Best Of
Re: [Build 0.9.5] ns2_prison (04/04-2020)
Spectated your map on dmd server.
Obviously it's going to need a lot more work, but it is already very promising.
Very creative use of props and geometry to make the different locations and their themes work.
Laundry machines in Laundry are cute and creatively built, but they still look weird. Google "industrial laundry machine" to get some ideas how to setup that room. Bigger laundry machines, a few in the middle of the room as cover. Pipes leading to them. Bigger carts for laundry.
Is Staging Area the fixed Marine Start? At least Marines started there in the game I watched and I think the hallways/doorways leading into it are too small. At least the one coming from the middle of the map needs to have more room for multiple aliens charging in and out. Marines can fall back in that room and shoot both entrances from very far away. At least the power node placement counters that and makes the room kinda work, but it might still need some improvement.
Also I'm not a fan of having ready rooms visible from the rest of map like in Derelict, but it should be better in your case in Staging, because it will barely affect performance they way it is setup.
Quarry needs to make more sense too. It's a nice idea for some work place for the inmates, but I'm not a fan of some rock clump on a hook above lava (I mean molten ore, Hey Zavaro
).
Maybe you should skip the smelting part completely and add some conveyor and crusher elements from Mineshaft there.
Obviously it's going to need a lot more work, but it is already very promising.
Very creative use of props and geometry to make the different locations and their themes work.
Laundry machines in Laundry are cute and creatively built, but they still look weird. Google "industrial laundry machine" to get some ideas how to setup that room. Bigger laundry machines, a few in the middle of the room as cover. Pipes leading to them. Bigger carts for laundry.
Is Staging Area the fixed Marine Start? At least Marines started there in the game I watched and I think the hallways/doorways leading into it are too small. At least the one coming from the middle of the map needs to have more room for multiple aliens charging in and out. Marines can fall back in that room and shoot both entrances from very far away. At least the power node placement counters that and makes the room kinda work, but it might still need some improvement.
Also I'm not a fan of having ready rooms visible from the rest of map like in Derelict, but it should be better in your case in Staging, because it will barely affect performance they way it is setup.
Quarry needs to make more sense too. It's a nice idea for some work place for the inmates, but I'm not a fan of some rock clump on a hook above lava (I mean molten ore, Hey Zavaro
Maybe you should skip the smelting part completely and add some conveyor and crusher elements from Mineshaft there.
Re: Funny Subnautica pictures and memes
Fun fact: The subnautica map functions as a rorschach test!
(Save this photo, write / draw what you see on it, and post it!)
Mine:
I still prefer my map version
I see weird creatures

Re: Funny Subnautica pictures and memes
Fun fact: The subnautica map functions as a rorschach test!

(Save this photo, write / draw what you see on it, and post it!)
Mine:

(Save this photo, write / draw what you see on it, and post it!)
Mine:

IT'S FINALLY RELEASED!!!!!
For those of you who don't know, in celebration of Subnautica's release, UWE is holding a Livestream when it releases.
And, as of the editing of this thread (thank you @0x6A7232...), it is now fully released.
This has no other purpose but to hype of the community.
This insane ride is actually over.
Through the ups of the first Aurora explosion and the Terraformer, to the downs of the No-world glitch and the Summer of the Missing Framerates, Subnautica has continued to be one of the greatest survival games I've ever played.
I wish luck to Unknown Worlds in improving this game and any other future games you make.
And I wish special luck to all of you who are planning to do a full run through of the game. May the Reapers be quiet and your Peepers be delicious.
And, as of the editing of this thread (thank you @0x6A7232...), it is now fully released.
This has no other purpose but to hype of the community.
This insane ride is actually over.
Through the ups of the first Aurora explosion and the Terraformer, to the downs of the No-world glitch and the Summer of the Missing Framerates, Subnautica has continued to be one of the greatest survival games I've ever played.
I wish luck to Unknown Worlds in improving this game and any other future games you make.
And I wish special luck to all of you who are planning to do a full run through of the game. May the Reapers be quiet and your Peepers be delicious.
Re: Cyclops Battery and Powercell Chargers now use power at a 1:1 ratio on Experimental Build
If you don't know what prep is needed, overprep and be ready to go back to make more. That goes for everything from exploring the ALZ to painting your house.
I don't know what this 'as well off' crap is. I wasn't handed those power cells on a silver platter by Posieden's reaper driven chariot! You need more? Get off yer lazy keister and get to making them. In my day we didn't even have the sea treaders kicking up a dozen copper every second, we had to actually find it in limestone alone! In raging seas while bombarded by crashfish 26 hours a day 9 days of the week!
While you're at it... git off mah lawn!
(im tired and getting a bit carried away, but seriously, if you don't know how much you need, bring 2-3x as much as your best guess, by the time you have the cyclops there is nothing about the power cell that is difficult to acquire.)
I don't know what this 'as well off' crap is. I wasn't handed those power cells on a silver platter by Posieden's reaper driven chariot! You need more? Get off yer lazy keister and get to making them. In my day we didn't even have the sea treaders kicking up a dozen copper every second, we had to actually find it in limestone alone! In raging seas while bombarded by crashfish 26 hours a day 9 days of the week!
While you're at it... git off mah lawn!
(im tired and getting a bit carried away, but seriously, if you don't know how much you need, bring 2-3x as much as your best guess, by the time you have the cyclops there is nothing about the power cell that is difficult to acquire.)
Re: Combat++
No xp for 'distance traveled' please, but the idea of incorporating a RT mechanic as a team xp modifier is interesting.
Re: [Build 0.9.5] ns2_prison (04/04-2020)
It's finally time to go back to Prison!
Build 0.6.5 is complete and feature a fully remade General Population.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
New General Population:







It's great to finally be back working on this project, and I hope you will enjoy the ride, as I go into the last stages of development.
See you in jail son
Build 0.6.5 is complete and feature a fully remade General Population.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
New General Population:








It's great to finally be back working on this project, and I hope you will enjoy the ride, as I go into the last stages of development.
See you in jail son
Re: Combat++
To me it seems like there is a split on how it should be implemented. There will always be those who want the mode to be similar to original combat and there are those that want more of a team based mode, like ns2 without commanders. I think when I set out to start this mod, the goal with to bring back the combat mode and I'll more than likely lean that way for this mod (with incentives of course to prevent base camping, etc). I do love the idea of ns2 without commanders and it sounds like we at least have a partial implementation of that with NS2 Assault. My proposal is that we implement both.
@Scatter what is the current status of NS2 Assault? You made it sound like you may have hit some road blocks, lost interest. Is the source on GitHub? Is it possible for me to contribute? I'd like to see both of these implementation ideas succeed to a final mod state, Combat++ and NS2 Assault respectively. I imagine there's code that can be shared between the two projects as well.
On a separate note, I just about have the cooldowns for consumables working. Should be posting a quick video for that later on today.
@Scatter what is the current status of NS2 Assault? You made it sound like you may have hit some road blocks, lost interest. Is the source on GitHub? Is it possible for me to contribute? I'd like to see both of these implementation ideas succeed to a final mod state, Combat++ and NS2 Assault respectively. I imagine there's code that can be shared between the two projects as well.
On a separate note, I just about have the cooldowns for consumables working. Should be posting a quick video for that later on today.
Re: Funny Subnautica pictures and memes
So this store opened not far from where i live, should i be worried?
Only if the door bell makes a reaper's roar.







