ns2_triad

[=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
edited March 2013 in Mapping
My first ns2 map.
My first ns2 map, sn2_triad


Updte Vercion: ns2_triad_beta1 30/03/2012


image





Download : ns2_triad_beta1




Hope you enjoy!
Post edited by [=Alex=] on
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Comments

  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Posts: 317Members
    edited June 2011
    Maybe some more screenshots in this thread?
    Post edited by Unknown User on
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Posts: 241Members, Squad Five Blue
    edited June 2011
    cool map

    one texture is missing here image
    Post edited by Unknown User on
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
    Thanks!

    Today is my birthday and gave me a lot diverdión playing my own map in fr!

    That wall is the corridor that was created just yesterday, must have been deleted by editing some nearby walls.

    There are many bugs to fix, but we played some nice matches!

    image

    image

    image

    image

    image

    image


    Thanks again for download and test it!

    AleX
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Posts: 188Members
    hey Alex!

    I really do like your map. you had some nice and neat ideas with most of your rooms and corridors! i like your architecture as well :-)
    i think this map has potential, you just need to tweak it :-)

    what bothers me is that you have many empty and huge rooms and corridors, i hope you find a way to fill them properly

    i wrote some specific "improvements" ingame, hope you have noticed.


    Trainee
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
    Well downloadable updates ...! greetings!
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Posts: 450Members
    The file is temporarily unavailable.
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  • Digital_slapDigital_slap Join Date: 2011-07-08 Member: 109007Posts: 15Members
    edited July 2011
    Just did a quick run through. Personaly, overall I loved it. It's big, plenty of room and it can only get better. Below are some screen shots of things that stood out to me. Good job with the map!

    image
    Here in Techpoint 2 it seems to me that the RT, Tech, and Power node are too close to one another making them really easy to defend against attackers. Especially if Marines are defending with sentry guns. At least move the power node closer to one of the entrances to give Aliens a good chance.



    image
    Here in RT 02, both entrances have doors. I know doors can be welded, so I am not sure how that goes along with the mapping guidelines. I could be wrong though.



    image
    At this point in the map if you look along the edges you can see the skybox leaking through.



    image
    Here I was having a tough time getting the MACs to move out to build things in the other rooms. I had to manually get them around the circle before they moved okay on their own. ( I know they are working on the pathing system so this could become moot.




    image
    For the Alien start, personaly I think it would be better if it were a bit darker. Also, maybe have some pipes in the ceilings for skulks and lerks to ambush/take cover.



    image
    This corridor connecting to the alien start, which I think is great, I think could also be a bit darker. I just realized this corridor has a power node. Nevermind.


    I'm gonna go through as alien later and get a good feel for the vent system, but so far I think the map is well done. Great job again!
    Post edited by Unknown User on
  • Digital_slapDigital_slap Join Date: 2011-07-08 Member: 109007Posts: 15Members
    I found a spot with a missing face when I was doing a fly through as lerk.

    image
  • dickbassdickbass Join Date: 2011-07-10 Member: 109402Posts: 35Members
    really really good map man. only thing i hate about it is there are doors that arnt doors. please remove all doors that arnt doors.
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Posts: 188Members
    hey alex!

    i really love the improvements in c03/02! this area rocks! :)
    do you have names for the rooms in mind yet?

    ill check if i can run the map on our hbz server sometimes (-:
  • TrCTrC Join Date: 2008-11-30 Member: 65612Posts: 1,024Members
    edited July 2011
    Yea looks cool some of the ways wish me not to be a skulk and the doors may be exploitable. I loved the bottomless area and the room with big propel.

    Can I put up a video on my channel? Its hardly anything interesting just me running the map watching out of windows.

    Post edited by Unknown User on
    image
    #exertus / #team.fantasy @ Quakenet
  • persoperso Join Date: 2003-02-19 Member: 13740Posts: 407Members, WC 2013 - Supporter
    Looks great, I love the opennes. Is 15 some kind of version number, because it kind of looks like that? Personally I would much prefer not seeing number after map name in server browser, so please at least consider changing it to ns2_triad. What is the meaning of it anyway?
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Posts: 597Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Community Dev Team, Pistachionauts
    is there a more current download than the one on 10/2011? I want to test out the map but I want to make sure I have the most current version
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Posts: 188Members
    QUOTE (WasabiOne @ Jul 15 2011, 11:48 AM) »
    is there a more current download than the one on 10/2011? I want to test out the map but I want to make sure I have the most current version


    yeah that version is up to date!
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
    Thank you all for the comments!

    ns2_triad will be the final name when you see it so it is finished :)

    Trc post your video if you want, then put a link to see it! :)

    I'm still working on the map based on what you write, please help by posting ideas and suggestions are very useful to create my map.

    I did, imagine, create every corner of this map, if you can add ideas are welcome!

    I'm adding vents in many sectors to more balanced for both teams and will be completed in a few days.

    Thank you very much again!

    PS: I wonder ... flayra, max, cory, someone! saw my work and I would love any comments / suggestions you have! : p
  • HadesDKHadesDK Join Date: 2008-07-31 Member: 64739Posts: 57Members
    edited July 2011
    Great work mate :)

    You should maybe tweak the red lighting some places though.

    Example:
    http://www.flickr.com/photos/65242834@N05/5942651138/

    http://www.flickr.com/photos/65242834@N05/5942651360/

    Btw do you plan to remove the powernode in Alien Start?
    Post edited by Unknown User on
  • TrCTrC Join Date: 2008-11-30 Member: 65612Posts: 1,024Members
    A runaround

    In here
    image
    #exertus / #team.fantasy @ Quakenet
  • persoperso Join Date: 2003-02-19 Member: 13740Posts: 407Members, WC 2013 - Supporter
    By looking at TrC's runaround I think you could try to add more visual clues to your map. I mean for example tech points are currently lit in much the same way as other parts of your map. Some subtle color changes when approaching a techpoint location could help the players to learn your map easier. I think the sounds you have placed already tremendously aid players to navigate in you map. Also I personally like some more contrasting lighting. I think this would make your map look more interesting and help you to create shadowy areas without lowering map's overall brightness too much. Keep up the good work!
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Posts: 450Members
    Locations need names, for one.
    Two, having a hive literally 20 feet away from the first hive is a bad idea.
    Raneman's Curated Maps
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  • FehaFeha Join Date: 2006-11-16 Member: 58633Posts: 914Members
    I frigging love "RT 03" when the pn is down and r_atmospherics is true. RAVE ROOM!!! xD
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Posts: 109Members
    edited July 2011
    Played this today on the Frelge server.

    Some notes:

    A lot of surfaces needs to be "smoothed" out. As a skulk you get stuck on the strangest things. The command chair area in techpoint02 was once of those places. The wall that you can "run through" north of tech point 1(in the RT area) was some times rather hard to get through and you'd have saved a lot of time just running around.

    In the glass area next to hallway05(rt something. A hallway with a glass roof/walls) the marines managed to get a MAC outside the glass roof and build power packs and a PG. Not much use for them, but it made it impossible for the aliens to reach them.

    The last door in marine start. When locked it served as an "escape area" for the marines when overrun. They simply opened the door, blasted whatever was on the other side with shotguns until the door closed again. It didn't save them, but once their base was gone people _could_ sit in there while taking a break IRL, making it impossible to end the round.

    While we're on the topic of doors. There's so many of them. While this may be OK when alien siege breakers such as the onos or some other form of alien door opener are introduced, in the current state it was not very ... pleasing?(at the lack of a better word).
    Cutting down on the amount of doors to around 1-2 for the entire map would be a better move at any rate, even with alien door openers.

    In a few areas(think it was RT3) I couldn't find the vents that was showing on the minimap, but I'm guessing this is simply because they haven't been put in yet.
    If they have been put in already, making them more obvious would be lovely(think i crawled around that room for almost 3 minutes trying to find them).

    Other than those points, a good map IMO.

    Edit: spelling
    Post edited by Unknown User on
  • Ender_74Ender_74 Join Date: 2011-01-28 Member: 79329Posts: 110Members
    Quick feedback:
    Tech Point 02 CC got me stuck quite a few times, I successfully escaped only once.
    RT2 area can be totally locked from aliens ATM. When building a RT, it is unpowered but the power pack is created on the ceiling as well as phase gate, unless you build behind the RT. (Which is what Odda2k/Nixxen is describing, I got out of the map thanks to that ceiling PG, but as you said, it is useless). Then we built powerpacks and PGs in corridor 03B but for some reason I could only phase from there and never to there.
    The vent in RT1 is a bit too close to the RT, maybe a little higher would be better.

    We used the room in marine start to lock our observatory and arms lab, for some reason dropping an ip didn't work as it got on top on the map. It doesn't seem fair to the aliens that half our base was untouchable.

    I agree with ######bass, those doors that are really just texture are a bit confusing.

    I love RT 3 area as well as Corridor 02-03 such a potential for awesome Skulk play there !
    Ender_74

    No QWERTY keyboard ? No problem
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    edited July 2011
    QUOTE (TrC @ Jul 17 2011, 08:18 AM) »
    A runaround

    In here


    Thanks

    One suggestion, you could have used the flashlight to show off the map better
    Post edited by Unknown User on
  • TrCTrC Join Date: 2008-11-30 Member: 65612Posts: 1,024Members
    QUOTE (peregrinus @ Jul 18 2011, 01:53 PM) »
    Thanks

    One suggestion, you could have used the flashlight to show off the map better

    Thanks I'll keep that in mind
    image
    #exertus / #team.fantasy @ Quakenet
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Posts: 189Members, Squad Five Blue
    21/07/2011 downloadable updates ...! greetings!
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,803Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    Great work on the map Alex! I gave Triad22 a run, and here are my thoughts:

    - Alien start lighting through twin fans a little too bright
    - Two dangerous pits in alien start. Falling through as Fade or Lerk would be annoying
    - Corridor Oeste power point is too close to entrance. Marines can easily repair the power before pushing for alien start.
    - Fan inside vent at Oeste is spinning too fast, rapid flashing light causes nausea
    - Odd fan lighting in RT03 ceiling, there is no visible light source, yet the lights are very bright
    - The glass ceiling in Corridor 05 B is not very obvious.
    - Ceiling sparks in corridor 01 are looping too fast, same as the destroyed power node west of Center Room (probably problem with actual props rather than your map :P)
    - Tech point 01 feels too small and crowded, due to the placement of the tech point
    - Deadend lift in Corridor 03 and 04 seem kinda pointless

    Overall, some of the areas are too wide open, and too easy for Marines to defend. I'm sure you can easily solve that with large props (boxes etc). There are also too many unusable doors.

    The cyan/light blue lightings are a little too saturated, the contrast with the surroundings aren't very pleasant on the eye.

    I hope those would help. Keep up the good work!
    Post edited by Unknown User on
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Posts: 317Members
    Looks fantastic, only a few remarks.

    Some power nodes are a bit close to the ground. It would be more logical if they are mounted at the elbow-height of a marine (ergonomic!) ;)

    Maybe a bit too many , not wide enough bridges with not enough cover for the aliens.

    But again, it looks great
  • FehaFeha Join Date: 2006-11-16 Member: 58633Posts: 914Members
    QUOTE (Odda2k @ Jul 17 2011, 09:18 PM) »
    In a few areas(think it was RT3) I couldn't find the vents that was showing on the minimap, but I'm guessing this is simply because they haven't been put in yet.
    If they have been put in already, making them more obvious would be lovely(think i crawled around that room for almost 3 minutes trying to find them).


    The vent in RT3 is below where you can walk, it is pretty easy to spot as a spectator, or when you know where it is.
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Posts: 241Members, Squad Five Blue
  • HadesDKHadesDK Join Date: 2008-07-31 Member: 64739Posts: 57Members
    Could you please remove building in Readyroom ?
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