<!--quoteo(post=1876870:date=Sep 25 2011, 01:10 PM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 25 2011, 01:10 PM) <a href="index.php?act=findpost&pid=1876870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When everyone likes the way the map plays<!--QuoteEnd--></div><!--QuoteEEnd--> We are always around to test! :D
<!--quoteo(post=1876956:date=Sep 26 2011, 07:26 AM:name=konata)--><div class='quotetop'>QUOTE (konata @ Sep 26 2011, 07:26 AM) <a href="index.php?act=findpost&pid=1876956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Who have you got redoing all those textures for you in a higher and prettier resolution to suit the spark engine?<!--QuoteEnd--></div><!--QuoteEEnd--> Thats the least most important thing at this stage. He seems to be focusing on the size, layout, tech points and res locations. The pretty stuff can be done last. Even without the pretty materials, I would play this map over summit for the pure reason that most of the current players are burnt out on summit.
Keep up the,work fmpone and you know where we are when you ready for another run through :)
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
I don't have anyone making hi-res versions of the HL1 textures. This is part because I found a texture set I really like in NS2, and part because I doubt there is anyone out there willing to re-make the veil stuff. If so, that'd be great. Please do :0
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
When the map is nearing a more complete state, you should probably give credit to Andrew Weldon (Kungfusquirrel) for the original NS1 version. See what Menes did in the current ns_origin readyroom in NS1 as an example.
It might be worth sending him a message, he has twitter like most people do. He may be able to help you out. He even made eclipse (unreleased) on Doom 3 at one point.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
Since before the first release I've messaged Andrew several times (on twitter as well), sent him e-mails, sent him screenshots. He's a real talent, and it was always important to me. He has said he would respond when he has time. I certainly made the good faith attempt. I'll let him know when I release Alpha 2 as well.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
Here you go guys!
Changelog: -Reduced scale -Added rts to System Waypointing and The Dome -Refined vents to be less ambiguous. -Moved Tech Points from Overlook to Subsector, C-12 to Pipeline. -Refined old "elevator room"
Unfortunately, Random Spawns for Aliens didn't seem to work when I tried it.
And in the BIG NEWS section, mapper shakewell will be working on the map's vents once the level geometry for them has been finalized. Possibly ready room as well. This will be a big help in giving this crucial part of the map its own unique identity, and of course cutting my workload drastically. The bottom line is this should allow us to get the map to you faster, and with actually better results.
-Pipeline hive is just wrong. Needs to be larger, much more elongated, and the area north of it feels stretched, so make pipe longer and the area above it smaller, but even with that change i think pipe needs to be much bigger.
-Your minimap extents is stretched incorrectly, youll need to adjust it as close as you possibly can to the very edges of the map, if you oversize it or undersize it, you get de-synched minimap locations.
-a couple of places feel undersized because of the ceilings, the ones i noticed were topographical and west skylights. Just raise the ceilings a bit and I think it will be alright.
-The double node needs to be a hive, youve got 3 resource nodes all in very close proximity to alien start. Im not sure that is the best place for a hive, but without modding the original layout of veil, its probably what youll have to go with.
-the vent between system waypointing and subsector is missing the ceiling geometry, you can go up and out of the map.
Other than that it feels much better than the last one, not exact, but feels pretty close.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1877065:date=Sep 26 2011, 07:51 PM:name=Jonacrab)--><div class='quotetop'>QUOTE (Jonacrab @ Sep 26 2011, 07:51 PM) <a href="index.php?act=findpost&pid=1877065"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Feels much better, but a couple things i noticed:
-Pipeline hive is just wrong. Needs to be larger, much more elongated, and the area north of it feels stretched, so make pipe longer and the area above it smaller, but even with that change i think pipe needs to be much bigger.
-Your minimap extents is stretched incorrectly, youll need to adjust it as close as you possibly can to the very edges of the map, if you oversize it or undersize it, you get de-synched minimap locations.
-a couple of places feel undersized because of the ceilings, the ones i noticed were topographical and west skylights. Just raise the ceilings a bit and I think it will be alright.
-The double node needs to be a hive, youve got 3 resource nodes all in very close proximity to alien start. Im not sure that is the best place for a hive, but without modding the original layout of veil, its probably what youll have to go with.
-the vent between system waypointing and subsector is missing the ceiling geometry, you can go up and out of the map.
Other than that it feels much better than the last one, not exact, but feels pretty close.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's great feedback, I'll be sure to make these fixes if they test well, and thank you very much. I'll also be checking out your map tonight ^.^
Dres needs to be bigger, and i would rework some paths/rooms/positions around the map, especially the middle/east/southeast part of the map (but depends if you just want to copy veil 1:1 or make a veil based ns2 map)
So it gets a little more straight forward, and not so much maze/webish like it used to be in ns1.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1877157:date=Sep 27 2011, 12:02 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 27 2011, 12:02 PM) <a href="index.php?act=findpost&pid=1877157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dres needs to be bigger, and i would rework some paths/rooms/positions around the map, especially the middle/east/southeast part of the map (but depends if you just want to copy veil 1:1 or make a veil based ns2 map)
So it gets a little more straight forward, and not so much maze/webish like it used to be in ns1.
But im not sure...<!--QuoteEnd--></div><!--QuoteEEnd-->
What's dres?
Also, if anybody could go ahead and rehost it, I won't forget your generosity!
ko nvmd i did it here <a href="http://dl.dropbox.com/u/43296902/ns2_veil_alpha2.rar" target="_blank">http://dl.dropbox.com/u/43296902/ns2_veil_alpha2.rar</a>
mega upload is spyware you guys should get a drop box account much easier
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
I really think you should change one of the res nodes in double res to a tech point. Especially now that you added two new resource points. Looking forward to see some good stuff!
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1877376:date=Sep 28 2011, 08:16 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 28 2011, 08:16 PM) <a href="index.php?act=findpost&pid=1877376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think you should change one of the res nodes in double res to a tech point. Especially now that you added two new resource points. Looking forward to see some good stuff!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll go ahead and do that, since so many people have suggested it. No use fighting the tide :P
<!--quoteo(post=1877381:date=Sep 29 2011, 02:54 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 29 2011, 02:54 AM) <a href="index.php?act=findpost&pid=1877381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll go ahead and do that, since so many people have suggested it. No use fighting the tide :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1877381:date=Sep 29 2011, 02:54 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 29 2011, 02:54 AM) <a href="index.php?act=findpost&pid=1877381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No use fighting the tide<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
- It's ugly. That's just a function of being basic enough to work with and change easily.
- It's properly scaled.
- I'm a day or two from release.
When everyone likes the way the map plays
We are always around to test! :D
Here's my plan:
Alpha 2 - basic geometry at proper scale
Alpha 3 - gameplay details and props
Beta 1 - Texturing and lighting pass
Thats the least most important thing at this stage. He seems to be focusing on the size, layout, tech points and res locations. The pretty stuff can be done last. Even without the pretty materials, I would play this map over summit for the pure reason that most of the current players are burnt out on summit.
Keep up the,work fmpone and you know where we are when you ready for another run through :)
It's also a pretty large part of the veil theme and for beta 1.
Changelog:
-Reduced scale
-Added rts to System Waypointing and The Dome
-Refined vents to be less ambiguous.
-Moved Tech Points from Overlook to Subsector, C-12 to Pipeline.
-Refined old "elevator room"
Unfortunately, Random Spawns for Aliens didn't seem to work when I tried it.
LET ME KNOW WHAT YOU THINK! :D
<a href="http://www.megaupload.com/?d=ROEC7Z5A" target="_blank">http://www.megaupload.com/?d=ROEC7Z5A</a>
------
And in the BIG NEWS section, mapper shakewell will be working on the map's vents once the level geometry for them has been finalized. Possibly ready room as well. This will be a big help in giving this crucial part of the map its own unique identity, and of course cutting my workload drastically. The bottom line is this should allow us to get the map to you faster, and with actually better results.
-Pipeline hive is just wrong. Needs to be larger, much more elongated, and the area north of it feels stretched, so make pipe longer and the area above it smaller, but even with that change i think pipe needs to be much bigger.
-Your minimap extents is stretched incorrectly, youll need to adjust it as close as you possibly can to the very edges of the map, if you oversize it or undersize it, you get de-synched minimap locations.
-a couple of places feel undersized because of the ceilings, the ones i noticed were topographical and west skylights. Just raise the ceilings a bit and I think it will be alright.
-The double node needs to be a hive, youve got 3 resource nodes all in very close proximity to alien start. Im not sure that is the best place for a hive, but without modding the original layout of veil, its probably what youll have to go with.
-the vent between system waypointing and subsector is missing the ceiling geometry, you can go up and out of the map.
Other than that it feels much better than the last one, not exact, but feels pretty close.
-Pipeline hive is just wrong. Needs to be larger, much more elongated, and the area north of it feels stretched, so make pipe longer and the area above it smaller, but even with that change i think pipe needs to be much bigger.
-Your minimap extents is stretched incorrectly, youll need to adjust it as close as you possibly can to the very edges of the map, if you oversize it or undersize it, you get de-synched minimap locations.
-a couple of places feel undersized because of the ceilings, the ones i noticed were topographical and west skylights. Just raise the ceilings a bit and I think it will be alright.
-The double node needs to be a hive, youve got 3 resource nodes all in very close proximity to alien start. Im not sure that is the best place for a hive, but without modding the original layout of veil, its probably what youll have to go with.
-the vent between system waypointing and subsector is missing the ceiling geometry, you can go up and out of the map.
Other than that it feels much better than the last one, not exact, but feels pretty close.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's great feedback, I'll be sure to make these fixes if they test well, and thank you very much. I'll also be checking out your map tonight ^.^
Also,, make sure when you start detailing the map you focus on keeping it brighter than the current batch of NS2 maps.
Laslty, you forgot to add the connected lockable door from topo side of ms to topo side next to double res!
I also agree with jona that a couple ceilings should be raised throughout the map!
Keep up the great work!
So it gets a little more straight forward, and not so much maze/webish like it used to be in ns1.
But im not sure...
So it gets a little more straight forward, and not so much maze/webish like it used to be in ns1.
But im not sure...<!--QuoteEnd--></div><!--QuoteEEnd-->
What's dres?
Also, if anybody could go ahead and rehost it, I won't forget your generosity!
mega upload is spyware you guys should get a drop box account much easier
mega upload is spyware you guys should get a drop box account much easier<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not ideal though because prop hate registering for stuff. A reliable community host is better
Dres = Double Resource Node Location
Megaupload Alternative = Use mediafire :)
For now:
www.jodriscoll.com/Gaming/NS2/Maps/
Especially now that you added two new resource points.
Looking forward to see some good stuff!
Especially now that you added two new resource points.
Looking forward to see some good stuff!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll go ahead and do that, since so many people have suggested it. No use fighting the tide :P
<!--quoteo(post=1877381:date=Sep 29 2011, 02:54 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 29 2011, 02:54 AM) <a href="index.php?act=findpost&pid=1877381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No use fighting the tide<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://1.bp.blogspot.com/-JluxHDEVWbI/Th3Zjjyu80I/AAAAAAAAAHQ/45BBsqLYDJY/s1600/Tengen%20Toppa%20Gurren%20Lagann.jpg" border="0" class="linked-image" />
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