ns_summit

191012141517

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  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    got a few good sessions in on summit recently, and i really like how it plays. really takes me back to the good ol' days of ns with capturing rt rooms outside of hives to set up siege advances. love. it really is very beautiful and every room reeks of effort. good job psyko.
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    <!--quoteo(post=1852722:date=Jun 14 2011, 03:50 PM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jun 14 2011, 03:50 PM) <a href="index.php?act=findpost&pid=1852722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey Psyko, tell us a bit about the story of summit... =)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Once upon a time, there lived a TSA marine named Private Jenette Vasquez...
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->ns2_summit change just checked in: added route with weldable door from Marine Start/Ventilation to that catwalk area in Crossroads<!--QuoteEnd--></div><!--QuoteEEnd-->

    I noticed this was posted on Twitter today. I fully support this addition. I think its something summit really needed. I'm just wondering where exactly the weldable door(s?) is being placed.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I just wanted to officially bow down before Psykoman, props dude, I had a lower opinion of the Spark engine before I saw summit, and then I was inspired. Your work is seriously impressive, my favorite part of summit is the hallway with yellowy lighting that slopes up and also curves toward the other end of the room, and of course crevice is so inspiring even as the idea of the rock props almost always seems old hat in other maps. I hope you're daydreaming about the next map as you put the finishing touches on summit
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Please do something to stop marines putting ARC in walls!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yes, that's very annoying.
    The next map update removes even more geometry and props from commander view, especially around key locations.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Sounds good.

    Was it intended for the Marine commander to be able to place things on those 2 sets of black poles/rigid cables in front of the tech point in Cross roads? I suppose you've seen commanders putting 2 sentries on each set of poles which makes a very formidable defense. I've also seen armories placed there, probably by mistake.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1858597:date=Jul 7 2011, 10:24 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 7 2011, 10:24 AM) <a href="index.php?act=findpost&pid=1858597"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, that's very annoying.
    The next map update removes even more geometry and props from commander view, especially around key locations.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know in ns1 there where maps with areas that looked like you could fit structures but where denied the drop as it would show the structure you wanted to drop as red. If this feature was added for mappers (trigger?) then they could leave some eye candy in for the commander. Would be a shame to deny the commander a nice view while at his/her post. Taking out to much kinda kills the immersion factor a bit.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    @peregrinus: Do you mean the spots were the pillars are standing on the floor?

    When I remove these pillars from commander view, you can build on the face they are standing on, which will probably result in turrets within the pillars.
    The problem in general is that there should stay as much geometry and props as possible in commander view as mentioned from SN.Wolf, but you can currently build (or move ARCs) on every prop.
    Obviously there are a couple of possible solutions in the air that'll come eventually, when more important stuff is finished.
    I'm sure every competitive player enjoys that empty commander view with only the very necessary stuff visible (I know I do), but obviously it should look better in the future, which will also help new commanders to navigate on the map and recognize areas.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1858700:date=Jul 8 2011, 07:26 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 8 2011, 07:26 AM) <a href="index.php?act=findpost&pid=1858700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@peregrinus: Do you mean the spots were the pillars are standing on the floor?

    When I remove these pillars from commander view, you can build on the face they are standing on, which will probably result in turrets within the pillars.
    The problem in general is that there should stay as much geometry and props as possible in commander view as mentioned from SN.Wolf, but you can currently build (or move ARCs) on every prop.
    Obviously there are a couple of possible solutions in the air that'll come eventually, when more important stuff is finished.
    I'm sure every competitive player enjoys that empty commander view with only the very necessary stuff visible (I know I do), but obviously it should look better in the future, which will also help new commanders to navigate on the map and recognize areas.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No I mean the 2 sets of parallel bars which are off the ground....grrr....I need to find a screenshot!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Ah, I know. These are actually invisible. But I added a clipbrush there so aliens can walk on the bars without falling through between them. Unfortunately commanders interact with these clip faces.
    Good reminder, I'll just flip that face, so it's still blocking, but ignored by the commander.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    Hi pSyk0mAn. It's me again. I'm just wondering if you are aware of these two issues:

    <a href="http://getsatisfaction.com/unknownworlds/topics/ns2_summit_marine_commander_can_build_on_top_of_the_generator_with_macs" target="_blank">http://getsatisfaction.com/unknownworlds/t...rator_with_macs</a>

    <a href="http://getsatisfaction.com/unknownworlds/topics/summit_power_pack_exploit" target="_blank">http://getsatisfaction.com/unknownworlds/t...er_pack_exploit</a>


    I also found another major problem. The (shop) counter south of the starting hive can be diffcult for Skulks to climb over, and Whips cannot reach over the counter to hit Marine "shopkeepers" that are on the other side.

    Here are some minor issues (sorry I can't keep them to myself!) that you may have noticed:

    - There is a hole in the ceiling above the servers in Flight Control, where the sky is visible.

    - The wire hanging over the top of the walk way (at the top of the stairs) at Ventilation from Marine Start is slightly too low. It sometimes block my movement, especially as Lerk. (See image below)

    - Next to the blue container in Crossroads, on way to Flight Control, the space between the container and the rocks is too small to fit anything through. I think it may be intentional. :P

    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/ns22011-07-0823-11-57-41.jpg" border="0" class="linked-image" />

    Thanks again for your great map!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks.
    I've noticed the annotation and made more space between the two crates in Surface Access.
    The problem in Generator will go away once I'll replace the huge barrels.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited July 2011
    One more small thing that sometimes bugs me. The red part is solid, so you can't shoot through it.

    <a href="http://imageshack.us/photo/my-images/27/ns22011070821071159.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/738/ns22011070821071159.th.jpg" border="0" class="linked-image" /></a>
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    twiliteblue: I can't find that hole in Flight Control unless you are talking about these tiny cracks between a few faces?

    peregrinus: Some rock props have rather vague physics used for collision and higher scaled props as in Crevice obviously increase the gap between real model and collision box further. Not sure if this is the case in your shot though.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1858775:date=Jul 8 2011, 10:29 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 8 2011, 10:29 AM) <a href="index.php?act=findpost&pid=1858775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->twiliteblue: I can't find that hole in Flight Control unless you are talking about these tiny cracks between a few faces?

    peregrinus: Some rock props have rather vague physics used for collision and higher scaled props as in Crevice obviously increase the gap between real model and collision box further. Not sure if this is the case in your shot though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    more likely you have a grey dev texture on a nonvisible face of geometry, which must be deleted in order to get rid of the white glow on the edge of the visible face. I've seen a few of those in your map, but you have to be really looking
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    AMAZING new changes in 180 well done!!!!!

    I only spotted one tiny mistake, at the end of the pipe room, where the pipe room meets crossroads, there are 2 square patches on the ground which are coloured browny green, not grey like the rest of the ground.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Great changes, good job you addressed loads of problem!
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1858771:date=Jul 8 2011, 03:56 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 8 2011, 03:56 PM) <a href="index.php?act=findpost&pid=1858771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One more small thing that sometimes bugs me. The red part is solid, so you can't shoot through it.

    <a href="http://imageshack.us/photo/my-images/27/ns22011070821071159.jpg/" target="_blank"><img src="http://img27.imageshack.us/img27/738/ns22011070821071159.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
    The game is full of these, try shooting barely around the corner, move to the next corner and so on. Surprise.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1858921:date=Jul 9 2011, 03:11 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 9 2011, 03:11 AM) <a href="index.php?act=findpost&pid=1858921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->AMAZING new changes in 180 well done!!!!!

    I only spotted one tiny mistake, at the end of the pipe room, where the pipe room meets crossroads, there are 2 square patches on the ground which are coloured browny green, not grey like the rest of the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Are you sure that's not the light coming from behind the grate in the ceiling? :p
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    <!--quoteo(post=1858775:date=Jul 8 2011, 06:29 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 8 2011, 06:29 AM) <a href="index.php?act=findpost&pid=1858775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->twiliteblue: I can't find that hole in Flight Control unless you are talking about these tiny cracks between a few faces?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I should have attached a picture. I can see the sky through the hole, where the crosshair is pointing.
    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/ns22011-07-0823-09-55-04.jpg" border="0" class="linked-image" />

    Still waiting for Steam to update NS2 to build 180... Grrr...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks, but I never noticed that and I would have.
    I think that's some kind culling problem where parts or faces disappear from certain povs on a rare occasion. You could notice them in NS2HD videos aswell.
    I also didn't notice it in 180, when checking, so maybe it's fixed.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1858973:date=Jul 8 2011, 11:11 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 8 2011, 11:11 PM) <a href="index.php?act=findpost&pid=1858973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks, but I never noticed that and I would have.
    I think that's some kind culling problem where parts or faces disappear from certain povs on a rare occasion. You could notice them in NS2HD videos aswell.
    I also didn't notice it in 180, when checking, so maybe it's fixed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks! It is fixed indeed.

    In build 180, I noticed it is easy to fall off the ceiling when I touch the arches outside Marine Start as Skulk. Thanks for removing the invisible clip brushes there BTW.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Ah, yeah. The invisible walls at these arches were a result of a vague physics box around the model.
    I think Bill fixed it, who also made that amazing reactor prop, so you should thank him ;)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited July 2011
    I was jumping about at the walls in crevice as a gorge, and somehow went inside the wall, could see through the wall towards heliport, and got really high up.

    Here I'm in the wall (not stuck, I could move out when I like)
    <a href="http://img146.imageshack.us/i/ns22011070919203736.jpg/" target="_blank"><img src="http://img146.imageshack.us/img146/848/ns22011070919203736.th.jpg" border="0" class="linked-image" /></a>

    And I put a pustule up there so you can see how high it was
    <a href="http://img9.imageshack.us/i/ns22011070919232878.jpg/" target="_blank"><img src="http://img9.imageshack.us/img9/7158/ns22011070919232878.th.jpg" border="0" class="linked-image" /></a>

    Flying marine visible from alien start during game
    <a href="http://img196.imageshack.us/i/ns22011070919434464.jpg/" target="_blank"><img src="http://img196.imageshack.us/img196/815/ns22011070919434464.th.jpg" border="0" class="linked-image" /></a>
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I got caught as a skulk in the pipes on the ceiling in the hallway between surface access and ventilation. I had to kill myself. It was at the junction where the pipes come together just before the ramp up to surface.

    The top step at the alien start hive sometimes is hard to step over as marine. I frequently got caught up there.

    The power node in Heliport still has serious hit registration problems as alien, especially the fade, but the skulk too.

    Maybe it's just me, but I'm really annoyed with the vent that goes to crevice. I take that way frequently as a skulk, but the last vertical drop before the exit at the crevice power node has geometry that stops skulks. I hold ctrl to slide down, but there is some horizontal geometry that holds the skulk and I always have to consciously slide down the side of the vent instead of the far side so I don't get stuck.

    But love the improvements with 180. Well done.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1859048:date=Jul 9 2011, 06:45 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 9 2011, 06:45 AM) <a href="index.php?act=findpost&pid=1859048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flying marine visible from alien start during game<!--QuoteEnd--></div><!--QuoteEEnd-->

    The flying marine is actually the commander...lol. I'm sure this will be made to be invisible in the future. I noticed this early on in spectator mode so it's been that way for a long time, Think of it as a hack.....i can see him looking at me!!
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    Enjoying the patch 180 changes!

    I also noticed the Reactor rooms new prop I was wondering did you make it? or did did UWE hand you the model so it was no longer extremely-large-barrel-room? :)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1859815:date=Jul 11 2011, 10:48 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jul 11 2011, 10:48 PM) <a href="index.php?act=findpost&pid=1859815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flying marine is actually the commander...lol. I'm sure this will be made to be invisible in the future. I noticed this early on in spectator mode so it's been that way for a long time, Think of it as a hack.....i can see him looking at me!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    oh lol I feel like I just saw behind a magician's trick...now everything is cheapened for me :p
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, apparently there is some collision trouble with rock props and players getting inside.

    Quovatis: Thanks for the reports! I've already noticed that crevice vent issue, when spectating players, but forgot all about it. I'll see if I can add collision geometry or alter the current geo slightly.

    Remedy: As mentioned above, Bill from UWE made the reactor prop just as he created this new, gray support pillar set and the summit pipes.
    You can already see the summit pipes in a few custom map shots, so it'll probably just a matter of time for that reactor to appear somewhere.
    I'm excited to see what mappers will come up with, if they don't just drop the reactor in a room and be done with it. Probably some different looks possible regarding geometry let alone lighting.
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