ns2_clandestine

2

Comments

  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Some of the areas will open up a bit soon. As for the steam bath, Once the builder will allow me to get my models in it will appear frozen with frost covered props and ice sickles. :)
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    How do I download and install this map?
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1839612:date=Apr 2 2011, 03:38 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Apr 2 2011, 03:38 AM) <a href="index.php?act=findpost&pid=1839612"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no flag to disable power in the editor (yet?). Someone correct me if I'm wrong but, the areas you see in tram are just lighting effects and marines can still build there. Would be nice to have timed doors but who knows what kinds of goodies they have up their sleeves for the editor later on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's certainly wrong. On Tram, marines can build in those areas, but the structures do not have power by default. Try it out yourself. Alien expansion, Alien Start, and the tram tunnels between alien start and server room all have no power by default. I can't help you identify the flag, but it's quite obvious that there is a way to do it.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1840092:date=Apr 6 2011, 11:37 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Apr 6 2011, 11:37 PM) <a href="index.php?act=findpost&pid=1840092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do I download and install this map?<!--QuoteEnd--></div><!--QuoteEEnd-->


    <a href="http://www.super-nova-team.com/ns2/clandestine/ns2.zip" target="_blank">http://www.super-nova-team.com/ns2/clandestine/ns2.zip</a> <- link from top thread to date

    A tree is already provided so just pop /ns2 in your " C:\Program Files (x86)\Steam\steamapps\common\natural selection 2 " or similar
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Ok i figured out how to load up the map, pretty cool! How come I can not get into the command chair?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited April 2011
    <!--quoteo(post=1840102:date=Apr 6 2011, 05:07 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Apr 6 2011, 05:07 PM) <a href="index.php?act=findpost&pid=1840102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok i figured out how to load up the map, pretty cool! How come I can not get into the command chair?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because Thaldarin took the keys!!!....j/k

    Just open your console and type "cheats 1" without the quotes.

    @Quovatis
    That is very interesting as i was repeatedly told we are using the exact same editor as the UWE development team. I took a look again and can't seem to find anything on it. Maybe Barlow will stop by with suggestions on this.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Well, how do you set the range of a power node in a room? I don't know. But it appears what was done on Tram was to just not put a power node in the room, and it will default to not being powered. There may not be a flag, per se, just a lack of a power node.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2011
    <!--quoteo(post=1840123:date=Apr 7 2011, 04:15 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 7 2011, 04:15 AM) <a href="index.php?act=findpost&pid=1840123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, how do you set the range of a power node in a room? I don't know. But it appears what was done on Tram was to just not put a power node in the room, and it will default to not being powered. There may not be a flag, per se, just a lack of a power node.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It is tied into the Location entity, multiple Location entities with the same name work as well. You only need one powernode in one of them, as long as the name of the Location remains the same all Location entities (and lights within) are affected.

    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Ns2_sample" target="_blank">ns2_sample</a> FTW? heh I think I need to put that on in mah sig (or get it stickied, the entire mapping wiki should be stickied!)


    In your case for what you want, I guess... You could set the range of the powernode trough the size of the Location entity and call that one: "someroomname-powernode1" or something and for the rest of the room "someroomname-powernode2", "someroomname-powernode3" and so on. Would be rather fiddly for the Marine Commander though to keep track of this using just light...
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    What i am going for is an unpowered area (double) that would balance the time between infestation or marine "portable power" to make it useful. Right now it is marine favored because it's powered even if there is no poer node in the location. If i tie it into another location then it will no longer show as "Double" for map location reference and will confuse everyone. Even if it is tied to another location, how does that make it not powered at game start?
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Please add me on steam if you ever want to play this map. My steamname is PersianImm0rtal
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Perhaps send Olmy a pm about it. I understand your problem now. In the original versions of rockdown and tram, rooms with no power node did have power by default, but now they do not. I thought that was an engine code change, but looks like it was a map change. So Olmy did something to fix this...talk with him to find out what it is.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Power nodes are assigned by location entity.

    Here's an open version of tram,

    <img src="http://i.imgur.com/SJnin.jpg" border="0" class="linked-image" />

    There are multiple locations with the same name, for example, I clicked on 3 which were "Tram Hub" instantly. It looks as though as long as you have a location name associated with at least one power node, it carries over multiple entities with the same name. Basically, just location up your whole level to hell and sort your names out for them later.

    You can learn more than you think opening up the levels, the layers are done to an okay enough standard to allow you to pick it apart.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I get what your saying but what i need is an un-powered area at game start. Seeing how alien comm will have to get infestation to that point to build harvesters I would like to try counter balance that by requiring marines to build a portable power node to build extractors.

    This raises another question, where are portable power nodes in the tech tree anyways?
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Portable power nodes is a L2 tech, which I find kind of dumb, but that's how it is. PM Olmy about the power issue on your map.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Okay so an unpowered area?

    Put no power node in it, give it a unique location name. Aside from that right now, power nodes spawn already built so that may be something you have to wait for if you want an unbuilt one.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited June 2011
    I am still pluging away at this level.

    Here is a video of the progress.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/OpyUo4I88go"></param><embed src="http://www.youtube.com/v/OpyUo4I88go" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>NS2_Clandestine Version A109 that i am hoping to have ready for release sometime later this week.

    Due to UMG Restrictions on Germany, I am mirroring the HD vid <a href="http://super-nova-team.com/ns2/A109.wmv" target="_blank">On my Website Here.</a>
  • ArgoshArgosh Join Date: 2011-01-21 Member: 78474Members, Reinforced - Shadow
    Not working for german residents, because it has content from UMG. Is there a version without music?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited June 2011
    <!--quoteo(post=1850129:date=Jun 5 2011, 05:31 PM:name=Argosh)--><div class='quotetop'>QUOTE (Argosh @ Jun 5 2011, 05:31 PM) <a href="index.php?act=findpost&pid=1850129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not working for german residents, because it has content from UMG. Is there a version without music?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry, I am uploading to my website now. I will post direct link in a little while.

    Edit: Mirrored for Germany in the post above.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    I think it has good variety and is large, but I can't help but feel it is still very NS1 like.

    I <b>really</b> liked it when you did the shattered glass with the steam coming out of the small whole. That is the kinda of innovation I like to see with a new engine. I know it's not easy to think up these things, but a few more of those ideas and you will have a very unique map. Also the whole electrical machine was great, because it didn't just give the room character but also motion and brought the room to life. I think focusing on bringing animation to your map is a good next step to take.

    Keep pushing your map forward, It's looking great so far!
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1850530:date=Jun 7 2011, 12:54 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Jun 7 2011, 12:54 PM) <a href="index.php?act=findpost&pid=1850530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it has good variety and is large, but I can't help but feel it is still very NS1 like.

    That is the kinda of innovation I like to see with a new engine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks Zestels. I am Awaiting scrolling textures (soon i hope) and i will build some models and cinematics myself. I have a friend who does digital art and i just got my hands on CS5,with the tools at hand I'm sure we can come up with something. I was thinking oozing slime and puddles of who knows what to place in a few areas. :)
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Toying in the cinematic editor while i await a solution to my minimap fubar.

    Take a look, cinematic animation starts around the 15 second mark.

    Still trying to figure out how i can make it trigger with user interaction and also get sounds to play within the cinematic file.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/-SkFyMWjN08"></param><embed src="http://www.youtube.com/v/-SkFyMWjN08" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    OMG, 3 months and issues galore but here it is, Check first post for update and download of ns2_Clandestine Version A109.

    I'm thinking about moving the marine start location to Generators, Please post bugs and feedback here.

    I will have hosted on supernova west coast box shortly.
  • CajunFriedCajunFried Join Date: 2011-06-07 Member: 103166Members
    Nice! I'm gonna d/l it as soon as I get home.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited June 2011
    can you explain the cinematic? When will that play in the map and why?

    I just downloaded this, thanks for the self installer! Now I see there is a warning this map isn't for lower end machines...hmm.....let's see if I can play it lol I'll take some screenies if I can.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1852227:date=Jun 13 2011, 12:47 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jun 13 2011, 12:47 AM) <a href="index.php?act=findpost&pid=1852227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still trying to figure out how i can make it trigger with user interaction and also get sounds to play within the cinematic file.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't hold me to it, but I think you'll need to script an object that is capable of that. Which means, if you want everyone on the server to see it too, you'll need a modded server AND client to play the map.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited June 2011
    I gave it a shot. My main impressions are that some of the corridors are excellent, they're the best thing about the map, and there are also some well done unique scenes like the big electric pylon thingy, as well as smaller things like small fires in corridors. The weakness is that the map doesn't feel cohesive, and the rooms are quite box-like. There are many big objects placed in rooms without smaller details or textures that make them feel as if the big objects fit together. Some of the vents are placed in a way that will make the map easy for aliens. There is a vent which opens right next to a power node for example, and another vent which opens inside marine spawn. The map is also really close up in commander view, I don't know why....it's like it has been built higher up than the official maps which makes it harder to play commander as you can't view as much at once. Ready room is way too cramped. The lighting could be better, there weren't places that I felt had very atmospheric lighting so it can look a bit flat.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited June 2011
    The ready room confused me. I thought if I walked to one end of the tunnel I would be on marines, and aliens on the other.

    <a href="http://img843.imageshack.us/i/ns22011062509212303.jpg/" target="_blank"><img src="http://img843.imageshack.us/img843/6725/ns22011062509212303.th.jpg" border="0" class="linked-image" /></a>

    And at one end you can see the marine's logo
    <a href="http://img840.imageshack.us/i/ns22011062509213272.jpg/" target="_blank"><img src="http://img840.imageshack.us/img840/5272/ns22011062509213272.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img11.imageshack.us/i/ns22011062509214244.jpg/" target="_blank"><img src="http://img11.imageshack.us/img11/5959/ns22011062509214244.th.jpg" border="0" class="linked-image" /></a>

    but when you follow the marine logo you find its the area to join all team
    <a href="http://img231.imageshack.us/i/ns22011062509222481.jpg/" target="_blank"><img src="http://img231.imageshack.us/img231/3995/ns22011062509222481.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img135.imageshack.us/i/ns22011062509235315.jpg/" target="_blank"><img src="http://img135.imageshack.us/img135/2431/ns22011062509235315.th.jpg" border="0" class="linked-image" /></a>

    I think you should delete this spaceship...it looks really dated
    <a href="http://img855.imageshack.us/i/ns22011062509244843.jpg/" target="_blank"><img src="http://img855.imageshack.us/img855/5536/ns22011062509244843.th.jpg" border="0" class="linked-image" /></a>

    Got stuck here
    <a href="http://img827.imageshack.us/i/ns22011062509264639.jpg/" target="_blank"><img src="http://img827.imageshack.us/img827/5054/ns22011062509264639.th.jpg" border="0" class="linked-image" /></a>

    This vent will be a nightmare for marines
    <a href="http://img560.imageshack.us/i/ns22011062509284533.jpg/" target="_blank"><img src="http://img560.imageshack.us/img560/9072/ns22011062509284533.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img36.imageshack.us/i/ns22011062509294684.jpg/" target="_blank"><img src="http://img36.imageshack.us/img36/4118/ns22011062509294684.th.jpg" border="0" class="linked-image" /></a>

    This corridor looks upside down
    <a href="http://img43.imageshack.us/i/ns22011062509303940.jpg/" target="_blank"><img src="http://img43.imageshack.us/img43/5475/ns22011062509303940.th.jpg" border="0" class="linked-image" /></a>
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I like the spark ambient sounds but there were some LUA errors in the console related to it
    <a href="http://img705.imageshack.us/i/ns22011062509313323.jpg/" target="_blank"><img src="http://img705.imageshack.us/img705/6668/ns22011062509313323.th.jpg" border="0" class="linked-image" /></a>

    Nice prop, could be better if the corridors leading up to it were more related to the electricity theme, so you don't just appear in the room with no build up.
    <a href="http://img840.imageshack.us/i/ns22011062509320382.jpg/" target="_blank"><img src="http://img840.imageshack.us/img840/3318/ns22011062509320382.th.jpg" border="0" class="linked-image" /></a>

    Vent will be really unbalanced in favour of aliens
    <a href="http://img835.imageshack.us/i/ns22011062509324693.jpg/" target="_blank"><img src="http://img835.imageshack.us/img835/6513/ns22011062509324693.th.jpg" border="0" class="linked-image" /></a>

    Everything looks too big here and the floor texture isn't so pretty.
    <a href="http://img219.imageshack.us/i/ns22011062509330813.jpg/" target="_blank"><img src="http://img219.imageshack.us/img219/2166/ns22011062509330813.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img40.imageshack.us/i/ns22011062509331448.jpg/" target="_blank"><img src="http://img40.imageshack.us/img40/1999/ns22011062509331448.th.jpg" border="0" class="linked-image" /></a>

    Got stuck here
    <a href="http://img29.imageshack.us/i/ns22011062509333378.jpg/" target="_blank"><img src="http://img29.imageshack.us/img29/7113/ns22011062509333378.th.jpg" border="0" class="linked-image" /></a>

    The prop is cool no doubt but for gameplay it doesnt really add anything, it's more of an obstruction.
    <a href="http://img600.imageshack.us/i/ns22011062509342422.jpg/" target="_blank"><img src="http://img600.imageshack.us/img600/4164/ns22011062509342422.th.jpg" border="0" class="linked-image" /></a>

    Stuck again
    <a href="http://img96.imageshack.us/i/ns22011062509353652.jpg/" target="_blank"><img src="http://img96.imageshack.us/img96/8136/ns22011062509353652.th.jpg" border="0" class="linked-image" /></a>

    I like this design. These style of corridors should be the ones that lead into the big electricity generator thingy room.
    <a href="http://img7.imageshack.us/i/ns22011062509370316.jpg/" target="_blank"><img src="http://img7.imageshack.us/img7/7493/ns22011062509370316.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img15.imageshack.us/i/ns22011062509370454.jpg/" target="_blank"><img src="http://img15.imageshack.us/img15/1589/ns22011062509370454.th.jpg" border="0" class="linked-image" /></a>
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    texture looks dated
    <a href="http://img90.imageshack.us/i/ns22011062509385332.jpg/" target="_blank"><img src="http://img90.imageshack.us/img90/520/ns22011062509385332.th.jpg" border="0" class="linked-image" /></a>

    awesome steam effect, i'd love to see more of this in the map
    <a href="http://img594.imageshack.us/i/ns22011062509401433.jpg/" target="_blank"><img src="http://img594.imageshack.us/img594/1540/ns22011062509401433.th.jpg" border="0" class="linked-image" /></a>

    not a fan of the spinning alien microwaves, too gimmicky.
    <a href="http://img841.imageshack.us/i/ns22011062509531711.jpg/" target="_blank"><img src="http://img841.imageshack.us/img841/2718/ns22011062509531711.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img835.imageshack.us/i/ns22011062509534994.jpg/" target="_blank"><img src="http://img835.imageshack.us/img835/382/ns22011062509534994.th.jpg" border="0" class="linked-image" /></a>

    cool corridor
    <a href="http://img20.imageshack.us/i/ns22011062509541751.jpg/" target="_blank"><img src="http://img20.imageshack.us/img20/9855/ns22011062509541751.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img8.imageshack.us/i/ns22011062509564248.jpg/" target="_blank"><img src="http://img8.imageshack.us/img8/410/ns22011062509564248.th.jpg" border="0" class="linked-image" /></a>

    alien start is messed up...its too close to the commander's view, and some eggs spawn in mid air
    <a href="http://img17.imageshack.us/i/ns22011062509574874.jpg/" target="_blank"><img src="http://img17.imageshack.us/img17/3166/ns22011062509574874.th.jpg" border="0" class="linked-image" /></a>

    commander view is too close to the action, everything is magnified.
    <a href="http://img804.imageshack.us/i/ns22011062510025903.jpg/" target="_blank"><img src="http://img804.imageshack.us/img804/533/ns22011062510025903.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img171.imageshack.us/i/ns22011062510205371.jpg/" target="_blank"><img src="http://img171.imageshack.us/img171/610/ns22011062510205371.th.jpg" border="0" class="linked-image" /></a>
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited June 2011
    WOW! Thanks Peregrinus, That's the feedback i am looking for!

    I will back the commander view off to give a better field of view, I was having some trouble with the build way-points landing on top of the locations entities so i will extend them up and raise the camera.

    Maybe add some detail to the bottom of the corridors to try to upright them.

    The "Crap I'm stuck" areas are easily fixed with Collision Geometry.

    The corridors leading to generator do need some transitioning work....hmmm...cinematics of electrical stuff on broad wall surfaces....hmmm.

    Vent's have been an issue with me personally as i want cover for skulks to cover great distances quickly but limit the traffic (size wise) to just skulks with a few accessible to gorges in key areas to hide and heal teammates. I'm not sure if fade will receive a crouch ability so it's hard to judge what that would equal in game units. The textured vents are placeholders and will be replaced with models once i can see how they play out. (go or stay decision)

    Was your frame-rate comparable to other large maps as I am building and testing on a newer above average system and really don't see much of a difference in performance comparing to tram.

    As for the cinematic, It's located in the brigg outside the window and set to repeat. The cinematic animation is 100 frames but i set the time line way above so it takes about 15 seconds to replay. Hoping for a trigger to tie to a button so it will look as though the button you push brings the house down.
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