moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited March 2014
Just had a run around the whole map. It looks like it's really coming together. They style you've picked really captures "ns_caged" for me. Do you know how you're going to approach the dirtier grittier parts of the map?
(...) Do you know how you're going to approach the dirtier grittier parts of the map?
I will do what I did so far, but more grittier... xD Seriously though, I'm already using a fair number of refinery props and the occasional texture, I'll probably expand on that part, as well as introduce some new lighting.
in the last version was a bit of greyboxed wall in ventialtion system (on the right on a small lowered ceiling part).
There's a few spots with greybox textures remaining. They're all fairly insignificant, so I don't mind them too much. Especially because they're in the undetailed parts of the map that I will end up replacing anyway.
I expect to do some more work on Marine Start as I am not totally happy with all of it yet, but for now I am going to switch my attention to other parts of the map.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
New build!
CHANGELOG [17th of march 2014]
o Moved Generator room a little to the south
o Redesigned That One Hallway to make it less of a shooting range
The changes will hopefully result in a small reduction in travel time for aliens starting in Generator, and make That One Hallway not the Onos trap that it was. It's not been detailed yet, of course. I dressed it up slightly, but I'll need to know whether this was actually a good idea before I start doing that.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited March 2014
I considered that, then I figured that this is all basically just greyboxed geometry--just with textures on it so I don't get the old "wai is wal grey lol txture no work" --so I didn't bother.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
This is what happens when I get caught up on altering the layout... I forget about the bug reports people gave me. Herpaderp.
CHANGELOG [19th of march 2014]
o Fixed pathing issue in Monitoring that prevented MACs from building the powernode (thanks @BeigeAlert )
o Added missing occlusion geometry to the vent between Ventilation and Shipping Tunnels
If you are letting aliens start at generator hive you need to rework that part of the map. Very hard for them to move from spawn. Or remove it as a starting hive is the best idea=)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I haven't published the new build yet - I'll do that tomorrow so I can test a few more things - but since I took this screenshot and tweeted it, I figured might as well post it in here too.
I haven't published the new build yet - I'll do that tomorrow so I can test a few more things - but since I took this screenshot and tweeted it, I figured might as well post it in here too.
Compressed air canisters in the bottom right corner... we need to be able to shoot those!
Looks amazing, just don't add too much detail or else the game will explode whenever you fire a shotgun.
True story, happened in early Eclipse.
Yeah, I have to keep the amount of faces in mind. Perhaps some of my more modular pieces can be turned into props eventually. I'll have to poke Howser about that some time.
Looks amazing, just don't add too much detail or else the game will explode whenever you fire a shotgun.
True story, happened in early Eclipse.
Yeah, I have to keep the amount of faces in mind. Perhaps some of my more modular pieces can be turned into props eventually. I'll have to poke Howser about that some time.
You can save your level as an .obj file, which can be imported into just about any 3d application. Then your only concern is getting the textures mapped back on there properly.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
Looks amazing, Caged DLC inc.
If I was to complain about what you've done to central though it's that you've removed those vents from the middle of the room and the crate. It's just a big open space and a very important area of the map just like any central area of other maps. Would recommend bringing back the ambush spots at the top southern side of the room.
If I was to complain about what you've done to central though it's that you've removed those vents from the middle of the room and the crate. It's just a big open space and a very important area of the map just like any central area of other maps. Would recommend bringing back the ambush spots at the top southern side of the room.
This is the first time I've ever heard of anyone using those vents. :O I removed the crate for now, but am keeping it in mind and will try to think of some kind of more creative non-crate cover if it's necessary.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
Yup. Try to keep it as crate-free as possible. Nooks on the walls and the ceiling is a far more interesting way to make spaces more alien friendly than littering the ground with props.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
New build published!
CHANGELOG [30th of may 2014]
o Big layout changes in Upper Shipping / Bypass / Auxiliary Generator to help make a Generator start more viable for aliens
o Fixed holes over doorways leading into Central Processing
o Added cover at the top of the tall doorway in Shipping Tunnels
o Fixed 'kinda' stuck spot on the ceiling pipes in Sewer
o Removed some excess pre-placed cysts in Ventilation Systems
o RIP Sat Ansbu Tthole
o Removed the unicorn from the readyroom as readrooms are srs bsns (or did I?)
As mentioned above, there are some big changes on the east side of the map. The direct connection between Auxiliary Generator and Upper Shipping is gone, with just a vent remaining. Bypass became more of a room than a corridor, and Upper Shipping now connects to its middle rather than the previous junction at the Shipping Tunnels entrance. I hope to get a lot of feedback on these changes.
Caged is going to be played in the upcoming draft tournament for AusNS2. If I record them I'll pass them along, or you are more than welcome to spectate.
Caged is going to be played in the upcoming draft tournament for AusNS2. If I record them I'll pass them along, or you are more than welcome to spectate
Yeah, I saw it on the list! I'd love to spectate, time permitting. But any recording is always welcome as well.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Yup, someone did (reported to me in-game), and it's fixed in my local copy. I can't publish it quite yet as I've been detailing some parts of it, which means that there are holes, and incorrect occlusion geometry and faulty pathing, but once that's taken care of I will publish that build.
Comments
Don't know if you have fixed it i this version, haven't played it yet
OP delivers!
There's a few spots with greybox textures remaining. They're all fairly insignificant, so I don't mind them too much. Especially because they're in the undetailed parts of the map that I will end up replacing anyway.
CHANGELOG [17th of march 2014]
o Moved Generator room a little to the south
o Redesigned That One Hallway to make it less of a shooting range
The changes will hopefully result in a small reduction in travel time for aliens starting in Generator, and make That One Hallway not the Onos trap that it was. It's not been detailed yet, of course. I dressed it up slightly, but I'll need to know whether this was actually a good idea before I start doing that.
Screenshots of the new That One Hallway:
CHANGELOG [19th of march 2014]
o Fixed pathing issue in Monitoring that prevented MACs from building the powernode (thanks @BeigeAlert )
o Added missing occlusion geometry to the vent between Ventilation and Shipping Tunnels
CHANGELOG [30th of march 2014]
o Closed off a hole in Generator that allowed access to the outside of the map (thanks Jekt!)
True story, happened in early Eclipse.
Compressed air canisters in the bottom right corner... we need to be able to shoot those!
You can save your level as an .obj file, which can be imported into just about any 3d application. Then your only concern is getting the textures mapped back on there properly.
Also, I just published the new build:
CHANGELOG [18th of may 2014]
o Detailed Central Processing (minus the outside corridors)
o Fixed the minimap cutting off part of the Sewer hive
If I was to complain about what you've done to central though it's that you've removed those vents from the middle of the room and the crate. It's just a big open space and a very important area of the map just like any central area of other maps. Would recommend bringing back the ambush spots at the top southern side of the room.
This is the first time I've ever heard of anyone using those vents. :O I removed the crate for now, but am keeping it in mind and will try to think of some kind of more creative non-crate cover if it's necessary.
CHANGELOG [30th of may 2014]
o Big layout changes in Upper Shipping / Bypass / Auxiliary Generator to help make a Generator start more viable for aliens
o Fixed holes over doorways leading into Central Processing
o Added cover at the top of the tall doorway in Shipping Tunnels
o Fixed 'kinda' stuck spot on the ceiling pipes in Sewer
o Removed some excess pre-placed cysts in Ventilation Systems
o RIP Sat Ansbu Tthole
o Removed the unicorn from the readyroom as readrooms are srs bsns (or did I?)
As mentioned above, there are some big changes on the east side of the map. The direct connection between Auxiliary Generator and Upper Shipping is gone, with just a vent remaining. Bypass became more of a room than a corridor, and Upper Shipping now connects to its middle rather than the previous junction at the Shipping Tunnels entrance. I hope to get a lot of feedback on these changes.
Dude I told you it was a suck spot, not a stuck spot
Caged is going to be played in the upcoming draft tournament for AusNS2. If I record them I'll pass them along, or you are more than welcome to spectate.
3
into 1
into none (in Aux gen)
Of course, my guess is someone already found these and I'm just too lazy to read :P