><!--sizec--></span><!--/sizec-->
<a href="http://www.flickr.com/photos/martin_borgman/6443718389/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7158/6443718389_c355263ae6.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443718785/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7155/6443718785_17001e9960.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443719187/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7145/6443719187_b49f9fc17a.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443719737/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7015/6443719737_7a8d60bb4c.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/martin_borgman/6443720243/in/set-72157625385274075" target="_blank"><img src="http://farm8.staticflickr.com/7032/6443720243_2cbe1d0cf6.jpg" border="0" class="linked-image" /></a>
</div>
Looks pretty. You map too slow, we need to see more ;)
There are a few overscaled textures that don't fit in that well.
And I'd recommend to make these screenshots without infestation/structures, if you want to get more accurate feedback on the looks of your map :)
The cargo bay is starting to look more and more interesting, even though I'm a bit unsure how the catwalks will work out.
Do you have any layout planned yet? Also are you going to go to the same lengths regarding the "realisticness" of the layout
as with your ns1 map? :)
I restarted about 4 times, so yeah. Slow or indecisive, take your pick :P
<!--quoteo(post=1888101:date=Dec 3 2011, 07:41 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 3 2011, 07:41 AM) <a href="index.php?act=findpost&pid=1888101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely looks cool. I like all the different angles you are using with pipes and geometry.
There are a few overscaled textures that don't fit in that well.
And I'd recommend to make these screenshots without infestation/structures, if you want to get more accurate feedback on the looks of your map :)<!--QuoteEnd--></div><!--QuoteEEnd-->
You could say... I was having too much fun with GorgeArt :P
<!--quoteo(post=1888119:date=Dec 3 2011, 11:22 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Dec 3 2011, 11:22 AM) <a href="index.php?act=findpost&pid=1888119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i want to see another walk through video kouji :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, I might do that, but there is only empty space in between these areas :]
<!--quoteo(post=1888127:date=Dec 3 2011, 11:57 AM:name=perso)--><div class='quotetop'>QUOTE (perso @ Dec 3 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1888127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really digging the cargo access! The lighting could use some variety but I love the shape and clean look.
The cargo bay is starting to look more and more interesting, even though I'm a bit unsure how the catwalks will work out.
Do you have any layout planned yet? Also are you going to go to the same lengths regarding the "realisticness" of the layout
as with your ns1 map? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's going to use a layout quite similar to the sample map, doesn't have to mean a none realistic ship layout. My main focus for the map is to create a fast game pace/flow, basically forcing the aliens and marines to encounter each other.
I'm now adding some atmospherics and such, also these atmospherics make Cargo seem much nicely lit. and I added some variety in the Cargo access hallway. It was too much of the same color. Heh I still have these map areas floating around in space, they're not yet in final location either. Good thing Spark has texture locking mode and adding a line to use a reference point to move the entire rooms seems to work D:
Hard question - when do you think we will be able to play it? :D
Hard question - when do you think we will be able to play it? :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's the reason why a video fly-trough usually gives better impression, besides in motion shizzle is cool in any case. Hard question is Hard, I dun have an answer other then... here it comes... When it's done :P
I do support the overall NS2 vibe for keeping the NS1 structure such as MS static, hives random. Although leave yourself open to ideas ;)
Nice map! I like the stairs, you can still see what's going on below while getting upstairs. But the thing that really interests me is, how to get that thing that is written on the top left?
I'll have a look at the ceiling in the marine start. However the layout (it's going to use) is simply not suited for random spawns. I could perhaps have it randomly spawn with the marines in cargo and to the top-right of Cargo, while the aliens spawn in engine or the tech_point down-left to that one. But that is as far as I'm willing to go in terms of random spawns :D
<img src="http://farm6.staticflickr.com/5197/7191521238_6d3a9dd9b5_o.png" border="0" class="linked-image" />
The core, flying around it in gif fashion...
<img src="http://farm9.staticflickr.com/8447/7901707098_86b2e5de2c_o.gif" border="0" class="linked-image" />
working on a short video as well if the bloody editor stops crashing :(
I approve of this rotating gif.
I _really_ like the first corridor from marine start also, very impressive!
Fair play Kouji it looks amazing, I love how you said that it's inspired by Firefly since I just finished watching an episode before jumping on here and well it kinda of shows a little in the Cargo room, just need a Jayne wearing his awesome hat up on the catwalks and you are sorted.
Should ask for someone from the community to create a Firefly Easter-egg to hide some where.
<img src="http://farm9.staticflickr.com/8042/7914126958_639171702e_o.png" border="0" class="linked-image" />
It has already changed a bit, well not changed but more stuff added like hallways and stuff...
This area (The Core) and the <i>Loading Bay</i> has been revised like 4 times now. This is the final revision, the room is big enough and I'm finally happy with it. The engine room from the previous pages was more in editor concept art than a finalised area. It is also too small, but the final "Engine" area will look similar, but nicer, bigger and of course more impressive :P
</div>
S'goin on?