<!--quoteo(post=1775597:date=Jun 20 2010, 04:31 PM:name=TSS)--><div class='quotetop'>QUOTE (TSS @ Jun 20 2010, 04:31 PM) <a href="index.php?act=findpost&pid=1775597"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure everybody around here considers a siegemap beeing made at some point or another a given :p
Personally i don't need to see the originals anymore. It would be nice it they where to be re-worked, but with such a visual difference from the old days i'd doubt i'd recognise them anyway. I'm more interested in seeing the crazy custom maps we'll be seeing after alpha/beta starts. I distinctly remember a huge vertical combat map where aliens spawned uptop (no fall damage yay) and the marines at the bottom. That map was loads of fun.
This only because i'm pretty sure the new maps will become memorable in their own way. let classics be classics, and lets see what crazy stuff we can come up with in this engine :p<!--QuoteEnd--></div><!--QuoteEEnd--> Lemnings, birdflight, spacefall,...
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1775609:date=Jun 20 2010, 04:40 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jun 20 2010, 04:40 PM) <a href="index.php?act=findpost&pid=1775609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*pic of ns_caged*
Obviously not every map would work, however some have layouts that do roughly follow the NS2 guidelines.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't have anything in particular to add to the thread, I just want to point out that layout picture has the wrong credit; ns_caged was made by Nelson "manah" Ferryman.
<!--quoteo(post=1775745:date=Jun 21 2010, 04:55 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 21 2010, 04:55 PM) <a href="index.php?act=findpost&pid=1775745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't have anything in particular to add to the thread, I just want to point out that layout picture has the wrong credit; ns_caged was made by Nelson "manah" Ferryman.<!--QuoteEnd--></div><!--QuoteEEnd--> That's weird I wasn't aware just pulled that image from google. Let me edit my post to point this out.
<!--quoteo(post=1775750:date=Jun 21 2010, 05:22 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 21 2010, 05:22 PM) <a href="index.php?act=findpost&pid=1775750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks. I figured it wasn't your mistake, but I thought it should still get the right credit.<!--QuoteEnd--></div><!--QuoteEEnd-->
ns_caged was one of the several ns maps to get the remake treatment right?
And didn't relic25 make one of the other ns maps? I definitely recognize that name.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1775754:date=Jun 21 2010, 11:02 PM:name=Invader_Scoot)--><div class='quotetop'>QUOTE (Invader_Scoot @ Jun 21 2010, 11:02 PM) <a href="index.php?act=findpost&pid=1775754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ns_caged was one of the several ns maps to get the remake treatment right?
And didn't relic25 make one of the other ns maps? I definitely recognize that name.<!--QuoteEnd--></div><!--QuoteEEnd-->
Caged, to the best of my knowledge, didn't get a remake as the source was never lost. Care of the map was transferred at one point after manah wasn't available to continue updating it.
Relic25 made ns_bast, which was remade after the map source was lost some time after v1.04 (I was on the team for that).
<!--quoteo(post=1775802:date=Jun 22 2010, 09:06 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 22 2010, 09:06 AM) <a href="index.php?act=findpost&pid=1775802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Caged, to the best of my knowledge, didn't get a remake as the source was never lost. Care of the map was transferred at one point after manah wasn't available to continue updating it.
Relic25 made ns_bast, which was remade after the map source was lost some time after v1.04 (I was on the team for that).<!--QuoteEnd--></div><!--QuoteEEnd--> NS readme credits Relic25 for 2D art. The Caged 2D overview might be his work.
<!--quoteo(post=1775803:date=Jun 22 2010, 05:22 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jun 22 2010, 05:22 AM) <a href="index.php?act=findpost&pid=1775803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS readme credits Relic25 for 2D art. The Caged 2D overview might be his work.<!--QuoteEnd--></div><!--QuoteEEnd--> I thought the NS1 engine compiled the minimap?
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
"Overhead View by Flatline[UTD]"
The minimap compiled by ns always needed a lot of work to look proper in-game or to look fancy like this one. Guess that wasn't part of your duties in the remake team? :p
<!--quoteo(post=1775814:date=Jun 22 2010, 09:33 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jun 22 2010, 09:33 AM) <a href="index.php?act=findpost&pid=1775814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Overhead View by Flatline[UTD]"
The minimap compiled by ns always needed a lot of work to look proper in-game or to look fancy like this one. Guess that wasn't part of your duties in the remake team? :p<!--QuoteEnd--></div><!--QuoteEEnd--> No, coloring of minimaps (for any map) was not usually done by the mappers. Through <a href="http://www.unknownworlds.com/forums/index.php?showtopic=102211&pid=1643549&st=0&#entry1643549" target="_blank">some digging</a> it seems JazzX was the one responsible for minimap coloring. It made sense to leave it to one person for coloring so there is consistency throughout them all.
Also that overhead view was more of a screenshot than anything. I could be wrong but I don't think the NS minimaps were that detailed?
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited June 2010
Dunno about pre 3.0, but minimaps usually are blueish, where the brightness of the blue shows the different heights in the map. Then you had to fix small errors and change the vent colors.
You can't pull off a real overview with a 8bit sprite anyway :p
<!--quoteo(post=1775858:date=Jun 22 2010, 07:20 PM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jun 22 2010, 07:20 PM) <a href="index.php?act=findpost&pid=1775858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems a lot support Eclipse here, while the map was ok, I don't think it fits with NS2 design theory... it was 90% hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was a full time skulk, and I loved me some hallways. I know the new philosophy nixes that, but I loved 'em. Vents, hallways, and just the right amount of dark nooks and crannies to hide in. Plus not too much complexity so even new players could find their way around. Eclipse was awesome
There are a lot of maps I liked in NS1 but I have no idea how many of them would actually play well in NS2. Things are much too different. I want all new maps, maybe with some room layouts inspired by the classics.
With the lighting/props of the NS2 engine I think mineshaft would look really really nice. Not sure on playability though I forget the layout and don't have time to search for it at the moment.
<!--quoteo(post=1775947:date=Jun 23 2010, 01:34 PM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jun 23 2010, 01:34 PM) <a href="index.php?act=findpost&pid=1775947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think lazer should re-remake nancy!<!--QuoteEnd--></div><!--QuoteEEnd--> It's really tempting. Recreating all the geometry would not be too tough (especially having the full source), but there are some things that will need adjustments. Can't give any promises but once I make some more progress on the new map I'm creating there's a chance I'll start fiddling around with an NS2 nancy. We'll see.
Hmm... If we get to pick specific locations from each map...
<ul>-Chem and Acidic areas from Tanith -Double and Computer Lab from Origin -C12 and West Junction from Veil -Shipping Tunnels from Caged -Nexus and Glare from Lucid -Mess Hall from Nancy -Sloop and P-Sub areas from Eclipse</li></ul> Ask me some other day and you'll get completely different areas. The Chem/Acidic combo is probably my all time favourite though. The whole Tanith is just wonderful to skulk around and also sweet for commanding.
Comments
Personally i don't need to see the originals anymore. It would be nice it they where to be re-worked, but with such a visual difference from the old days i'd doubt i'd recognise them anyway. I'm more interested in seeing the crazy custom maps we'll be seeing after alpha/beta starts. I distinctly remember a huge vertical combat map where aliens spawned uptop (no fall damage yay) and the marines at the bottom. That map was loads of fun.
This only because i'm pretty sure the new maps will become memorable in their own way. let classics be classics, and lets see what crazy stuff we can come up with in this engine :p<!--QuoteEnd--></div><!--QuoteEEnd-->
Lemnings, birdflight, spacefall,...
Not the most balanced maps, but so much fun ;)
Ooh, and oldschool Hera
and tanith
but yeah, eclipse seems to most fit the new design process with the least amount of changes, and was fun too.
Obviously not every map would work, however some have layouts that do roughly follow the NS2 guidelines.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't have anything in particular to add to the thread, I just want to point out that layout picture has the wrong credit; ns_caged was made by Nelson "manah" Ferryman.
That's weird I wasn't aware just pulled that image from google. Let me edit my post to point this out.
ns_caged was one of the several ns maps to get the remake treatment right?
And didn't relic25 make one of the other ns maps? I definitely recognize that name.
would like to see them in next gen tech
Also, a complete rework of co_minas, in classic mode, just keeping the visual style, i sense!
And didn't relic25 make one of the other ns maps? I definitely recognize that name.<!--QuoteEnd--></div><!--QuoteEEnd-->
Caged, to the best of my knowledge, didn't get a remake as the source was never lost. Care of the map was transferred at one point after manah wasn't available to continue updating it.
Relic25 made ns_bast, which was remade after the map source was lost some time after v1.04 (I was on the team for that).
Relic25 made ns_bast, which was remade after the map source was lost some time after v1.04 (I was on the team for that).<!--QuoteEnd--></div><!--QuoteEEnd-->
NS readme credits Relic25 for 2D art. The Caged 2D overview might be his work.
I thought the NS1 engine compiled the minimap?
The minimap compiled by ns always needed a lot of work to look proper in-game or to look fancy like this one.
Guess that wasn't part of your duties in the remake team? :p
The minimap compiled by ns always needed a lot of work to look proper in-game or to look fancy like this one.
Guess that wasn't part of your duties in the remake team? :p<!--QuoteEnd--></div><!--QuoteEEnd-->
No, coloring of minimaps (for any map) was not usually done by the mappers. Through <a href="http://www.unknownworlds.com/forums/index.php?showtopic=102211&pid=1643549&st=0&#entry1643549" target="_blank">some digging</a> it seems JazzX was the one responsible for minimap coloring. It made sense to leave it to one person for coloring so there is consistency throughout them all.
Also that overhead view was more of a screenshot than anything. I could be wrong but I don't think the NS minimaps were that detailed?
Then you had to fix small errors and change the vent colors.
You can't pull off a real overview with a 8bit sprite anyway :p
However, Caged would make a great remake. It would take some liberal fixing, but I loved that map too.
I was a full time skulk, and I loved me some hallways. I know the new philosophy nixes that, but I loved 'em. Vents, hallways, and just the right amount of dark nooks and crannies to hide in. Plus not too much complexity so even new players could find their way around.
Eclipse was awesome
ns_bast.
For getting back the adrenaline of my first steps in NS1.
It's really tempting. Recreating all the geometry would not be too tough (especially having the full source), but there are some things that will need adjustments. Can't give any promises but once I make some more progress on the new map I'm creating there's a chance I'll start fiddling around with an NS2 nancy. We'll see.
I want :
- Tanith's Reactor Room
- Eclipse's power-sub corridors
- Origin's industrial/double
adapted to NS2 :D
<ul>-Chem and Acidic areas from Tanith
-Double and Computer Lab from Origin
-C12 and West Junction from Veil
-Shipping Tunnels from Caged
-Nexus and Glare from Lucid
-Mess Hall from Nancy
-Sloop and P-Sub areas from Eclipse</li></ul>
Ask me some other day and you'll get completely different areas. The Chem/Acidic combo is probably my all time favourite though. The whole Tanith is just wonderful to skulk around and also sweet for commanding.
.. I might get flamed but I actually loved the supersiege maps.. All of the OLD classic siegemaps.
That's the spirit. Glad to see maturity is on the rise.