Eclipse Remake

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Comments

  • GhettOSTyOGhettOSTyO Join Date: 2006-10-12 Member: 58070Members, Reinforced - Gold Posts: 5 Auto Verified
    This looking really nice, makes me nostalgia pretty hard for ns1.
  • WarmongerWarmonger Join Date: 2003-02-04 Member: 13126Members, Constellation Posts: 181 Auto Verified
    This looks awesome so far Remedy. I agree that it -may- need some small redesign to work with NS2, but there will undoubtedly be an NS1 mod for NS2 so we might need two versions of this map (classic & nextgen)

    :-)
  • croncron Join Date: 2010-06-21 Member: 72122Members Posts: 142
    http://www.youtube.com/watch?v=jdO3qMQ5pnM

    Hugh is certainly excited.
    Marine Start looks pretty good so far, lots of room for riflework and the bright tone make for different gameplay it seems.
    "This relentless restlessness"
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow Posts: 168
    Looks awesome, cannot wait for this, what's the ETA Remedy? ;]
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members Posts: 1,731
    Remedy, please keep in mind that skulks have to walk on the walls and on the ceiling. Complicated geometry makes it difficult or impossible, so you need to take that seriously into account when you design an area, and provide sufficiently smooth surface if the skulk are supposed to fight or move in this particular area.

    Marine start is a bit too complicated for wall walking, it's ok since the skulks are not really supposed to be in there anyway. Here is some attempts to cross marine start through the ceiling to illustrate the problem :

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue Posts: 1,904 Auto Verified
    edited January 2012
    QUOTE (Yuuki @ Jan 27 2012, 07:21 PM) »
    Remedy, please keep in mind that skulks have to walk on the walls and on the ceiling. Complicated geometry makes it difficult or impossible, so you need to take that seriously into account when you design an area, and provide sufficiently smooth surface if the skulk are supposed to fight or move in this particular area.

    Marine start is a bit too complicated for wall walking, it's ok since the skulks are not really supposed to be in there anyway. Here is some attempts to cross marine start through the ceiling to illustrate the problem :

    I think that's more of a problem with the wall cling code.
    The force that keeps you on walls/cielings, should be increased on cielings. Not on walls, wall cling is fine.

    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.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members Posts: 862
    As a skulk, in the marine start, you shouldn't have the time to do that, so it is irrelevant.

    Remedy's work is actually simpler to walk on than that of other NS2 maps so far. So I don't think there is anything wrong with it.
    ~ Konata

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  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members Posts: 1,731
    edited January 2012
    QUOTE
    I think that's more of a problem with the wall cling code.


    I've being looking into the wall walking code in details and I don't think there is a big problem with it (some stuff here http://www.unknownworlds.com/ns2/forums/in...;#entry1896657). However there is fundamental limitations of what you can do with limited computation power and complex surfaces, and there is a lot of trade-offs involved, for example increasing stickiness force makes transition from surface to another harder. The code can probably be improved but I wouldn't expect huge changes.

    QUOTE
    As a skulk, in the marine start, you shouldn't have the time to do that, so it is irrelevant.


    Maybe you read my post a bit too fast :)

    Anyway I'm not saying there is something wrong with Remedy's work, only that he should keep in mind that skulk can walk on wall and ceiling when designing an area.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 13,172 Auto Verified
    We still have the CollisionGeometry group in the editor, which can be used to simplify the collisions of props while still being able to have lots of detail...

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  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester Posts: 133 Auto Verified
    edited January 2012
    Hey everyone! I've got a new version of eclipse out for public hands. I've done more visuals extending out from Marine Start,
    though not as much as I have been intending to have completed as I've had other NS2 commitments this current week.
    I'll hopefully have Station Access West and Horseshoe done sometime next week.

    Download from Duplex Gaming: http://www.duplexgaming.co.uk/downloads/ma...s2_eclipse_v02/

    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.

    Changes:

    -Added powernodes to 'Generator Monitors' and Core Access' for marines to set up bases outside alien hive rooms
    -Added Vent from 'Computer Core' to the northern end of 'Power Sub Junction'
    -Fixed Minimap names overlapping res/tech point icons.
    -Fixed Players being able to exit the map
    -Added a ledge for players getting stuck in 'Access Alpha' to jump back up on
    -Added grates to the 'Triad' gaps to stop players getting stuck

    Marine Start exit left:

    image

    Marine Start exit right:

    image

    Enjoy! and thanks for the feedback so far.
    Post edited by Unknown User on
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue Posts: 1,933 Auto Verified
    Nice job Remedy! Thanks for the fast update!
  • PricePrice Join Date: 2003-09-27 Member: 21247Members Posts: 1,281
    after watching ns2hds video, i get very exciting for the next releases, such a retro-bomb.
    Buy NS2 @ Steam![Support the Indie Devs!]
    ( my english isn't the best... )

    ,,NS1 was one of the best mods."
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    A NS2 classic mod, will it be a remake?
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  • ObraxisObraxis Subnautica Animator, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts Posts: 2,592 admin
    What's great about this work, is that it 'looks' like Eclipse, in HD. It's what my minds-eye saw when playing NS1. Brilliant work Remedy!
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation Posts: 678 Auto Verified
    edited January 2012
    Starting to look like an NS1 classic. Great work!
    LV426-Colonist
  • playerplayer Join Date: 2010-09-12 Member: 73982Members Posts: 1,677
    So far so good, no crates, pipes, electronics, or an assortment of other clutter. The moment I see movement-flow obstructing crap in there, you'll take an arrow in the elbow.

    Continue your good work.
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members Posts: 114 Auto Verified
    QUOTE (Obraxis @ Jan 30 2012, 12:24 PM) »
    What's great about this work, is that it 'looks' like Eclipse, in HD. It's what my minds-eye saw when playing NS1. Brilliant work Remedy!


    Exactly this. I love it!
  • marksmarks Join Date: 2008-07-28 Member: 64720Members Posts: 331
    Very nice forms, needs more attention to detail though. PM me if you need some tips on that stuff ;)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue Posts: 1,904 Auto Verified
    edited January 2012
    Looks stunning!

    Btw v02 link in OP seems borked.
    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.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members Posts: 1,397
    Very nice.
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  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation Posts: 678 Auto Verified
    edited January 2012
    QUOTE (player @ Jan 30 2012, 05:34 AM) »
    So far so good, no crates, pipes, electronics, or an assortment of other clutter. The moment I see movement-flow obstructing crap in there, you'll take an arrow in the elbow.


    +1
    LV426-Colonist
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow Posts: 2,536 Auto Verified
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester Posts: 133 Auto Verified
    QUOTE (player @ Jan 30 2012, 09:34 PM) »
    So far so good, no crates, pipes, electronics, or an assortment of other clutter. The moment I see movement-flow obstructing crap in there, you'll take an arrow in the elbow.

    QUOTE (marks @ Jan 31 2012, 01:48 AM) »
    Very nice forms, needs more attention to detail though. PM me if you need some tips on that stuff ;)

    There will be more detailing done to the map as I continue, though it's not a high priority at this point. I'll be trying to get the map primarily done in brush work where I can do so effectively and efficiently at the same time. Though the map will get more attention with more brush work and props to break up some of the plain repetitive areas eventually.

    There will be a point when some larger props will be needed to break up LOS and some of the longer corridors where marines can clearly dominate from range. These additions will also allow aliens more places to hide or take cover from fire.

  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester Posts: 133 Auto Verified
    I've updated the v02 link to duplex gaming. I copied the html while I was signed in on duplex ":)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue Posts: 304
    QUOTE (LV426-Colonist @ Jan 30 2012, 07:32 AM) »
    Starting to look like an NS1 classic. Great work!



    Starting to look like a NS2 classic too!

    Keep up the amazing work Remedy!



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  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members Posts: 161 Auto Verified
    I love it :D
    4zSsY3w.png
  • ogzogz Join Date: 2002-11-24 Member: 9765Members Posts: 646
    looking good, did you fix the windows too?
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff Posts: 2,130 mod
    edited February 2012
    question, when onos and welding are in, will you add doors to marine start (both entrances maybe) and a few rooms, just to NS2 ize it?
    And also, marine start could take the res point from aplha (lol typo maybe?) and put it in that spot where there is nothing, oposite of the other one. Just to make turtling better for marines, since the map is so FREAKING HUGE. Lol.
    OH AND PS, you didnt fix the windows in RR. Auron out.
    Send me a private message if you need me to kill someone "help" with anything.

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  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow Posts: 596 Auto Verified
    I love the progress on this. You are amazing! Keep up the excellent work!!!
  • roCosroCos Join Date: 2009-06-04 Member: 67685Members Posts: 35
    edited February 2012
    hey, your remake looks awesome, but i dont think this map will work with ns2 mechanics, dont you? e.g. i think the map is too small for ns2
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members Posts: 503
    That heavy door looks really out of place. Other than that the map looks so sexy.
    image
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