Surprise! Veil re-make

fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
edited March 2012 in Mapping
ALPHA 2 MAP RELEASED! Download here

http://www.duplexgaming.co.uk/downloads/maps/

ENJOY :)




ALPHA 1 MAP RELEASED! Download here

--- see above ---

ENJOY :)




Hey guys. Veil re-make here. The day 186 drops, an alpha version of this map drops too. No excuses from me.

I punched up marine spawn to give you guys an idea of what I want the finished map to look like.

image
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In NS2 terms, this is a huge map. Maybe two summits.

image
Post edited by Unknown User on
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Comments

  • TrCTrC Join Date: 2008-11-30 Member: 65612Posts: 1,024Members
    Bold
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  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Posts: 678Members, Constellation
    edited September 2011
    Very nice, brings back good memories...

    Just hope it's as good as the original; we shall see. Can't wait to test this out.
    Post edited by Unknown User on
    LV426-Colonist
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Posts: 697Members, Reinforced - Shadow
    WARNING: Experiencing heavy nostalgia flashes, system will shut down in 3...2...1

    I love you for this.

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  • L34DL34D Join Date: 2007-12-28 Member: 63280Posts: 69Members
    Awesome. Good to see NS 1 stuff. Hope you release it soon ^^
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471Posts: 1,993NS1 Playtester, Forum Moderators, Constellation mod
    edited September 2011
    Sweeeet. Looking forward to playing this.
    Post edited by Unknown User on
  • konatakonata Join Date: 2011-08-24 Member: 118296Posts: 862Members
    edited September 2011
    Impressive how close you seem to have got the dimensions. That must have taken you hours from decompiling and looking at an awful .map and jiggling them in to spark. Nice job.
    Post edited by Unknown User on
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  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Posts: 196Members
    awesome! no mater what you do i guess it will be great, but i see you even keep the ns1 style i guess you could add more ns2 props and details, sorry if you are not yet at that stage but had the same intention ;-)


    ingame GUNSLINGER check out my Workshop mods
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Posts: 661Members, Constellation, NS2 Playtester
    I am 100% sure we will be playing this 24/7 on our InversionNS2 server(s)!!!!!!!!!!!!!!!!!!!!!!!
  • playerplayer Join Date: 2010-09-12 Member: 73982Posts: 1,677Members
    You little scoundrel! How long have you been sitting on this?

    QUOTE (Nasdero @ Sep 19 2011, 01:26 PM) »
    awesome! no mater what you do i guess it will be great, but i see you even keep the ns1 style i guess you could add more ns2 props and details, sorry if you are not yet at that stage but had the same intention ;-)

    Just please don't add superfluous stuff that is only there to obstruct your movement (ea. boxes\computers whatever), I'd love to keep things clean and arena-like, has a real NS1 feel to it.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Posts: 1,038Members
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Posts: 661Members, Constellation, NS2 Playtester
    QUOTE (player @ Sep 19 2011, 10:45 AM) »
    You little scoundrel! How long have you been sitting on this?


    Just please don't add superfluous stuff that is only there to obstruct your movement (ea. boxes\computers whatever), I'd love to keep things clean and arena-like, has a real NS1 feel to it.

    +1, the more you add, the less it will be helpful in the current mechanics. I can't tell you how many times I've seen Fades, Skulks and Lerks get caught on random wires/pipes hanging from places that for whatever reason are completely solid and can't be flown through/dynamic. Last time I checked something the size of a Fade can walk through a bunch of wires lol.
  • basti1337basti1337 Join Date: 2011-05-13 Member: 98538Posts: 100Members
    edited September 2011
    Very nice work. I am impressed how good and fast you are when I take a look on the time of your post in this ns1-map-remake thread... :D

    QUOTE (killer monkey @ Sep 19 2011, 03:54 AM) »
    I think I would pay to see ns_veil redone in NS2

    QUOTE (fmpone @ Sep 19 2011, 04:07 AM) »

    very interesting...




    But I also have to say that you should finish your work on ns2_spines first. Maybe your remake is just a little fun project but if you have enough time for mapping then please go on with your own map so we can see another great community map besides summit...


    This is the wrong thread for this (I better post this to the ns1-map-remake thread), but I think when Max is going to upgrade the Spark editor in the near future it will not be a difficult task for him to implement a hl1 .bsp importer tool. So what I'm trying to say is that you should not spend "so much" time for translating the ns1 maps into the spark engine.
    Post edited by Unknown User on
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
    QUOTE (basti1337 @ Sep 19 2011, 12:08 PM) »
    Very nice work. I am impressed how good and fast you are when I take a look on the time of your post in this ns1-map-remake thread... :D





    But I also have to say that you should finish your work on ns2_spines first. Maybe your remake is just a little fun project but if you have enough time for mapping then please go on with your own map so we can see another great community map besides summit...


    This is the wrong thread for this (I better post this to the ns1-map-remake thread), but I think when Max is going to upgrade the Spark editor in the near future it will not be a difficult task for him to implement a hl1 .bsp importer tool. So what I'm trying to say is that you should not spend "so much" time for translating the ns1 maps into the spark engine.



    I can always work on my own stuff at my own rate, but there is a limited window of time to make a great Veil remake. The bottom line is, if I didn't do it, somebody else would; and if I don't nail it, somebody else ultimately will.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,273Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    Importing goldSRC bsp geometry would only be interesting if it's possible to clean it up considerably. As it stands now, when you are going to decompile for a remake. You're still left with a messy bunch of geometry, which you could use as a guide to manually rebuild it all. you can't actually use it for anything else, not to mention redoing all the lighting and the texture work as well.

    Unless Max has a magic trick up his sleeve!

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  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Posts: 1,016Members
    <3

    This will probably replace summit as the most played map.

    I wonder how balanced it will be though. If aliens take double, it seems like marines can just shoot down the chain of infestation that leads there.
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  • basti1337basti1337 Join Date: 2011-05-13 Member: 98538Posts: 100Members
    QUOTE (Kouji_San @ Sep 19 2011, 06:20 PM) »
    Importing goldSRC bsp geometry would only be interesting if it's possible to clean it up considerably. As it stands now, when you are going to decompile for a remake. You're still left with a messy bunch of geometry, which you could use as a guide to manually rebuild it all. you can't actually use it for anything else, not to mention redoing all the lighting and the texture work as well.

    Unless Max has a magic trick up his sleeve!



    Yes, you are absolutely right, there would be a bunch of work to do after importing the level geometry. I think the only purpose of an importer function is to keep the size ratios of the rooms in a map. And I think you would agree that this is what a map-remake basically is and doing this by hand is a difficult and time-consuming task.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Posts: 1,731Members
    Awesome !

    But NS2 seems really to have a contrast problem, fog or something, no ? The screens looks really white compared to NS1.
  • KoruyoKoruyo Join Date: 2009-06-06 Member: 67724Posts: 1,674Members, Reinforced - Shadow
    edited September 2011
    I think, its the bloom that makes it look so milky (maybe well get a slider to adjust the intensity of the bloom effect)
    Also there is a bigger contrast(not sure if its the right word) in the lights, so we got pretty dark shadows and bright lights. (while the ns1 version got it more even, well lit room + soft spotlights)

    NS2 version blinds me a bit.
    Post edited by Unknown User on
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  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Posts: 2,228Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    I like it a lot :) i hope it won't be just a 1:1 copy from ns1, but that it really uses the features the new engine has. But from what i can see right, i'm not too worried :)

    By the way, perhaps you will need more than 4 techpoints for that map, so don't be afraid to experiment around later, like making double a techpoint or other changes to adapt the map to ns2.
    Ollj: "ns_napo, the first good custom map ever" ns_napo
  • playerplayer Join Date: 2010-09-12 Member: 73982Posts: 1,677Members
    Also, an increased contrast and saturation should make it look a lot more like NS1, no such option in the menu for the moment unfortunately.

    Given it's size, I'm curious as to how it performs compared to summit? (tram is still in the gutter).
  • meb3meb3 Join Date: 2011-06-23 Member: 106078Posts: 82Members
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  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Posts: 1,038Members
    You should break up the map's rooms, and give them to different map makers. I'd donate time and effort to making a room or two in this fashion.
  • PricePrice Join Date: 2003-09-27 Member: 21247Posts: 1,281Members
    QUOTE (LV426-Colonist @ Sep 19 2011, 08:47 AM) »
    Very nice, brings back good memories...

    Just hope it's as good as the original; we shall see. Can't wait to test this out.

    /signed
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  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471Posts: 1,993NS1 Playtester, Forum Moderators, Constellation mod
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Posts: 202Members, Constellation
    *droooooool*

    Can't wait to test.
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  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Posts: 196Members
    edited September 2011
    QUOTE
    *droooooool*

    Can't wait to test.


    this!
    Post edited by Unknown User on


    ingame GUNSLINGER check out my Workshop mods
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Posts: 4,983Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow mod
    Awesome! Can't wait to try it out.

    However, I am concerned with how some of the new elements in NS2 will play out. In particular, how many tech nodes are you planning to include? Also, many of the current game mechanics don't scale well with size. Since this is going to be a much bigger map, I'm concerned that marines will be far enough away from the alien 2nd hive locations that they will effectively not be able to take them out before they are built. Additionally, cyst range does not scale with map size, potentially increasing the difficulty of alien expansion.
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Posts: 380Members
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Posts: 928Members, Squad Five Blue
    QUOTE (ScardyBob @ Sep 19 2011, 06:08 PM) »
    Awesome! Can't wait to try it out.

    However, I am concerned with how some of the new elements in NS2 will play out. In particular, how many tech nodes are you planning to include? Also, many of the current game mechanics don't scale well with size. Since this is going to be a much bigger map, I'm concerned that marines will be far enough away from the alien 2nd hive locations that they will effectively not be able to take them out before they are built. Additionally, cyst range does not scale with map size, potentially increasing the difficulty of alien expansion.


    Well, this map will present the devs with certain challenges or decisions like those you brought up. It's likely I'll change some things, but it may end up being equally likely that a map of this size raises concerns worth addressing game-wide, such as the scale stuff you mentioned. As it stands, 4 tech points, 8 rescource nodes.

    You guys will let me know how it all pans out, I'm sure.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Posts: 552Members, Reinforced - Shadow
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