Eclipse Remake

RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
edited July 2012 in Mapping
<b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Hello all NS2 lovers! <!--sizec--></span><!--/sizec--></b>

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->If you've ever played the original Natural Selection then have you most likely have played Eclipse before and I have decided to remake this specific map for NS2. <!--sizec--></span><!--/sizec-->

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->The whole map has been grey-boxed and has occlusion culling set around each room and vent. I've already finished Marine Start to establish a theme so that I can get busy finishing the rest of the map room by room. <!--sizec--></span><!--/sizec-->

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Of course Eclipse played well in the original NS, but with the gameplay and new features of NS2 changing so rapidly it may be hard to tell whether this map will work in it's current layout. There are no weld-able vents like in original at this point and no hive to hive teleportation. Though I'd be more than happy to hear peoples suggestion and ideas on how the map may improve!
<!--sizec--></span><!--/sizec-->

<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><b>v05</b><!--sizec--></span><!--/sizec--> Download the .rar from Duplex Gaming: <a href="http://www.duplexgaming.co.uk/downloads/maps/103/Eclipse_beta_v05/" target="_blank">http://www.duplexgaming.co.uk/downloads/ma...lipse_beta_v05/</a>

Click for <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115970&view=findpost&p=1949573" target="_blank">v05 changelog & screenshots </a>

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><b>v02</b><!--sizec--></span><!--/sizec--> Download from Duplex Gaming: <a href="http://www.duplexgaming.co.uk/downloads/maps/66/ns2_eclipse_v02/" target="_blank">http://www.duplexgaming.co.uk/downloads/ma...s2_eclipse_v02/</a>

Open 'v02' and extract the folder to Steam\steamapps\common\natural selection 2\ns2\maps

I added in the overviews for the new version or you can simply change the 1 from 'v01' to a 2 for 'v02' and the original
overview files will work with any upcoming release of eclipse.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><b>v01</b><!--sizec--></span><!--/sizec--> Use either link to download the files you will need to play the map:

<a href="http://dl.dropbox.com/u/17532519/NS2_Eclipse_v01.rar" target="_blank">http://dl.dropbox.com/u/17532519/NS2_Eclipse_v01.rar</a>

<a href="http://www.4shared.com/rar/sdHt8yh_/NS2_Eclipse_v01.html" target="_blank">http://www.4shared.com/rar/sdHt8yh_/NS2_Eclipse_v01.html</a>

All you need to do is download the .rar, extract the file and then copy the 'maps' folder into your Natural Selection directory: Steam\steamapps\common\natural selection 2\ns2

<img src="http://img821.imageshack.us/img821/5053/eclipsebirdseye.jpg" border="0" class="linked-image" />
<img src="http://img692.imageshack.us/img692/9656/2012012000001.jpg" border="0" class="linked-image" />
<img src="http://img6.imageshack.us/img6/5199/2012012000002.jpg" border="0" class="linked-image" />

Enjoy!
«13456711

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Cool. First veil remake now eclipse :D
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    <!--quoteo(post=1895919:date=Jan 19 2012, 02:33 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jan 19 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1895919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool. First veil remake now eclipse :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    This! Both of them were my fav's! Already looking very good! What is happening to your other noname map now?
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Bloody hell that fog, it's rediculous. That really needs be an option to turn off, I've seen it defacing so many maps on this forum.

    That wasn't a criticism with regards to your work by the way, when I initially saw it I thought it was fmpone's work, as it shares the quality-brushwork and polish, excellent indeed. But damn, that fog...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Those are atmospherics, you can already turn em off if you want to.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    That's a bit of an all-or-nothing option, and it covers a few other bits too I think (bloom?). And even then, there's still a general grey-ish fog covering the map as a whole.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yeah the grey-ish fog has an entity to affect it, but it is map wide. So changing it will change it everywhere. Stuff to be added still :|
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1895922:date=Jan 20 2012, 08:49 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jan 20 2012, 08:49 AM) <a href="index.php?act=findpost&pid=1895922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bloody hell that fog, it's rediculous. That really needs be an option to turn off, I've seen it defacing so many maps on this forum.<!--QuoteEnd--></div><!--QuoteEEnd-->
    player I understand your point for some situations, but all these effects are intended for the game and the level of immersion into what ultimately will be NS2.
    Atmospheric lighting most likely will be used (to a reasonable degree) in all the official maps for NS2 where it is seen fit. Tweaks can be made with one click by a mapper or a player type in one command r_atmospherics true/false to turn them on or off as they please. Bloom on the other hand has its own command and won't be effected.

    <a href="http://youtu.be/Vezi4o-Fhqo?t=35s" target="_blank">http://youtu.be/Vezi4o-Fhqo?t=35s</a>

    This video shows the layers of effects intended to enter the game after the atmospherics are added in the video 'Colour Grading' is added. If this makes it into the game it will make even an atmospheric light covering a whole room like hardly something to worry about.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Looks very good ! I could recognize every part easily.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    <!--quoteo(post=1895922:date=Jan 20 2012, 12:49 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jan 20 2012, 12:49 AM) <a href="index.php?act=findpost&pid=1895922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when I initially saw it I thought it was fmpone's work, as it shares the quality-brushwork and polish, excellent indeed. But damn, that fog...<!--QuoteEnd--></div><!--QuoteEEnd-->

    fmpones work? It's not spammed to hell with really random prop design. It also uses trims really well.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Cool stuff!

    A lot areas and corridors feel too small for ns2..., but maybe its just me.
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    First thing I would do is reduce the ridiculously long views coming out of maintenance as it was generally a big disadvantage to start with that hive. I was going to remake this map a long time ago but was frustrated with the tools so I'm glad to see someone else took that initiative as it is a popular map.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1895940:date=Jan 19 2012, 11:45 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Jan 19 2012, 11:45 PM) <a href="index.php?act=findpost&pid=1895940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->fmpones work? It's not spammed to hell with really random prop design. It also uses trims really well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ouch, heh.

    To remain on-topic, is it easy to jump over those railings? That has been an ongoing grievance of mine, in tram it's kind of a hit-and-miss, sometimes you can just barely, other times just barely not. Those things needs to be scaled down quite a bit, as right now it punishes players who wish to be creative with movement.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Dont forget ns2_metal thats out there too!
    Now to Remedy I am very happy to see this :D
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    OMG! This will be one of the greatest!!!
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    I applaud you Sir,
    What you have so far looks gorgeous.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Those screenshots are so sleek and sexy ... I can't stop looking at them. This is NS2 porn at its finest.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1895921:date=Jan 20 2012, 08:46 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Jan 20 2012, 08:46 AM) <a href="index.php?act=findpost&pid=1895921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... What is happening to your other noname map now?<!--QuoteEnd--></div><!--QuoteEEnd-->
    whoppa noname is going on hold for now. With specific builds having gameplay and balance issues they are still rather distant to what the full release of the game will be like.
    I'll be keeping noname on hold until the game has progressed enough to determine how maps will function with tech_points not within equal distances of each other.
    I currently have some new layout ideas at hand, but I'd like to wait and see how some of the official maps will play when once released.

    and I wont be using any of the set pieces from noname in eclipse.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Interesting matches today. Not sure what to think, more analysis needed. One thing I think the map needs is more "fun" spaces, where lerks can go up high and look over things, just more vertical elements overall. It felt very corridor-ish. I don't know, I didn't fully enjoy myself with the 100% accurate NS1 layout in NS2. Hopefully when you go to detail it, you'll expand things with your imagination.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    YESS my fave map from NS1 and its looking really good love the detail, keep up the good work mate!
  • AlchemyAlchemy Join Date: 2005-02-08 Member: 40330Members
    I really enjoyed the few games on it tonight. Thank you for all the work you have put in. Be fun to see it develop.
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Members, Squad Five Blue
    edited January 2012
    I'm not from NS1, but your map looks greats ! Keep up the good work

    If you need help to spread your map to community, you can use this <a href="http://www.duplexgaming.co.uk/downloads/" target="_blank">Ns2 Map Download</a>.

    You should refer to this <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115619&hl=" target="_blank">thread first</a>, Arga will do the necessary :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited January 2012
    Just watched a load of old NS videos on youtube, including a commander tut for ns_eclipse, I wonder if it will work on ns2_eclipse?
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Can already see the 'Remedy' touch, the highly detailed architecture as well as the almost perfect lighting. Looking forward to this.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    I've played your map today. It was quite different from NS2 maps. Marines have turned the table against Aliens, by harrassing different locations simultaneously, while aliens needed all their speed advantage to race across the map to counter.

    Eclipse and Maintenance tech locations are too far from one another.

    Because aliens need infestation to build Harvesters, the distribution of resource nodes are uneven. Some nodes are too far from tech points.

    I left a few annotations ingame about the obvious problems.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Thanks for the comments so far guys!

    I've been doing some poking around and have found out that supposedly all of the player models in NS2 around %25 percent larger than that of the original half-life mod version. So I'll be doing some tests on scaling the map up %25 larger to match the model proportions and resulting in-game perspective of the original map. Once I manage to do this I'll be doing some run through comparisons of the same maps on both games.

    If the up-size seems to fit I will be resuming this map from there. Overall it should make combat within areas less cluttered for marines and spawn locations will have more room to build structures and have eggs spawn especially for aliens.

    @ vlnc: swalk has already kindly offered for me to upload my map on the duplex site, though I can't seem to find where to upload the map :)

    Hit me up on specific quarrels with game-play.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    First of all, I love the map. Good job.

    Second:
    <!--quoteo(post=1896390:date=Jan 21 2012, 09:25 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 21 2012, 09:25 AM) <a href="index.php?act=findpost&pid=1896390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I left a few annotations ingame about the obvious problems.<!--QuoteEnd--></div><!--QuoteEEnd-->

    A big thank you to the developers to create the annotation-system. It's just a perfect way to create accurate fast-accesible feedback. Good job!
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Your style is amazing. Very smooth and clean. I really feel the connection between eclipse's feel and your way of making geometry and lighting. I took a look ingame and I just have one grip. Like Player I feel the atmospherics do more harm than good. I wanted to take a good look at your work and I couldn't with it on.

    When playing I usually turn if off because I can't see my enemy as well with it on. I love color and contrast, vibrancy and richness of range and currently i feel the atmospherics kill all that. So... I'm not against the effect but it shouldn't acts as a hindrance. I think it works much better in dark environments, dark not in light, but dark in the color of textures. When the walls are more on the white side, they become even whiter to the point where you can't tell the shape of what you are looking at, especially from a distance.

    It is also true, like you pointed out, that the engine is still missing color grading, which from the video seems to restore some of the color and vibrancy of the scene, blending the elements which give the visual the look of a concept art more than of generated computer image. So we have yet to see how that works.
  • MrChadMrChad Melbourne, Australia Join Date: 2008-07-02 Member: 64536Members, Constellation, Reinforced - Shadow
    I look forward to testing this map out tonight, can't wait :)
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    Looks good, hope for final release some day.
Sign In or Register to comment.