Guess this is starting to become a weekly progress update.
So this week i took it easy and did at little work on the new tech point..
New tech point is called Energy Core mostly worked on the main focal point of the room which is the power node area and tech point area. room is about 60% done. If anyone can come up with a better name for this room then i will gladly use it.
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
You may want to test with how many cysts you'll be able to cover that res node. it was recently pointed out to me that I have a res node in Purification in Caged that can only be touched by a single cyst, which makes it pretty easy to take down. It's on a similar catwalk-accessed structure as yours, so something to keep in mind and test.
You may want to test with how many cysts you'll be able to cover that res node. it was recently pointed out to me that I have a res node in Purification in Caged that can only be touched by a single cyst, which makes it pretty easy to take down. It's on a similar catwalk-accessed structure as yours, so something to keep in mind and test.
will do, thanks for the advice. My goal was to just grey box the rest of the map but as soon as i finish grey boxing it i start getting carried away with ideas
thanks, after seeing the work that had been done on hera i decided to go more geometry heavy and less reliant on props for catwalk, it kind of worked and is imo my best ns2 room yet.
using the awesome overview tool for spark i made this of progress so far. whats missing is a tech point joined to catwalk (marine start) a north east res node and a northern neutral tech point including rooms linking those together.
far left tech point is alien start with dagon, halo and pipe stream being the alien side res nodes and server room cradle and a missing res node being marine side..
everything in the image is fully textured and prop work done, its complete aside from balance issues that might need addressing latter. No grey box
using the awesome overview tool for spark i made this of progress so far. whats missing is a tech point joined to catwalk (marine start) a north east res node and a northern neutral tech point including rooms linking those together.
far left tech point is alien start with dagon, halo and pipe stream being the alien side res nodes and server room cradle and a missing res node being marine side..
although after i plan on making a 3 tech point map with 2 southern alien side tech points and a single res node and marines get 1 tech point and a double res node room on their side, so the tech points would be a triangle
although after i plan on making a 3 tech point map with 2 southern alien side tech points and a single res node and marines get 1 tech point and a double res node room on their side, so the tech points would be a triangle
Reminds me of an old Starcraft map called "SLOWEST POSSIBLE MAP EVER!" Your workers basically had to run a small marathon to get to the minerals. XD
i just went with the safest layout possible with this map
Hahaha, no I was just kidding. I was referring to the 3TP / 6RT layout you just described. I've often pondered what would happen if a map had no RT's except having double rez in every TP.
i just went with the safest layout possible with this map
Hahaha, no I was just kidding. I was referring to the 3TP / 6RT layout you just described. I've often pondered what would happen if a map had no RT's except having double rez in every TP.
strange they call em tech points and yet the whole point of marines getting more than 1 tech point is to deny aliens getting them. Marines can function fine on 1 tech they just need rts
should be more benefits to multiple ccs than just dual exos
i just went with the safest layout possible with this map
Hahaha, no I was just kidding. I was referring to the 3TP / 6RT layout you just described. I've often pondered what would happen if a map had no RT's except having double rez in every TP.
And what was the conclusion of that?
No idea. I mean... most games of a certain skill are over by the time aliens get the 3rd hive anyways.... so... if there are only 3 tps... might prove interesting.
Comments
So this week i took it easy and did at little work on the new tech point..
New tech point is called Energy Core mostly worked on the main focal point of the room which is the power node area and tech point area. room is about 60% done. If anyone can come up with a better name for this room then i will gladly use it.
-Main deck
-ebay ;p
I get the feeling it'll spawn them on the ramp too if needed, but yea, best to check.
edit- seems to be working fine, how many is enough eggs exactly?
up first is the right side neutral tech point energy core
lastly is the alien starting tech point test chamber.
started work on another room called Cradle which is the central res node of the map and happens to be name of the map also.
Im mostly working on adding occlusion geometry to all the rooms i have done so far. its time consuming.
im basically building sealed rooms around rooms with simple geometry to improve performance by only rendering what is visible.
1. am i doing it right and do you have any tips in this regard?
2. Which texture should i use for the occlusion geometry to make it invisible?
will do, thanks for the advice. My goal was to just grey box the rest of the map but as soon as i finish grey boxing it i start getting carried away with ideas
Put it in a Layer for Occlusion Geometry and switch that layer off. Don't forget to add it to the Occlusion Geometry group, too.
yea its all sorted, flaterectomy ran me through the process and the difference in performance is huge
few new screenshots of energy core and the balcony overlooking it
a few new screenshots of cradle
tech point energy core is finished
an ariel view of cradle
another look at test chamber
early screens of my first marine side res node currently nameless..
catwalk
descent
energy core
thanks, after seeing the work that had been done on hera i decided to go more geometry heavy and less reliant on props for catwalk, it kind of worked and is imo my best ns2 room yet.
far left tech point is alien start with dagon, halo and pipe stream being the alien side res nodes and server room cradle and a missing res node being marine side..
everything in the image is fully textured and prop work done, its complete aside from balance issues that might need addressing latter. No grey box
Two tech point map... ambitious... I LIKE it! :P
although after i plan on making a 3 tech point map with 2 southern alien side tech points and a single res node and marines get 1 tech point and a double res node room on their side, so the tech points would be a triangle
Reminds me of an old Starcraft map called "SLOWEST POSSIBLE MAP EVER!" Your workers basically had to run a small marathon to get to the minerals. XD
Hahaha, no I was just kidding. I was referring to the 3TP / 6RT layout you just described. I've often pondered what would happen if a map had no RT's except having double rez in every TP.
And what was the conclusion of that?
should be more benefits to multiple ccs than just dual exos
No idea. I mean... most games of a certain skill are over by the time aliens get the 3rd hive anyways.... so... if there are only 3 tps... might prove interesting.
last 3 are from docking bay which is the marine start.