ns2_tengu

hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
edited December 2012 in Mapping
NS2 TENGU DEVELOPMENT THREAD

Current Design Goals:
- Redesigning Comm Operations and Particle Accelerator
- Creating a new skybox
- Adding cinematics and sounds for atmosphere
- Improving overall gameplay balance and improving combat


The Tengu Signal Station is located in remote space, orbiting a sun on the verge of going supernova. The 6 crew members on rotation ensure the facility is always transmiting useful navigational data to trade caravans lost in the region.

According to transmissions obtained by the TSA, the station drifted into a sizeable debris field, and shortly after the personnel seem to have disappeared. We have reason to believe that the Kharaa are involved, approach with extreme caution.

Now conveniently available on Steam Workshop.

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Post edited by Unknown User on
new ns2 map in progress - ns2_tengu
check out my portfolio - www.danielhookey.ca
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Comments

  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Posts: 678Members, Constellation
    edited February 2012
    Sweet another map for me to play....if it ever gets finished.

    Stick to it!
    Post edited by Unknown User on
    LV426-Colonist
  • JanosJanos Join Date: 2002-08-02 Member: 1050Posts: 390Members, Constellation, NS2 Playtester
    Some of the screenshots have some really unique and interesting architecture, but they give me the impression they are very much work in progress and still need a lot of work, so I'll refrain from giving any real criticism until it appears more complete.
  • LPCLPC Join Date: 2002-04-07 Member: 384Posts: 303Members, Reinforced - Diamond
    looks promising!
    cookiemonster
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Posts: 1,892Members, Squad Five Blue
    Layout and screenshots looks very nice.
    I can give you access to our map database, that most the community mappers already use, when you're ready for a playtest release.
    Just sign up on www.duplexgaming.co.uk
    And then I will have to change your membergroup to map/mod maker, so you can add your map in the database.
    You will be able to go to "Admin", "Downloads", "Maps" to add/edit your map.

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Posts: 143Members
    Nice so far, especially reactor room and signal emission.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Posts: 579Members
    Seeing lots of potential here, looking good so far, keep at it :)
    none
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    QUOTE (swalk @ Feb 25 2012, 01:32 PM) »
    Layout and screenshots looks very nice.
    I can give you access to our map database, that most the community mappers already use, when you're ready for a playtest release.
    Just sign up on www.duplexgaming.co.uk
    And then I will have to change your membergroup to map/mod maker, so you can add your map in the database.
    You will be able to go to "Admin", "Downloads", "Maps" to add/edit your map.


    Thanks swalk, I'll probably have a playtest map done up this weekend if anyone would be interested in hosting a game.

    Wasn't satisfied with marine start so I did it over (twice) and this is what I came up with:

    image
    image
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    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    Very promising work
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Posts: 694Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    QUOTE (hookeyed @ Feb 28 2012, 02:31 PM) »
    Thanks swalk, I'll probably have a playtest map done up this weekend if anyone would be interested in hosting a game.

    Wasn't satisfied with marine start so I did it over (twice) and this is what I came up with:

    image
    image
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    Seems very exposed, but I don't want to offer any suggestions because it would essentially be the map I'm creating :P. Good work so far, make sure to let some people play before you start putting in most of the props and textures so you're able to change things up more easily if there are issues :).
    Mr. Arkanti
    noGG Arkanti
    nova | Arkanti
    Pub Baddie

    Co_Summit - A remix of Summit's unique areas to mould it into a better Combat mod experience. I also broke all the textures. Mad skills yo.
    WildGrass Games - I make video games.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Posts: 258Members, NS2 Playtester, Subnautica Playtester
    edited February 2012
    I have to say the circular room worries me greatly. While it looks fantastic, and I am sure it took you a lot of work to make it spherical like that, how much room does the commander actually have to build on? Will a hive fit?

    It looks to me like the only area you can build on is the upper strip, leaving all that space in the lower middle wasted. Are there any ramps or stairs to connect the two?

    In terms of making effective use of the space, I suggest moving the command station to the center of the room, with entrances to the room on the upper level, and have circular stairs for vertical transition.
    Post edited by Unknown User on
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    edited February 2012
    QUOTE (Blasphemy @ Feb 28 2012, 11:58 AM) »
    I have to say the circular room worries me greatly. While it looks fantastic, and I am sure it took you a lot of work to make it spherical like that, how much room does the commander actually have to build on? Will a hive fit?

    It looks to me like the only area you can build on is the upper strip, leaving all that space in the lower middle wasted. Are there any ramps or stairs to connect the two?

    In terms of making effective use of the space, I suggest moving the command station to the center of the room, with entrances to the room on the upper level, and have circular stairs for vertical transition.


    The lower level will have a staircase going down to it, but I think you're right about there not being enough building space. I moved the tech point a bit and gave it a stage to fix that a little bit. The idea was to have a decent amount of building area while encouraging some unique structure placement.
    image

    Working away to try and get a playtest build for this weekend.. so far I've encountered two problems. One is I can't get the minimap to generate, not sure if the mapping guideline tutorial is up to date. Secondly putting in location entities seems to break the map. I think it may have something to do with not having all the proper entites.
    Post edited by Unknown User on
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Posts: 304Members, Squad Five Blue
    That res node in the last shot would look better in the centre.

    The guideline is up to date - the generated minimaps have to be moved into the overview directory, it won't do it automatically.
    NS2_Kleos
    Subscribe now on NS2 Steam Workshop!
    image
    Kleos (Greek: κλέος) is the Greek word often translated to "renown", or "glory".
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    Alright, just added a (half) playable alpha version of tengu on duplex gaming. A lot of areas are grey boxed but there is some eye candy here and there. Please, download it and let me know what you think in terms of gameplay flow and map control.

    On a side note I'm aware of the ceilings being visible to the commander.. for some reason I can't get the commandinvisible group to work and right now I just want to get 'er out there and start testing.
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Posts: 258Members, NS2 Playtester, Subnautica Playtester
    I like the tube you have going from Signal Emission to Heavy Reactor. I did find the ending rather abrupt once you fall down the one end, and suddenly arrive at the base of that one pillar.

    In docking, it looked to me as though an alien would get trapped in hiding in the upper or lower part of the room, as once you get a marine or two watching the room lengthways, area of movement looks restricted. Maybe a stealthy escape vent or something to connect the two hide areas together might do the trick.

    I don't believe the long ramp over at Coolant Tanks ( Cooling Towers?) is in a very optimal spot. I don't see why I would want to go down that large ramp to get an angle of the hive, when I could just pop around the corner at the same junction and shoot it from there. Maybe if you shifted Comm Operations and maybe Signal Emissions down a bit, then you could have that large ramp start at Comm Operations. Also, there didn't look to be too much room for the hive in Comm Operations. I can't imagine an Onos having a very easy time trying to hide and heal in there. Maybe to use the space of the room more effectively, you could move the hive further into the center, lower it, have the original bridge a ramp down to it, and have other ramps from below going up.

    Also in Comm operations, that large ramp looked kind of awkward with the arches being at the angle they were. The positioning seemed fine, so maybe having the arches upright might fix it.

    In Biodome, I noticed my attention kept being drawn to the center of the room. I also noticed some clipping at the tech point. What if you moved the tech point to the center of the room, and replaced the windows with passages in the northwest, northeast, and south segments. That way, the hive would be visible at first, but not able for sniping, and it would open up the room itself into something much larger, while keeping obstructions. I have a feeling that room would become very popular for combat.

    I like in Living Quarters how you have windows looking at other parts of the ship. I have a feeling that will be very useful in establishing both an identify for the map, but also identities of the other rooms.

    Overall, I really like what you have so far. I like the Bioshock feel to Comm Operations. The architectural design for all the rooms is unique and easily identifiable. And I have a feeling the map is going to be great fun and a crowd favorite.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    edited March 2012
    Thanks Blasphemy for taking the time to look around, it's awesome to get room-by-room feedback like this. You're definitely right about having that ramp in Coolant Tanks connect to Comm Operations. Also.. Cooling Towers, that has a nice ring to it.

    As for the central part of Biodome, I was thinking of turning that into a connection to Heavy Reactor similar to the one with Signal Emission.. but moving the tech point there might indeed make for some great combat.
    Post edited by Unknown User on
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • RTVRTV Join Date: 2008-06-09 Member: 64417Posts: 107Members
    Cool design bro! The window with the spaceview is excelenté!
    I have come here to chew bubblegum and bite ass... and I'm all out of bubblegum.
    - Skulk from Hive # 312

  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    edited March 2012
    Spent the day playing with the cinematic editor. Figured I'd put some eyecandy in Heavy Reactor which is a double res room. I didn't expect the rings to cast shadows, they really add a nice effect.

    Tengu Heavy Reactor Core

    My only question, is it possible to get the ambient sound louder than 1?
    Post edited by Unknown User on
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    The core looks intriguing.

    Would look more effective if the pale purplish light fell on surfaces around the room to really enhance the atmosphere.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Posts: 1,892Members, Squad Five Blue
    edited March 2012
    QUOTE (hookeyed @ Mar 6 2012, 05:29 AM) »
    Spent the day playing with the cinematic editor. Figured I'd put some eyecandy in Heavy Reactor which is a double res room. I didn't expect the rings to cast shadows, they really add a nice effect.

    Tengu Heavy Reactor Core

    My only question, is it possible to get the ambient sound louder than 1?

    That reactor core reminded me of this scene somehow.


    Edit: I just took a tour around your map.
    Very nice use of height differences, I really like that!
    Cargo and Docking needs something that breaks the large lines of sights in those rooms.
    Maybe even vents leading there, taking the large room sizes into account.
    I think it would be a good idea to put resource points at the tech points in the sides.
    It would make Signal room and Biodome more important locations earlier in the game. An alternative to double res in the middle.
    Break the long line of sight from Signal room entrance to the tech point, similar to Biodome tech point. It seems too easily sniped from the entrance.
    Post edited by Unknown User on

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    edited March 2012
    Alright, I updated the screenshots in the main post and download link is now updated to version 3. This is a (mostly) playable build, ready for testing and visual stimulation. Thanks in advancel for any feedback.
    edit: swalk that's pretty funny. the reactor also kills skulks.
    Post edited by Unknown User on
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • JanosJanos Join Date: 2002-08-02 Member: 1050Posts: 390Members, Constellation, NS2 Playtester
    Now that is looking far sharper, good work, I like it, mind you the lighting is fairly bland to say the least, one area that needs a bit of work.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Posts: 1,892Members, Squad Five Blue
    edited March 2012
    I just tried to download your new version, it seems we don't allow .7z format o.O
    I know .zip and .rar formats are allowed, would you mind to re-upload? I would really like a run around and see your changes.
    Screens look awesome!
    Post edited by Unknown User on

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    QUOTE (swalk @ Mar 11 2012, 04:32 PM) »
    I just tried to download your new version, it seems we don't allow .7z format o.O
    I know .zip and .rar formats are allowed, would you mind to re-upload? I would really like a run around and see your changes.
    Screens look awesome!

    Whoops! Fixed and uploaded :)
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Posts: 143Members
    Biodome and Signal emission are very creative. I especially love the curvy tube that connects it with reactor core. Its like a huge slide. Very fun.

    Only concern I've come across is the lack of space in cooling towers, seems a bit cramped to build in.

    Otherwise, a very promising map so far, looks to be among the best, visually if nothing else.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    edited March 2012
    QUOTE (Egad! @ Mar 16 2012, 01:30 AM) »
    Biodome and Signal emission are very creative. I especially love the curvy tube that connects it with reactor core. Its like a huge slide. Very fun.

    Only concern I've come across is the lack of space in cooling towers, seems a bit cramped to build in.

    Otherwise, a very promising map so far, looks to be among the best, visually if nothing else.


    Thanks for the feedback. The curvy tube is probably my favourite part.

    Here's the new skybox I made with a few screens

    image

    image

    image
    Post edited by Unknown User on
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Posts: 130Members
    damm that sun looks good! Great skybox lots of details i noticed when I zoomed in :)
    Steam: Calleohr
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Posts: 678Members, Constellation
    Great looking box.
    LV426-Colonist
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    That's stunning. The sun, the asteroids, the nebula....really awe inspiring!
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Posts: 133Members, NS2 Playtester, NS2 Map Tester
    Wow that skybox is really good hookeyed! I was hoping to get something like that for the skybox on noname, maybe when I finish eclipse(god willing) I'll have to ask how you sectioned the individual faces for the skybox.

    Also put an occlusion culling brush face box around the ready room so you don't see the actual map, unless that is the plan for the map.

    P.S it's good to see that people are using brush geometry more :)
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Posts: 201Members, Squad Five Blue
    QUOTE (Remedy @ Mar 22 2012, 01:45 AM) »
    Wow that skybox is really good hookeyed! I was hoping to get something like that for the skybox on noname, maybe when I finish eclipse(god willing) I'll have to ask how you sectioned the individual faces for the skybox.

    Also put an occlusion culling brush face box around the ready room so you don't see the actual map, unless that is the plan for the map.

    P.S it's good to see that people are using brush geometry more :)


    My technique for the skybox is pretty simple. Made a 4096 x 1024 file in photoshop and painted only the left/front/right/back. Once I had that done and running, I made the top and bottom by copying random bits and blending it to the corresponding edges of the main painting. Kind of a quick fix that isn't too visible when working with stars or nebulae.

    Overall it took a lot of tweaking, rotating and flipping to get everything working. Would've taken forever except you can preview it in the cinematic editor. Gotta love the UW team for that sort of thing.

    I was wondering Remedy, the lighting in your map is pretty impressive. Definitely where Tengu is lacking right now. What combination of lights do you prefer? More omnis or regular lights?
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
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