Surveillance on ns2_prison, early WiP!! Hoping to finalize this section today, so I can get to work on the remaining 50% of the area over the weekend, hopefully make a playtest this or next sunday ^^
Could everyone please direct their eyes to the upper right hand corner of his screenshot? Feel free to pick your jaws up off the ground after seeing the vert count there. I think you've got more verts there than all the stock maps combined!
Could everyone please direct their eyes to the upper right hand corner of his screenshot? Feel free to pick your jaws up off the ground after seeing the vert count there. I think you've got more verts there than all the stock maps combined!
If you have any idea what to put into those empty spots in the bottom right corner... ideas are appreciated. My brain has already used all it's creativity for this week. And I want this greybox to be done Sunday.
I'd say make something more simple, you got a lot of corridors creating loops in the map as well as bringing their corresponding rooms into sound / arc range. Try limiting 2nd routes and create a map more in the traditional wheel style. You can break the rules like Kodiak and others, but it's got to be for a clear design goal, looking at that overview right now ( I know it's not even finished ), I can only tell that it will be somewhat confusing and convoluted.
Sorry if that came off really harsh, but I recieved these words about prison myself, and it turned out for the better in the end, I even had an area called maze in my original version of prison ^^
I'd say make something more simple, you got a lot of corridors creating loops in the map as well as bringing their corresponding rooms into sound / arc range. Try limiting 2nd routes and create a map more in the traditional wheel style. You can break the rules like Kodiak and others, but it's got to be for a clear design goal, looking at that overview right now ( I know it's not even finished ), I can only tell that it will be somewhat confusing and convoluted.
Sorry if that came off really harsh, but I recieved these words about prison myself, and it turned out for the better in the end, I even had an area called maze in my original version of prison ^^
No, thanks for the feedback. The thing with maze was just a joke as it really looks a bit confusing, it's not the name for the finished version
I noticed the thing with the corridors, too, and it does indeed induce claustrophobia a bit atm. I check everything for ARC ranges and run times, though, so don't worry about that. (For example, Shaft South will not be directly arcable from Station Overview. I ensured that.)
Take a look at this:
The red bars is where the minimap drew a floor where actually are walls. (This removes the would-be Train - South Shaft loop from the minimap. I think that's the main reason the map looks loop-ish.) The green bar is an entrance I'm going to scrap. (And I'm going to move the entrance south to it further up.) (.... aaand, in fact, I just noticed that Pipe room should not actually be connected to Reception but to Train Station, because I'm going for a Descent-ish layout*. Oops. Well, your feedback has been helpful already. )
Looks a bit better now, I hope?
Yeah, I know, corridors. Make rooms, not corridors. I'm doing my best. I do have a design goal, although it's more about aesthetics: I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
Do you know how the interior of the Tantive IV looks? Sortof like that.
I'm still looking for some inspiration for the rooms in the triangle between shaft and the eastern and southern TP, though...
Note that I try to make the rooms fit together thematically. So, no medbays next to cafeterias
edit: Oh, and the crossed out stuff in the top-right is background geometry. So, no oversized RT rooms
*edit2: routes so far strictly like Descent (well, save for that pipe room mistake)
I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
Do you know how the interior of the Tantive IV looks? Sortof like that.
A while back I was sketching out some ideas for a trade market map for which I also planned a shiny visitors/customers half, offset against the grimy facility employees half. There's some fun contrasts to be built with that.
I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
Do you know how the interior of the Tantive IV looks? Sortof like that.
A while back I was sketching out some ideas for a trade market map for which I also planned a shiny visitors/customers half, offset against the grimy facility employees half. There's some fun contrasts to be built with that.
I'm fairly sure you stole my idea via time travel and telepathy.
I WILL SUE YOU!!!
edit: Oh, and any idea what to put into the bottom right corner, thematically? Any input appreciated.
Comments
Is that water, or what am I looking at here?
It is applied in a regular face ... here it is again:
Dammit rudy! You're making us all look bad!
Here is small homage to the original
But but... you're back NOW right???? RIGHT??????? [-O<
Awesome stuff!
So... where can we get this tool to try it out?
Could everyone please direct their eyes to the upper right hand corner of his screenshot? Feel free to pick your jaws up off the ground after seeing the vert count there. I think you've got more verts there than all the stock maps combined!
I dont care its AWESOME i want to play it
A new challenger appears!
If you have any idea what to put into those empty spots in the bottom right corner... ideas are appreciated. My brain has already used all it's creativity for this week. And I want this greybox to be done Sunday.
Sorry if that came off really harsh, but I recieved these words about prison myself, and it turned out for the better in the end, I even had an area called maze in my original version of prison ^^
No, thanks for the feedback. The thing with maze was just a joke as it really looks a bit confusing, it's not the name for the finished version
I noticed the thing with the corridors, too, and it does indeed induce claustrophobia a bit atm. I check everything for ARC ranges and run times, though, so don't worry about that. (For example, Shaft South will not be directly arcable from Station Overview. I ensured that.)
Take a look at this:
The red bars is where the minimap drew a floor where actually are walls. (This removes the would-be Train - South Shaft loop from the minimap. I think that's the main reason the map looks loop-ish.) The green bar is an entrance I'm going to scrap. (And I'm going to move the entrance south to it further up.) (.... aaand, in fact, I just noticed that Pipe room should not actually be connected to Reception but to Train Station, because I'm going for a Descent-ish layout*. Oops. Well, your feedback has been helpful already. )
Looks a bit better now, I hope?
Yeah, I know, corridors. Make rooms, not corridors. I'm doing my best. I do have a design goal, although it's more about aesthetics: I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
Do you know how the interior of the Tantive IV looks? Sortof like that.
I'm still looking for some inspiration for the rooms in the triangle between shaft and the eastern and southern TP, though...
Note that I try to make the rooms fit together thematically. So, no medbays next to cafeterias
edit: Oh, and the crossed out stuff in the top-right is background geometry. So, no oversized RT rooms
*edit2: routes so far strictly like Descent (well, save for that pipe room mistake)
I'm fairly sure you stole my idea via time travel and telepathy.
I WILL SUE YOU!!!
edit: Oh, and any idea what to put into the bottom right corner, thematically? Any input appreciated.
Map is postponed till next sunday, btw.