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[NS2] Drydosity

  • PS_Mouse
  • October 4, 2012 at 7:34 AM
  • PS_Mouse
    • October 4, 2012 at 7:34 AM
    • #1

    Hi guys

    I've started work on a map inspired by the fact that the NS2 engine doesn't have water - a dried out sequel to my NS1 map ns_hydrosity.

    Drydosity will be a visit to the now dried out & disused water processing facility from ns_hydrosity. Where hydrosity had dark grey clouds, constant rain and running water, drydosity will have scorching, harsh sunlight, dry winds and a general look of abandonment & desolation.

    First, the layout:

    AS = Alien Start

    MS = Marine Start

    TP# = Tech Point #

    RP# = Resource Point #

    [Blocked Image: http://imageshack.us/a/img694/120/ns2drydositylayout3.jpg]

    Now, some reference pictures, to give you guys an idea of what I'm aiming for visually:

    I mentioned before that there will be harsh sunlight beating down on the facility. The walls down the one edge of the map will look something like this:

    [Blocked Image: http://imageshack.us/a/img100/9765/vistaj.jpg]

    AS, which will also be getting a decent amount of sunlight, will be round and look somewhat similar to this pic (but with neither the water nor the random nude):

    [Blocked Image: http://imageshack.us/a/img12/8158/atriumr.jpg]

    TP2 in the center of the map will be an interesting one to design & balance.

    The each of the three grey areas below the tech point itself will have a hydroelectric generator taking up a decent portion of the floorspace:

    [Blocked Image: http://imageshack.us/a/img18/7289/generators.jpg]

    The portion of the express route above TP2 will capture the outflow from the hydroelectric generators and look vaguely like this:

    [Blocked Image: http://imageshack.us/a/img221/8492/japanesesewers10.jpg]

    Although I don't have the vents in, when they do appear they'll look something like the pic below - crawlspaces beneath non-existent rooms:

    [Blocked Image: http://imageshack.us/a/img221/9875/supports2.jpg]

    An image dump of what I've done so far:

    These first three shots are taken from the area around RP2. This side of the map will be all windows & skylight.

    [Blocked Image: http://imageshack.us/a/img208/425/ns2drydosity00012.jpg]

    [Blocked Image: http://imageshack.us/a/img255/9025/ns2drydosity00011.jpg]

    [Blocked Image: http://imageshack.us/a/img402/6373/ns2drydosity00010.jpg]

    These two shots are taken from either end of the waterway just above TP2.

    [Blocked Image: http://imageshack.us/a/img528/8136/ns2drydosity00009.jpg]

    [Blocked Image: http://imageshack.us/a/img341/2973/ns2drydosity00008.jpg]

    Alien Start:

    [Blocked Image: http://imageshack.us/a/img39/5113/ns2drydosity00019.jpg]

    A crawlspace vent that goes between the upper portion of the waterway/express route in the middle of the map and the area between AS & TP1.

    [Blocked Image: http://imageshack.us/a/img29/7536/ns2drydosity00016.jpg]

    [Blocked Image: http://imageshack.us/a/img826/7462/ns2drydosity00017.jpg]

    [Blocked Image: http://imageshack.us/a/img405/1972/ns2drydosity00018.jpg]

    The area between AS & TP1, where the crawlspace comes out:

    [Blocked Image: http://imageshack.us/a/img207/28/ns2drydosity00020.jpg]

    [Blocked Image: http://imageshack.us/a/img707/6733/ns2drydosity00021.jpg]

    (you can see the crawlspace exit in the background of this pic on the left)

    [Blocked Image: http://imageshack.us/a/img837/2364/ns2drydosity00022.jpg]

    If you guys have any thoughts on where I can go with this aesthetic, let me know. As much as it does kind of work, I'm getting a bit irritated by how monochrome the level is looking so far.

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