ns2_cradle returns...

24

Comments

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    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.
    949B8E243F94B873F97A5BCFC8CC573A8726DDE3
    41AC7836E1D7377D78D97A76B701235D35D0A4DC
    3503459939BC3C7AE67B66252459F2D634AE1109
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    -Transit deck
    -Main deck
    -ebay ;p
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Have you run tests on that TP to see whether a hive there can spawn enough eggs? The verticality there /could/ pose problems.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Have you run tests on that TP to see whether a hive there can spawn enough eggs? The verticality there /could/ pose problems.

    I get the feeling it'll spawn them on the ramp too if needed, but yea, best to check.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited June 2014
    yea it is a concern of mine, but the tech point and res node can trade places if needed although would be a shame


    edit- seems to be working fine, how many is enough eggs exactly?
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    new screenshots showing the tech points up and working, please note both tech points are still unfinished rooms..

    up first is the right side neutral tech point energy core
    32F227149CD988CB78CBCE26937FE9DAA2DD6C36
    853EBA3BC8B9C96F4D149470B4CEC5F69E868DF6
    7A9513A8001ABAAE974C51119464D7C0D67149CD

    lastly is the alien starting tech point test chamber.
    27CD4CCC3C3E7179A86C51F12466A0993EFE033F
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    still working on the map and hats off to those that do this for a living because the amount of work required is mind numbing at times..

    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.

    3BB015C3A66B0E8DCA3C3D27E95448E96F98666C
    A83218F893D6A710DAF0909548320659087B5978
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 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.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    a few questions about occlusion geometry.

    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?
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    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
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    a few questions about occlusion geometry.

    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?

    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.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    a few questions about occlusion geometry.

    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?

    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
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    yet more progress..

    few new screenshots of energy core and the balcony overlooking it
    FB1A4300F8E6E15D359F971CF6F4EAC11EA1FEA6
    F1C8D7D85F12AF6B6D5EFECF91F66F5558DD3322


    a few new screenshots of cradle
    7D22BD40675D7CAE6EBC4FF235DDAEFFB08096F3
    23C0299A0AA8D831483A33E633031FDAF21C9C8E
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members

    tech point energy core is finished
    0C88C77B6D60EA354ABB625B29B712BFB033CAB8
    D1803D1686EA91FF7C82F94F343EADD70EE6B3B6
    4DBAFE3FD712E7C2403B26E0986FF1F3B56F3B29
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Looks very promising, thanks for all the updates
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    more screenshots of stuff i have been working on

    an ariel view of cradle
    D3990E895D9AE87E3530AF9721ABA9F6B422C39E

    another look at test chamber
    D6C1B7E23142B20E49F04179C8025E7B8AF31ACC

    early screens of my first marine side res node currently nameless..
    E7955337317EE5EF8CDE16A23333879819998A82
    FD0E39D379E124FCBCDBCD3A99812688755A180C
    B875C6A23E3A36B2916EE6799193C2C9CA14C5EF
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    More work on the map, 2 new areas which are catwalk and descent.

    catwalk

    AB7ACCA7F83D955B2D537CE92B260214D7423382
    97C21DC13B94C863654D24CE758DDD3CD8881A88
    355B0191AAA023D8B7E94C8D8E55002C18B354A3
    CC5CAC9E8810DA854B36CEBC07A0D77AE95E088B

    descent

    7A349207B8D00CBD378EB48D4675A1146ED5F8A2
    395E8F10C22F6127E718DCF82917852FCCA2AFF8
    B42CCB85763F8835238FF90BE021579F7F416806

    energy core

    C0963997A92E49FE37D39CFE9872A83F523F6BB2
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Really comin' along. Lookin gooood.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    2cough wrote: »
    Really comin' along. Lookin gooood.

    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.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    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

    ff3gxf.jpg
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    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..

    ff3gxf.jpg

    Two tech point map... ambitious... I LIKE it! :P
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    ha its a 4 tech point its not complete yet

    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
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    ha its a 4 tech point its not complete yet

    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
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i just went with the safest layout possible with this map
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    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.
  • PelargirPelargir Join Date: 2013-07-02 Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
    BeigeAlert wrote: »
    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? :D

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    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
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Pelargir wrote: »
    BeigeAlert wrote: »
    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? :D

    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.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    first 3 screens are from the corridor of catwalk


    DCBB497F250042AAEE8AE138BF1484A2BBF10C19
    C59D6E63B78AF4493FD22C7C1C741F55A92D2871
    52FDEE0FC2C212CA4432FA10F08BC2B7EAF078A3

    last 3 are from docking bay which is the marine start.

    BC8464AFD89DC7D25776C04E723CAE072672DF99
    58A32388FDE47C6A33D0B03950F2D7AE973B21BB
    8F7BCD0E3200A918EAF1461087A68F4866D2974D
Sign In or Register to comment.