ns2_turtle - V1.0 Released

Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
edited September 2013 in Mapping
beta Released - omega version WIP
Updated Post. Current Release is beta 2.

Version b2c1 is the latest version supplied by Koruyo. It is an updated version of b2 which fixes some gameplay issues. Link on this page and my signature will get you the latest file.

QUOTE (The Turtle Spacecraft)
TSA Turtle, is a deepspace exploration spacecraft, a small ship designed for its inhabitants to be able to peacefully cruise around space, sampling minerals and charting unknown planets. Its thick structure, acting like the shell of a turtle, allows the ship to withstand the toughest environments. But the shell won't protect the crew members from an internal infestation.

A distress signal was received by the TSA from a distant sector beyond the border of colonized star systems. Turtle ships are expensive to manufacture due to their unique survival systems. The data they collect is an even more invaluable resource. It is essential that the TSA recovers Turtle_b2 from the infestation.

A TSA Arrow-Response Ship is now being dispatched and is expected to arrive shortly in Turtle_b2's sector.



QUOTE (Gameplay)
Turtle is a smaller, more maze-like map, divided into 7 main sectors, technical rooms and many access routes from sector to sector. It is very fast paced and action packed. Static spawns, 6 Tech points, 10 Resource points, 5 doors


Duplex Page
Direct Download v.b2c1

ns2_turtle, Layout
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Quarters, Marine Spawn
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Bridge
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Hub
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Cargo, Alien Spawn
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Engine
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Reactor View
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Loading
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Post edited by Evil_bOb1 on
ns2_turtle modid=486cef9 Forum thread / duplexgaming page
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Comments

  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Posts: 256Members
    Awesome!
    I'll have a go and give my opinion of it when I've had a thorough look of it :)
    image
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Posts: 1,731Members
    Nice job, it looks good! I specially liked the huge alien start. Bridge and generator are nice too. Some parts (corridors, ..) are a bit uninteresting and confusing at first.
  • ale'ale' Join Date: 2011-08-06 Member: 114689Posts: 63Members
    Awesome, nice to have some new playable maps. I hope I'll get to try it soon.

    Now we just need map rotation.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Posts: 450Members
    We need a server running this!
    Raneman's Curated Maps
    MOST BE LOGGED ONTO STEAM COMMUNITY TO VIEW
  • autograderautograder Join Date: 2011-06-24 Member: 106181Posts: 187Members
    Up on the Drunken Gorge!

    I'll be on in a few
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Posts: 256Members
    edited October 2011
    These are just my thoughts on your map along with some (and I stress) conciliative advice

    First off I love your work, and I can't wait to play on it with 16 people.
    I really like how you've incorporated levels and platforms into the map without obscuring the commanders view.

    Alien start is perfect and can provide some amazing fade play.
    However there's a rectangle right above the hive you forgot to hide.

    image
    All drifters automically spawn here when created for some unknown reason.


    image
    I'm really iffy on the resource areas, they're easy for sentries to defend thus making them great for adding challenging play (and prioritising organised attacks) in order to deal some damage to the Marine team.
    It's ideal for resource nodes in the center of the map where there's much larger conflict and need for defence, but for further nodes I believe they should be given less map defence as they're easier to protect.
    Starting res node should be put nearer to the command station area IMO.


    image
    Power nodes.
    I'm not really liking the thought of a double victory for the Kharaa, plus it seems laborious and time consuming for both teams to repair/destroy both frequently.


    image
    Really loving your lighting here, the contrast between light and dark is used really well in your map, and I'd love it if you contrast more colours for the beta.


    Niggles

    I noticed a lack of vents in your map.
    Personally, nothing is more immersive and exciting for me than to be a skulk running through vents stalking or flanking marines.

    I saw the tight corridors you made and tested them with the Onos, I could get through all of them (although this could change when the Onos is implemented) so you may want to take that into consideration.


    I really like your work so far, and the thoughts above are only things that I believe should be looked it.
    Keep up the awesome work, can't wait for the beta :D
    Post edited by Unknown User on
    image
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited October 2011
    Thanks for the feedback BarerRudeROC!

    0. Of course I must of mist one...

    1. This is a bug, I doesn't do that on my side, I'll try to figure it out.

    2. Is that the first RT you get? That's a bug too, it shouldn't be that one but the one closest to the command center, as you would expect. I'll look into that.

    3. We will see in play, I agree its an experiment with the lockable door next to it.... :)

    4. Yeah I agree. I find it is a bit too bright. It is really tricky adjusting the lights but I know how I'm going to work it.

    5. True, there is only one real vent on this map. The other one can be used by marines. Yet those tight corridors can be seen as big vents ;) I have checked with onos too. In the first design doc it is said onos can go through locked doors by ducking, and therefore they should be able to get anywhere. It was a design choice on my part to oblige the onos to duck a bit, especially when moving into a new areas.

    Edit: Concerning 1. and 2. I have no idea for now. On my side it works.
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Posts: 678Members, Constellation
    edited October 2011
    Joining aliens for the first time I've encountered a problem.

    I spawned inside this; unable to escape.
    image

    View from inside. Ah, the torture!
    image

    Post edited by Unknown User on
    LV426-Colonist
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,379Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited October 2011
    [edit] Looking awesome!
    Post edited by Unknown User on

    Forum Admin "to protect and serve" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown
    NS2-720p Playlist or on the UWE Forums, last update 11-aug-2012
    NS2: 95x1HP Skulk escapes, latest NS2 Comic #49 GAS: Newton's third law was wrong?

  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited October 2011
    Thanks. I've fixed that and BarerRudeROC point # 2. Don't know about his 1. though. I'll release a hotfix soon if more things comeup.

    Edit: I have fixed the bugs that have been brought up. I do not know about the drifter in the middle though and suspect it was related to the other issues. Could you tell me if you still have the problems?

    ns2_turtle_alpha2
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Posts: 3,817Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester admin
    Knocking this over to NS2 Mapping
  • autograderautograder Join Date: 2011-06-24 Member: 106181Posts: 187Members
    edited October 2011
    running version 2 now

    *seeing an issue with alien start eggs, not spawning

    added 2 bots to both sides, couldn't spawn as alien
    Post edited by Unknown User on
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Posts: 391Members
    Played the map, looks great however there is one thing that could prove to be a major nuisance for the marines, as there is a vent that leads directly into the marine start, and leads into the nearby resource node. It just concerns me since we already see a lot of alien harassment on marine start even in Summit, which is rather open without places for aliens to hide, i can only imagine the pain aliens will be able to bring on the poor marines in this map with the last-resort retreat route right in the center of marine start.
    image
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471Posts: 2,061NS1 Playtester, Forum Moderators, Constellation mod
    Haven't had a chance to play yet, but I LOVE that skybox.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Posts: 1,766Members, Reinforced - Shadow
    really beautiful! love the ideas and thought you've put into this!
    Gorge bilebomb forever.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    Thanks for your comments! I'm am still looking into the alien spawn bug, I'm managed to make it work but not when cheats are one, so I'm assuming there still is a problem.

    As for the 'difficulties' in marine spawn, I would love to know how it works before making a change to it. To defend MS you have to consider the larger spaces with the corridors around it. I have tested it myself there are great spots for turrets and you can lock marine spawn down if you think about it. In case of a real hard pub-style turret lock down, well there still is that pesky vent for aliens (though same here, there are some good turret places to avoid too much harassment from there.)

    When i did something to marine spawn I also did it to aliens but it is not as obvious. There are a bunch of corridors that can get you very close to Main hive as well, in other words lots of opportunities for marines to harass aliens too. :p

    The difficulty I guess is balancing defense and offense. Marines won't want to leave MS unless there is some sort of defense there or some staying behind.
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited November 2011
    Hey all. I have fixed the problem in alien spawn and have done a lot of tweaks with lighting. I am going to attack the readyroom and release the 'beta' soon. I am sad you all couldn't play the alpha but glad you guys could take a first look at it.
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited December 2011
    ns2_turtle_b1

    -Fixed alien spawn issue, drifter issues. Slight charges to Alien Spawn in relation to these problems.
    -Fixed a few CommanderInvisible issues, commander alpha issues,
    -General Rework of lighting, more contrast, less lights, more homogeneous.
    -Added Readyroom making it feature complete!

    Hope we can game this now! :p

    Alien spawn hive with eggs :p
    b1-hive
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • HadesDKHadesDK Join Date: 2008-07-31 Member: 64739Posts: 57Members
    edited October 2011
    Sweet :)
    *downloading*

    Edit: Great job mattie, really love those dark corridors!
    The skybox might be a a tad too purple though ?
    Post edited by Unknown User on
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    Skybox is a default Spacescape. I have asked a great artist, on vacation..., to pimp it up. More news on that in his time. :D

    Thanks to everyone who has come take the time to check it out.
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited December 2011
    I have upgraded the minimap. You can now see which areas have power and which don't, and how big the power zones are.

    b1-minimap

    As the map file is the same, just re-download the file and overwrite.
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,754Members, NS2 Playtester, Squad Five Blue
    Sweet! Time to kill another hour checking out your map. :)
  • autograderautograder Join Date: 2011-06-24 Member: 106181Posts: 187Members
    Awesome, I'll take a look later today.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Posts: 464Members
    the map is way too cluttered plus you are missing lights in a ton of places.

    i say try to remove a bunch of the props and make sure lighting is sufficient.

    also there is not much space between rooms try making longer hallways and having more clearly marked doors/entryways as the map is some what confusing and maze like.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited November 2011
    QUOTE (BJHBnade_spammer @ Oct 24 2011, 12:10 PM) »
    the map is way too cluttered plus you are missing lights in a ton of places.

    i say try to remove a bunch of the props and make sure lighting is sufficient.

    also there is not much space between rooms try making longer hallways and having more clearly marked doors/entryways as the map is some what confusing and maze like.


    It is somewhat my intention, but i don't want it to be confusing. I am making it clearer.

    Thanks. :D

    QUOTE (twiliteblue @ Oct 24 2011, 04:27 AM) »
    Sweet! Time to kill another hour checking out your map. :)

    Thanks that comment just went to straight to my heart! Please don't hesitate to post pics of your time killing :D
    Post edited by Unknown User on
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,754Members, NS2 Playtester, Squad Five Blue
    edited October 2011
    I've always loved the clean, yet dramatic looks of (official) AVP2 maps (which are based on the Alien universe). But the dark and maze-like look just isn't for me.

    While Turtle has some really great ideas (using containers to create a second level, and dividing large rooms with large props, to name a few), the visual clutter and overuse of darkness aren't
    very suitable for NS2 IMO.

    From a player's perspective, fighting can already be pretty stressful. Forcing players to navigate a maze in the dark in a heavily combat oriented game like NS2 makes gameplay frustrating.
    Post edited by Unknown User on
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    The only way to know all that is to play it.

    ns2_turtle_b1 is hosted on the Frelge server for some time. Come have a game and most importantly come to have some fun!
    ns2_turtle modid=486cef9 Forum thread / duplexgaming page
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Posts: 661Members, Constellation, NS2 Playtester
    I should be able to host this on my InversionNS2 | Boston server this week for you evilbob! Hopefully that will help produce additional (constructive) feedback! :)
  • ShalfaShalfa Join Date: 2011-10-19 Member: 128261Posts: 38Members
    Really good and detailed map, I love it! Too bad there's not so many servers playing it.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Posts: 915Members, Squad Five Blue
    edited November 2011
    Even if I do not always agree on criticism, I seek to understand.



    Post edited by Unknown User on
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