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
edited October 2011
actually, looking at the amount of red and green lines, its exactly one third (16 green, 8 red). And this is without considering that the red part has tons of hallways that also need to be done, not just the rooms.
that beeing said, i loooove the look of that map :D and how fast you progress.
edit: just saw that my company network proxy showed me an older version of the threads, without all responses ;)
It's looking great Shawn and I appreciate you allowing me to give you insight on what can be implemented to make the map even better than it currently is!
Thanks for making this. I'm not an NS1 player, so I don't get the nostalgia hit from this map, but I appreciate you making it because it gives us all something else to play besides Summit! It's looking amazing by the way, one of the few quality maps NS2 has seen. I wish I could help contribute somehow, but I'm not a mapper.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
Thank you thank you. I've taken your feedback and crits. Right now I'm working on West Junction. My plan, since the East is of a really quite similiar design, is to duplicate it more or less in the interest of time. Its almost unique in the map to have two such incredibly similar areas, and I don't mind the resemblance because I think with some minor alterations in the post process, they can become fraternal rather than identical twins :P
Hey, fmpone, if you want, I can make you a space skybox complete with interesting cinematics. I have a planet cinematic that has a 10hour sidereal rotation if that interests you XD. I think space can be really interesting, but you need to include addition bits and bobs. Space is only really interesting when it's in your face, ie. the Veil structure is sat on an asteroid in a belt that surrounds a planet, and you can see the star in the distance that illuminates everything.
If those two areas are vastly similar I would suggest to work with different colours in the the lighting, making one the blueish- and one the red-room, for example. A distinction like this would allow new players faster orientation as it's easy to remember that there are two similar rooms with different colours.
<!--quoteo(post=1882244:date=Oct 27 2011, 02:35 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Oct 27 2011, 02:35 AM) <a href="index.php?act=findpost&pid=1882244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for making this. I'm not an NS1 player, so I don't get the nostalgia hit from this map, but I appreciate you making it because it gives us all something else to play besides Summit! It's looking amazing by the way, one of the few quality maps NS2 has seen. I wish I could help contribute somehow, but I'm not a mapper.<!--QuoteEnd--></div><!--QuoteEEnd-->
So why don't you try NS1 out then? It's free ro play.
Really nice work on the map and on what speed! Hope they will add the new lightning on 188 that would be the point on the i for your map! Good work!
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited October 2011
<!--quoteo(post=1882313:date=Oct 27 2011, 11:55 AM:name=Cygone)--><div class='quotetop'>QUOTE (Cygone @ Oct 27 2011, 11:55 AM) <a href="index.php?act=findpost&pid=1882313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When this is all done, it might throw some light on the issue 'is the skulk OP' is it because of the lighting, and why do ppl not run on walls etc,
will d/l and have a look at this 2night<!--QuoteEnd--></div><!--QuoteEEnd--> The skulks are sometimes hard-to-kill because of the current animation system. But I'm pretty sure skulks will need those 10 starting armor back in the next patch, due to the new animation system. I don't feel that skulks are OP at all, only that they are hard to hit because of wierd animation transitions. People that don't run on walls are directly moronic, because it gives you the upper hand when approaching a marine. And even more right now, becuase every time you change a surface to walk on, your model spasses out. On topic: I really like the lastest screens, what incredible speed you're working at, damn :P
I would like to point out, I dont think thier Skulk is OP, and I also dont have an issue with using the walls. It was just a statement about other posts/threads/topics that crop up on here from time to time
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1882344:date=Oct 27 2011, 04:56 PM:name=Cygone)--><div class='quotetop'>QUOTE (Cygone @ Oct 27 2011, 04:56 PM) <a href="index.php?act=findpost&pid=1882344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to point out, I dont think thier Skulk is OP, and I also dont have an issue with using the walls. It was just a statement about other posts/threads/topics that crop up on here from time to time<!--QuoteEnd--></div><!--QuoteEEnd--> I wouldn't take that thread too serious, the OP clearly has no clue :P
Just curious, if the dev's implement random spawning hives, you think you'd incorporate it into the map? assuming the mappers have control over whether a team has a random starting point or not.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1882782:date=Oct 30 2011, 09:32 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Oct 30 2011, 09:32 PM) <a href="index.php?act=findpost&pid=1882782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking good. Which area is that?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats West Junction to Overlook and West Junction to System Waypointing. There was also a bit to the right, which heavily resembles East Junction, so I didn't bother posting shots.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1883033:date=Nov 1 2011, 08:33 AM:name=cron)--><div class='quotetop'>QUOTE (cron @ Nov 1 2011, 08:33 AM) <a href="index.php?act=findpost&pid=1883033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the lighting, you have a good sense for contrast and colours. My only complaint is about texture arrangement/trimming:
I would either trim that grate so it matches the tiles or I would scale the tiles so the grate is aligned with the lines between the tiles.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1883101:date=Nov 1 2011, 09:37 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Nov 1 2011, 09:37 PM) <a href="index.php?act=findpost&pid=1883101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you are the mapper but would be cool to see some of the stuff you added in game.<!--QuoteEnd--></div><!--QuoteEEnd-->
As in you mean his own touch to it? Rather than just like a basic lab wall there's some other focus in design?
If that's what you mean then I concur, as areas like The Dome and Pipeline could be really well made and expanded on past its original design.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
Most likely new screenshots on Sunday.
As for an overall theme, it will be a desert facility. I've considered adding a large emphasis on the idea of Solarity and solar panels. Mostly though, I'm building the skeleton of the map right now, and you might not recognize some of it once polish details like custom art is added.
Bet on green! Things are looking good. I got a little discouraged with System Waypointing at first because it wasn't shaping up, but then it fell into place rather nicely, and I learned not to give up.
Whenever the new builds with AA and atmospherics are working, I'll throw some new screens up. It's hard to look at the game without them, now.
Atmospherics "work", they just lag a lot. Just enable them for screenshots. AA is not a big deal, I almost always turn it off in games anyway, wasted performance for a effect that usually makes things look unfocused.
I can't remember the name of the area, but to the left of double, that room was and is totally redundant in Veil apart from an easy siege access in NS1. I can see it being even more redundant in NS2 unless you are placing an RT or a route to double from there? Just curious how you're going to design that.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1884262:date=Nov 8 2011, 01:08 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Nov 8 2011, 01:08 PM) <a href="index.php?act=findpost&pid=1884262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't remember the name of the area, but to the left of double, that room was and is totally redundant in Veil apart from an easy siege access in NS1. I can see it being even more redundant in NS2 unless you are placing an RT or a route to double from there? Just curious how you're going to design that.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are correct about that area, West Junction. I believe I've handled it well, but it's difficult to describe the changes I've made here. Suffice it to say there is a little window to that area that you can go through, and a door, but it is mostly closed off and minimalists except for a strategic vent to double. It's a unique situation that's better seen than described.
Comments
And this is without considering that the red part has tons of hallways that also need to be done, not just the rooms.
that beeing said, i loooove the look of that map :D and how fast you progress.
edit: just saw that my company network proxy showed me an older version of the threads, without all responses ;)
So why don't you try NS1 out then? It's free ro play.
Really nice work on the map and on what speed! Hope they will add the new lightning on 188 that would be the point on the i for your map!
Good work!
will d/l and have a look at this 2night
will d/l and have a look at this 2night<!--QuoteEnd--></div><!--QuoteEEnd-->
The skulks are sometimes hard-to-kill because of the current animation system.
But I'm pretty sure skulks will need those 10 starting armor back in the next patch, due to the new animation system.
I don't feel that skulks are OP at all, only that they are hard to hit because of wierd animation transitions.
People that don't run on walls are directly moronic, because it gives you the upper hand when approaching a marine.
And even more right now, becuase every time you change a surface to walk on, your model spasses out.
On topic: I really like the lastest screens, what incredible speed you're working at, damn :P
I wouldn't take that thread too serious, the OP clearly has no clue :P
Just curious, if the dev's implement random spawning hives, you think you'd incorporate it into the map? assuming the mappers have control over whether a team has a random starting point or not.
<img src="http://img855.imageshack.us/img855/8581/veilhallwaynew.png" border="0" class="linked-image" />
<img src="http://img831.imageshack.us/img831/5797/veilhallwaynew1.png" border="0" class="linked-image" />
<img src="http://img828.imageshack.us/img828/8954/veilhallwaynew2.png" border="0" class="linked-image" />
Thats West Junction to Overlook and West Junction to System Waypointing. There was also a bit to the right, which heavily resembles East Junction, so I didn't bother posting shots.
<img src="http://i.imgur.com/lgwsR.jpg" border="0" class="linked-image" />
I would either trim that grate so it matches the tiles or I would scale the tiles so the grate is aligned with the lines between the tiles.
<img src="http://i.imgur.com/lgwsR.jpg" border="0" class="linked-image" />
I would either trim that grate so it matches the tiles or I would scale the tiles so the grate is aligned with the lines between the tiles.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point, I got a shade lazy there.
As in you mean his own touch to it? Rather than just like a basic lab wall there's some other focus in design?
If that's what you mean then I concur, as areas like The Dome and Pipeline could be really well made and expanded on past its original design.
As for an overall theme, it will be a desert facility. I've considered adding a large emphasis on the idea of Solarity and solar panels. Mostly though, I'm building the skeleton of the map right now, and you might not recognize some of it once polish details like custom art is added.
Bet on green! Things are looking good. I got a little discouraged with System Waypointing at first because it wasn't shaping up, but then it fell into place rather nicely, and I learned not to give up.
Whenever the new builds with AA and atmospherics are working, I'll throw some new screens up. It's hard to look at the game without them, now.
You are correct about that area, West Junction. I believe I've handled it well, but it's difficult to describe the changes I've made here. Suffice it to say there is a little window to that area that you can go through, and a door, but it is mostly closed off and minimalists except for a strategic vent to double. It's a unique situation that's better seen than described.