PS_Mouse Posted October 4, 2012 Report Posted October 4, 2012 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 # 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: 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): 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: The portion of the express route above TP2 will capture the outflow from the hydroelectric generators and look vaguely like this: 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: 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. These two shots are taken from either end of the waterway just above TP2. Alien Start: 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. The area between AS & TP1, where the crawlspace comes out: (you can see the crawlspace exit in the background of this pic on the left) 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. Quote
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