AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
I would also like to add that i LOVE this map, i just saw the NS2HD video. I hope it will become an official map :) well, looking at the other community maps out there, i think this will become an official map :) ah.. lovely how it looks :)
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Just finished watching.
Big thanks to NS2HD, your preview is great and I really appreciate the work and enthusiasm you put into it. Judging from your comments and impression It also already gave me a few points to think about. Also that one guy in the comments made a great suggestion about putting in an observatory. I'd like that, maybe for the marine start since it kinda lacks purpose at the moment.
Anyway, can't wait to playtest it to check out the gameplay and adjust the layout.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
i think my only comment is on the reactor. i think it could use some details/lights? but thats just from judging from the video, perhaps ingame it looks more interesting. Does it have a nice reactor sound? ;)
Hey, just saw the vid on NS2HD. Great map, altough I wonder, why dont you build a little room in Generator ( maybe up the stairs and with a window to the generator) for the ResNode? I think that would be "better looking" Just my two Cents. Disregard if you wish. bai
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1845427:date=May 11 2011, 01:55 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 11 2011, 01:55 PM) <a href="index.php?act=findpost&pid=1845427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the OcclusionGeometry group in tram and its included geometry good enough to explain how it is done?<!--QuoteEnd--></div><!--QuoteEEnd--> I would love to open up tram and not have SparkE crash though :P
This looks really fantastic, an amazing amount of detail without looking too overloaded. You're making me look bad! :)
As for the OcclusionGeometry group, create a simplified representation of your level (like a greybox) that contains the map inside it. You want your OcclusionGeometry group to do a good job at occluding hidden details while still being very simple. (I think Tram's OcclusionGeometry groupo has about 1400 faces last time i checked).
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2011
<!--quoteo(post=1846011:date=May 13 2011, 08:24 PM:name=Olmy)--><div class='quotetop'>QUOTE (Olmy @ May 13 2011, 08:24 PM) <a href="index.php?act=findpost&pid=1846011"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This looks really fantastic, an amazing amount of detail without looking too overloaded. You're making me look bad! :)
As for the OcclusionGeometry group, create a simplified representation of your level (like a greybox) that contains the map inside it. You want your OcclusionGeometry group to do a good job at occluding hidden details while still being very simple. (I think Tram's OcclusionGeometry groupo has about 1400 faces last time i checked).<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks Olmy, SgtBarlow already gave me a few pointers and I've checked the OcclusionGeometry in Tram, which by the way makes me look bad, because it looks much more believeable and "real", imho :p
As for Generator, I agree that it could be a bit brighter. You've also noticed that NS2HD had some trouble finding the exit so I already put a light above it. That thing in the middle is also still just a huge barrel model and could obviously make the room look much better. I'm still not sure, if it should stay a Generator room since it doesn't fit that well next to an Atrium and a Surface Access, but I like the general layout and mood of the room.
pSyk0mAn, the map looks amazing - you deserve huge props. I'm sure this is definitely going to make it into the official NS2 release and I'm not just blowing smoke up your butt! :-)
<!--quoteo(post=1846045:date=May 13 2011, 08:34 PM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ May 13 2011, 08:34 PM) <a href="index.php?act=findpost&pid=1846045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw this map in the video from NS2HD and it looks great! Should make it official tbh!<!--QuoteEnd--></div><!--QuoteEEnd-->
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
@pSyk0mAn: On behalf of Team 156, I'd like to offer up any of our servers (Team #156 - US West/East/East 2) for playtesting this map once it's ready. If you'd prefer it to be locked down for the testing period that's fine. We'll most likely keep it on for a specified period to make it easier to schedule testing and let our regulars still play their normal games. So, if you want it, you have servers available to do some public/private testing. Just let myself, Alpha, or gamester_5 (Playa_2B) know and we'll setup a time/place.
Bloody phenomenal work thus far pSyk0mAn, summit looks like it has some really good flow to it. Can't wait to give it a go!
Vladimir Van VodkaSexy BeastJoin Date: 2010-07-30Member: 73364Members, Reinforced - Shadow
<!--quoteo(post=1846200:date=May 14 2011, 03:52 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 14 2011, 03:52 PM) <a href="index.php?act=findpost&pid=1846200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the offer, McGlaspie, maybe I'll get back at you.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll get back at you... or I'll get you back... or I'll get you next time... or I am an evil genius that is currently creating my secret island volcanic mountaintop lair, you have foiled my plans yet again McGlapsie-Manâ„¢! Curses! Vengeance shall be mine!...
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited June 2011
Thanks Simon, that's a very tempting offer coming from someone like you. You can check the map out for some brainstorming (link below). I'm not sure how the layout will change and how much sound detail is needed at the moment, but hey, you are the pro! :)
There is still some trouble with the culling occasionally, but I don't care, tbh, because I'm way too eager to playtest, so here it is:
-LINK REMOVED- (extract in your natural selection 2 folder)
Thanks to Thaldarin for the webspace and help, I'd take any mirrors I can get in order to keep some of Thaldy's traffic limit :D Server admins, please post your ip, if you are playing the map. Thanks.
Keep in mind this map has some fps troubles occasionally. Not flying through the map and outside as Spectator does help to keep the fps up, but the engine will go crazy eventually. After a while fps regenerate though, so be patient, if you have decent fps at start.
Gave the map a quick run through. Only negative pointers i can give are that the crevasse res node is very hard to hold for the marine team, maybe a small bunker like structure surrounding it could help. A more technical issue is, in the middle section of the map, the tech point can be shot from out of range from a corridor leading from marine start.
A pistol is able to attack a hive through this grating, but a lerk spike is unable to. Changing this wall into a solid brush or adding some sort of obstacle in the way could easily alleviate this.
I just finished watching the NS2HD video. Visually it’s a work of art. The layout looks great. While watching the video I was thinking of all the great NS maps I’ve played. “The proof of the pudding is in the tasting.†The proof of the map is in the testing. I think it will be a winner.
I just wanna say that I jumped into a server running Summit and its truly an amazing map! Very very smooth might I add, I didn't feel or notice ANY lag. Much smoother than Tram and Rockdown. Great map and keep up the amazing work pSyk0mAn.
WOW! I just spent about 3 hours poking around in game (alone with cheats on) and built the entire alien side up then changed teams and disassembled their nasty structures one by one. I really love the way you defined the un-powered areas with the broken power node model and really think this should be in the guidelines as proper use of models for that purpose. I think I will rework my visuals and go with that if you don't mind me borrowing your idea.
Very Impressive geometry! Once the sounds and cinematic content is in, it will be almost hard not to want to move in and stay the night.
If you need another west coast server to run it just PM me. You should be proud, not many have the imagination of that magnitude!
Comments
Big thanks to NS2HD, your preview is great and I really appreciate the work and enthusiasm you put into it.
Judging from your comments and impression It also already gave me a few points to think about.
Also that one guy in the comments made a great suggestion about putting in an observatory.
I'd like that, maybe for the marine start since it kinda lacks purpose at the moment.
Anyway, can't wait to playtest it to check out the gameplay and adjust the layout.
just saw the vid on NS2HD. Great map, altough I wonder, why dont you build a little room in Generator ( maybe up the stairs and with a window to the generator) for the ResNode? I think that would be "better looking"
Just my two Cents. Disregard if you wish.
bai
I would love to open up tram and not have SparkE crash though :P
As for the OcclusionGeometry group, create a simplified representation of your level (like a greybox) that contains the map inside it. You want your OcclusionGeometry group to do a good job at occluding hidden details while still being very simple. (I think Tram's OcclusionGeometry groupo has about 1400 faces last time i checked).
As for the OcclusionGeometry group, create a simplified representation of your level (like a greybox) that contains the map inside it. You want your OcclusionGeometry group to do a good job at occluding hidden details while still being very simple. (I think Tram's OcclusionGeometry groupo has about 1400 faces last time i checked).<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Olmy, SgtBarlow already gave me a few pointers and I've checked the OcclusionGeometry in Tram, which by the way makes me look bad, because it looks much more believeable and "real", imho :p
As for Generator, I agree that it could be a bit brighter. You've also noticed that NS2HD had some trouble finding the exit so I already put a light above it. That thing in the middle is also still just a huge barrel model and could obviously make the room look much better.
I'm still not sure, if it should stay a Generator room since it doesn't fit that well next to an Atrium and a Surface Access, but I like the general layout and mood of the room.
It deserves a playtest at the very minimum =]
Bloody phenomenal work thus far pSyk0mAn, summit looks like it has some really good flow to it. Can't wait to give it a go!
I'll get back at you...
or
I'll get you back...
or
I'll get you next time...
or
I am an evil genius that is currently creating my secret island volcanic mountaintop lair, you have foiled my plans yet again McGlapsie-Manâ„¢! Curses! Vengeance shall be mine!...
let me know if u want me to add in the sounds for u
simon.kamakazi@gmail.com
You can check the map out for some brainstorming (link below).
I'm not sure how the layout will change and how much sound detail is needed at the moment, but hey, you are the pro! :)
There is still some trouble with the culling occasionally, but I don't care, tbh, because I'm way too eager to playtest, so here it is:
-LINK REMOVED-
(extract in your natural selection 2 folder)
Thanks to Thaldarin for the webspace and help, I'd take any mirrors I can get in order to keep some of Thaldy's traffic limit :D
Server admins, please post your ip, if you are playing the map. Thanks.
Keep in mind this map has some fps troubles occasionally. Not flying through the map and outside as Spectator does help to keep the fps up, but the engine will go crazy eventually.
After a while fps regenerate though, so be patient, if you have decent fps at start.
Player put up another mirror, thanks!
-LINK REMOVED-
<i>Bird's Nest [177] Germany - 46.4.65.77:27016 - ns2_summit_b1 - 5 / 10 - Germany</i>
e/
Map looks great ingame, and fps seems to be more stable than on tram. ;)
And the best thing is: my client preformance is MUCH better on summit, than it is on tram!
===> my favorite map!
Great map, good work.
<img src="http://i.imgur.com/C4Bfe.jpg" border="0" class="linked-image" />
A pistol is able to attack a hive through this grating, but a lerk spike is unable to. Changing this wall into a solid brush or adding some sort of obstacle in the way could easily alleviate this.
i got 2 times shocked from the same cable hanging at the wall, in thinking it is a skulk ^^
this map will learn the aliens to guard their restowers.
also: thanks hd!
Very Impressive geometry! Once the sounds and cinematic content is in, it will be almost hard not to want to move in and stay the night.
If you need another west coast server to run it just PM me. You should be proud, not many have the imagination of that magnitude!