<!--quoteo(post=1948137:date=Jul 1 2012, 07:44 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Jul 1 2012, 07:44 AM) <a href="index.php?act=findpost&pid=1948137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's really interesting taking a look at other peoples' maps in the Editor.
What's interesting about Remedy's map is that the detailed areas are made up of tons of separate meshes, and there are many places with vertices that could be welded together, and tons of lines that are potentially unnecessary. I'm not sure if it's just because it's a WIP and he hasn't done the cleanup yet.
On the other hand, this map also has absolutely beautiful architecture, extremely intricate handmade geo, and genius usage of textures. I have no idea how you do it Remedy, and I don't think I could do anything even close. I would love to see your process/methods for detailing a new room. I'm sure I could learn something.
Especially the little bits of trim, I don't know how you make them look so perfect because the vertices aren't on even the minimum snap level.
edit: I'm looking at ns2_summit now, and it's a lot of the same thing. The geo seems to be in tons of separate meshes, with no rhyme or reason as to why they are connected.<!--QuoteEnd--></div><!--QuoteEEnd--> Because that's actually a more comfortable way to map, if you have a lot of things separate you can rip out entire areas without having to redo adjacent walls or having to deal with orphaned lines, etc... More Hammer-like if you wish.
The areas that are welded are like that because they were done with the line tool or whatever and left them that way. Having everything welded will come back to bite you in the long run.
Also, don't use 1" unit grid because it will make your source file messy to work with, too. Higher grid sizes will help keep everything organized and nice to work with. 8/4 for normal "brushwork" and lower if you need to work on detail.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1948192:date=Jul 1 2012, 05:14 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jul 1 2012, 05:14 AM) <a href="index.php?act=findpost&pid=1948192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because that's actually a more comfortable way to map, if you have a lot of things separate you can rip out entire areas without having to redo adjacent walls or having to deal with orphaned lines, etc... More Hammer-like if you wish.
The areas that are welded are like that because they were done with the line tool or whatever and left them that way. Having everything welded will come back to bite you in the long run.
Also, don't use 1" unit grid because it will make your source file messy to work with, too. Higher grid sizes will help keep everything organized and nice to work with. 8/4 for normal "brushwork" and lower if you need to work on detail.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the tips, Mendasp. They totally contradict fmpone's videos, but knowing two methods is definitely better than just knowing one. :)
I wonder why fmpone tries to make sure everything is aligned at the 1".
Sorry for the wait everyone here is v05 of eclipse for all of you to play.
Download the .rar from Duplex Gaming: <a href="http://www.duplexgaming.co.uk/downloads/maps/103/Eclipse_beta_v05/" target="_blank">http://www.duplexgaming.co.uk/downloads/ma...lipse_beta_v05/</a>
IMPORTANT: NS2 maps aren't working entirely with Steam Workshop as of this point so I won't be updating Eclipse on Steam.
v05 Changelog:
-completed Horseshoe. -completed T-Junction. -completed Keyhole. -completed relocate corridor(ns1). -removed the south exit leaving from Maintenance hive and joined that to South Loop instead of Keyhole. -fixed fades getting stuck in Power Sub Junc vents. -fixed the area behind the marine start CC having no power. -fixed gorges not being able to get into keyhole vents. -added ladders to Access Alpha so marines don't get stuck. -moved the Generator Monitor RT further away from Eclipse Hive.
Don't hesitate to post any bugs or suggestions.
I'll be finishing the bottom of Powerline/Access Alpha, then South Loop and Power Sub Junction for v06.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
More videos of gameplay on Eclipse: Game 1: <a href="http://youtu.be/DqsYRudDYwY" target="_blank">http://youtu.be/DqsYRudDYwY</a> Game 2: <a href="http://youtu.be/D1sMVvYcy2I" target="_blank">http://youtu.be/D1sMVvYcy2I</a> Game 3: <a href="http://youtu.be/uay6rJZF4KE" target="_blank">http://youtu.be/uay6rJZF4KE</a>
Glad to see you're so excited NolSinkler! Though there will be no new public updates of eclipse as I'm now working on the map with dev content, which isn't for public eyes.
<!--quoteo(post=1956291:date=Aug 2 2012, 09:25 PM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Aug 2 2012, 09:25 PM) <a href="index.php?act=findpost&pid=1956291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Glad to see you're so excited NolSinkler! Though there will be no new public updates of eclipse as I'm now working on the map with dev content, which isn't for public eyes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
otherwise.. so so good. Keep it up!
Bluer? :)
What's interesting about Remedy's map is that the detailed areas are made up of tons of separate meshes, and there are many places with vertices that could be welded together, and tons of lines that are potentially unnecessary. I'm not sure if it's just because it's a WIP and he hasn't done the cleanup yet.
On the other hand, this map also has absolutely beautiful architecture, extremely intricate handmade geo, and genius usage of textures. I have no idea how you do it Remedy, and I don't think I could do anything even close. I would love to see your process/methods for detailing a new room. I'm sure I could learn something.
Especially the little bits of trim, I don't know how you make them look so perfect because the vertices aren't on even the minimum snap level.
edit: I'm looking at ns2_summit now, and it's a lot of the same thing. The geo seems to be in tons of separate meshes, with no rhyme or reason as to why they are connected.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because that's actually a more comfortable way to map, if you have a lot of things separate you can rip out entire areas without having to redo adjacent walls or having to deal with orphaned lines, etc... More Hammer-like if you wish.
The areas that are welded are like that because they were done with the line tool or whatever and left them that way. Having everything welded will come back to bite you in the long run.
Also, don't use 1" unit grid because it will make your source file messy to work with, too. Higher grid sizes will help keep everything organized and nice to work with. 8/4 for normal "brushwork" and lower if you need to work on detail.
Yes, bluer. You're not super-faithful to ns_eclipse, so you might as well fix obvious problems.
The areas that are welded are like that because they were done with the line tool or whatever and left them that way. Having everything welded will come back to bite you in the long run.
Also, don't use 1" unit grid because it will make your source file messy to work with, too. Higher grid sizes will help keep everything organized and nice to work with. 8/4 for normal "brushwork" and lower if you need to work on detail.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the tips, Mendasp. They totally contradict fmpone's videos, but knowing two methods is definitely better than just knowing one. :)
I wonder why fmpone tries to make sure everything is aligned at the 1".
Download the .rar from Duplex Gaming: <a href="http://www.duplexgaming.co.uk/downloads/maps/103/Eclipse_beta_v05/" target="_blank">http://www.duplexgaming.co.uk/downloads/ma...lipse_beta_v05/</a>
IMPORTANT: NS2 maps aren't working entirely with Steam Workshop as of this point so I won't be updating Eclipse on Steam.
v05 Changelog:
-completed Horseshoe.
-completed T-Junction.
-completed Keyhole.
-completed relocate corridor(ns1).
-removed the south exit leaving from Maintenance hive and joined that to South Loop instead of Keyhole.
-fixed fades getting stuck in Power Sub Junc vents.
-fixed the area behind the marine start CC having no power.
-fixed gorges not being able to get into keyhole vents.
-added ladders to Access Alpha so marines don't get stuck.
-moved the Generator Monitor RT further away from Eclipse Hive.
Don't hesitate to post any bugs or suggestions.
I'll be finishing the bottom of Powerline/Access Alpha, then South Loop and Power Sub Junction for v06.
<img src="http://img832.imageshack.us/img832/4125/2012070700010.jpg" border="0" class="linked-image" />
<img src="http://img546.imageshack.us/img546/1531/2012070700003w.jpg" border="0" class="linked-image" />
<img src="http://img526.imageshack.us/img526/1249/2012070700002.jpg" border="0" class="linked-image" />
<img src="http://img854.imageshack.us/img854/4595/2012070700004.jpg" border="0" class="linked-image" />
<img src="http://img52.imageshack.us/img52/4592/2012070700005.jpg" border="0" class="linked-image" />
<img src="http://img266.imageshack.us/img266/2164/2012070700006.jpg" border="0" class="linked-image" />
<img src="http://img210.imageshack.us/img210/8839/2012070700007.jpg" border="0" class="linked-image" />
<img src="http://img831.imageshack.us/img831/4259/2012070700008.jpg" border="0" class="linked-image" />
<img src="http://img821.imageshack.us/img821/3059/2012070700009.jpg" border="0" class="linked-image" />
<img src="http://img19.imageshack.us/img19/9077/2012070700001.jpg" border="0" class="linked-image" />
seriously though, looking forward to seeing how it plays with all of the ns2 features.
Edit: gather over, thanks for those who watched
Game 1: <a href="http://youtu.be/DqsYRudDYwY" target="_blank">http://youtu.be/DqsYRudDYwY</a>
Game 2: <a href="http://youtu.be/D1sMVvYcy2I" target="_blank">http://youtu.be/D1sMVvYcy2I</a>
Game 3: <a href="http://youtu.be/uay6rJZF4KE" target="_blank">http://youtu.be/uay6rJZF4KE</a>
I want it.
OH YOU TEASE.
I really hope this map is done before the NS2 release so they can ship it in.
<3
What is happening with this awesome map?