Surprise! Veil re-make

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Comments

  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1890078:date=Dec 13 2011, 07:01 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Dec 13 2011, 07:01 AM) <a href="index.php?act=findpost&pid=1890078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I smell a new religion comming to us! Maybe we will find a secret room in the RR that explains us more :-).

    It is incredible what you can push out of a DX9 engine! This remake looks awsome!
    But I don't see some athmospheric lights or am I blind?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, the atmospherics are coming later.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    now all we need is for it to be pitch black and ill get out my motion tracker. i can just imagine the auto gun sound echoing through those hallways.

    cant wait for a avp mod for ns2.
  • croncron Join Date: 2010-06-21 Member: 72122Members
    edited December 2011
    <!--quoteo(post=1889346:date=Dec 9 2011, 08:02 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Dec 9 2011, 08:02 AM) <a href="index.php?act=findpost&pid=1889346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about a reward for your incredible patience?

    […]
    <img src="http://img163.imageshack.us/img163/5248/veilnewnew6.png" border="0" class="linked-image" />
    […]<!--QuoteEnd--></div><!--QuoteEEnd-->

    The slope left and right to the walk way cuts off the pillars on the wall rather harshly, it might look cleaner if these planes were horizontal. Pretty much all shapes in that room are defined by 90° edges, the slope appears to me as stylistic inconsistency; at least the part where it meets the wall.
    Not sure I'm able to explain this any better, I could draw some lines in that screen cap if needed.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I'm not too worried about that hallway having seen it ingame. I doubt that's a very informative screenshot either, in all honesty.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    edited December 2011
    I agree partly with cron. Not just by style but by functionality that stair setup is all wrong.

    The rails just make no sense, then you got two drops and the surface spreads across the whole hallway? It'll disturb gameplay in a frustrating manner. The main problem is the rails, remove them. I'd also consider just sloping the sides completely rather than the weird drops with the awkward trims.

    And I notice something hanging from the ceiling then attached to them? That'll just frustrate even more, especially a lerk.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I disagree with the stairway's being frustrating for gameplay. The skulk's wallwalking algorithm is so sticky and magnetic that it could just glide along them. Besides, those railings aren't really all that tall.

    This only thing in that scene they may potentially be annoying are those polls/cables that extend to the ceiling; that might get in the way of the Lerk, but a little moving around will solve this.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1890795:date=Dec 18 2011, 05:04 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Dec 18 2011, 05:04 PM) <a href="index.php?act=findpost&pid=1890795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree with the stairway's being frustrating for gameplay. The skulk's wallwalking algorithm is so sticky and magnetic that it could just glide along them. Besides, those railings aren't really all that tall.

    This only thing in that scene they may potentially be annoying are those polls/cables that extend to the ceiling; that might get in the way of the Lerk, but a little moving around will solve this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I tend to agree with you, but just to be safe I removed all of the cables to the ceiling, removed 2/3 of the railing, leaving only one set at the top as I did with East Junction. To be honest, movement is no problem at all in these areas, I've never in hundreds of lerk runs ever hit those cables to the ceiling, but they didn't seem as interesting there as at East Junction, so I just played it safe.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    How far has this got to go before being playable, looking forward to seeing this one on servers when the auto download arrives.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1890897:date=Dec 19 2011, 11:55 AM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Dec 19 2011, 11:55 AM) <a href="index.php?act=findpost&pid=1890897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How far has this got to go before being playable, looking forward to seeing this one on servers when the auto download arrives.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd say I'm at 60+%

    By March, I'd guess, for the real deal
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    I almost posted this in your Spark tutorial thread, but probably better here. I like watching maps come together, but i don't ever plan to create a map. I'd love to see you actually creating part of Veil, similar to how Simon does his live casts of audio. Doesn't need to be live however.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1891410:date=Dec 23 2011, 01:06 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Dec 23 2011, 01:06 AM) <a href="index.php?act=findpost&pid=1891410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I almost posted this in your Spark tutorial thread, but probably better here. I like watching maps come together, but i don't ever plan to create a map. I'd love to see you actually creating part of Veil, similar to how Simon does his live casts of audio. Doesn't need to be live however.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'll go ahead and start a recording of the C-12 process. I'm not sure I love doing this, but if you want it, I don't believe in being secretive or anything.

    You can watch live at <a href="http://www.own3d.tv/live/184772" target="_blank">http://www.own3d.tv/live/184772</a>

    and the recording for those who missed it

    <a href="http://www.own3d.tv/video/350471/NS2_Spark_Tutorials__id_184772__Archive__2011-12-23_06_15_37_-_06_49_49_" target="_blank">http://www.own3d.tv/video/350471/NS2_Spark..._37_-_06_49_49_</a>
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Thanks fmpone, opened up a world i'd never seen before.
    I liked the google images to communicate, that was a nice touch, but what was the actual problem with that section? The shadow not casting or something else?
    All that zooming in and out (im assuming its the most efficient way to change your camera angle?) could make someone motion sick.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1891414:date=Dec 23 2011, 03:14 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Dec 23 2011, 03:14 AM) <a href="index.php?act=findpost&pid=1891414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks fmpone, opened up a world i'd never seen before.
    I liked the google images to communicate, that was a nice touch, but what was the actual problem with that section? The shadow not casting or something else?
    All that zooming in and out (im assuming its the most efficient way to change your camera angle?) could make someone motion sick.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sometimes shadows bleed through geometry, nothing you can do besides move the spotlight round or change its properties... Bummer!
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    you using the lighting tool at all that onos ate me made?

    also everytime i look at your avatar pic i think it looks like a pair of fangs.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1891898:date=Dec 27 2011, 04:38 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Dec 27 2011, 04:38 PM) <a href="index.php?act=findpost&pid=1891898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you using the lighting tool at all that onos ate me made?

    also everytime i look at your avatar pic i think it looks like a pair of fangs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've been meaning to use Radiance, but there was a bug initially with my map and I've yet to try it again. Soon.

    Yes my avatar is weird.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Hey guys. A bit of good news and bad news, the map is almost done, probably will be finished within the next month or two. Therefore, no more screens.

    Sorry!
  • nUfl0wnUfl0w Join Date: 2005-02-25 Member: 42412Members
    :( do it! do it fast! :D cant wait...
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I...I MUST HAVE IT NOOOOOOOOW

    Just kidding, take as much time as you need to make it perfect, this is one of the things i am most looking for.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1892064:date=Dec 30 2011, 03:23 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Dec 30 2011, 03:23 AM) <a href="index.php?act=findpost&pid=1892064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys. A bit of good news and bad news, the map is almost done, probably will be finished within the next month or two. Therefore, no more screens.

    Sorry!<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's great news!
    Really looking forward to seeing your work in game, and playing lots of games on it!
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Can we at least have one of those top down screens with the checks to see the progress?
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1892241:date=Dec 31 2011, 12:50 PM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Dec 31 2011, 12:50 PM) <a href="index.php?act=findpost&pid=1892241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we at least have one of those top down screens with the checks to see the progress?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure thing.

    <img src="http://i.imgur.com/08YiV.png" border="0" class="linked-image" />
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    The thing with Veil that has always bothered me is the distance marines have to move compared to aliens around the map. If you're using stationary MS still, it might be worth reducing this. Especially as a top down makes it noticeable how far they have to travel and how easy it is to pen them in.
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    WOW, you work fast.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited January 2012
    Progress is looking good.

    I'm just hoping this map isn't cluttered with props in it's finalized version. I prefer the simplistic design of the original veil.
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    <!--quoteo(post=1892408:date=Jan 2 2012, 07:10 PM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Jan 2 2012, 07:10 PM) <a href="index.php?act=findpost&pid=1892408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Progress is looking good.

    I'm just hoping this map isn't cluttered with props in it's finalized version. I prefer the simplistic design of the original veil.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Let's just let fmpone do his thing. He makes stuff look beautiful, let him do his thing on his canvas.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I get the concern about props. I take it very seriously, they can really mess things up if they aren't handled well. Giant crates also feel very, very, painfully 1998 in the year 2012. I get it.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1892424:date=Jan 2 2012, 02:51 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jan 2 2012, 02:51 PM) <a href="index.php?act=findpost&pid=1892424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get the concern about props. I take it very seriously, they can really mess things up if they aren't handled well. Giant crates also feel very, very, painfully 1998 in the year 2012. I get it.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I like the occasional crate to break up the space and provide a way to close distance for melee units.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited January 2012
    I'm sorry. I can't resist.

    <img src="http://img683.imageshack.us/img683/7132/29443192.jpg" border="0" class="linked-image" />
    <img src="http://img42.imageshack.us/img42/5126/65456002.jpg" border="0" class="linked-image" />

    edit: my bad! I did something dumb with my links
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    pictures no worky :(
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1892710:date=Jan 5 2012, 05:19 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Jan 5 2012, 05:19 AM) <a href="index.php?act=findpost&pid=1892710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->pictures no worky :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for the heads up. Hope its working now
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