Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsMembers, NS2 Playtester, Squad Five BlueJoin Date: 2003-05-13Member: 16271Posts: 15,782Advanced user
edited April 2005
show us the minimap, since you're talking about this socalled realism (hallways that wrap arround rooms) and all
It looks quite good (architecture)... The lighting is also nice, from a realistic point of view, except for the shadows, yeh that is it, I would like to see some nice shadows. Not only for the looks and atmosphere of the map, but also for our friendly neighbourhood skulk perhaps
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
sgt.barlow where did you get that xhair? If you could link me that would be awsome
and to kouji that map looks amazing, is there a release date? And is there a screen of a minimap for it, so i can look at the balance of it?
#findscrimns #pro.star #gaming-tv Nicks: GoD <s1[Hellabean]> do you realize that your "clannie" is both perhaps the most hated ns player and the biggest **** in ns, next to elfkilelr
@Sgt Barlow: Looks fantastic, if it wasn't for the ayumi textures I mean . I'd really like to have a walk on that one. Some little aspects, such as the EXIT- sign got really got my attention. Even though it's from half-life.wad(?) it doesn't look that bad actually.
@Kouji: Is that really Achio? Woah, the bare textureset change is so huge I nearly fell of my chair here (not really, but you get the point). It's about the time that you finally got rid of that ugly yellgrey textureset .
Kouji the use of that light texture for the trim is veery nice
@Sgt. Barlow: Prizes for looks and architecture, with particular mention going to the door texture crates and the seating, the lights and other texture placement, and the recurring theme that reminds me neither of Eccy/Veil nor Ayumi.
No prizes however for gameplay. If you must hold true to this campaign for realism you've embarked upon, you'll have to be inventive with making the level accessible for the Alien team or, to put it simply, nobody will ever play this map.
Nevertheless it doesn't have to be all that difficult. A good vent system to the long corridors will go towards re-establishing the balance. You could also break up long corridors halfway with a malfunctioning door and an open service shaft (Marine sized) to one side functioning as a 'realistic' detour. Other partial vis blockers could include crates of a more realistic nature: Repair Trolleys left next to malfunctioning fixtures (crates on wheels), Palettes stocked high with wall/floor/ceiling panelling, the list goes on...
Some of the more open areas could benefit from wide pillars or supports, or feature glass partitions to divide the main room into different workstations. If the glass only went down so far you could leave enough space for a skulk/gorge/lerk to hide behind.
I hope you think a bit more about the gameplay side of things, I would hate to see this map go unnoticed because one of the looks/gameplay elements got prioritised.
No prizes however for gameplay. If you must hold true to this campaign for realism you've embarked upon, you'll have to be inventive with making the level accessible for the Alien team or, to put it simply, nobody will ever play this map.
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
Post edited by Unknown User on
QUOTE (Toothy)
When moving around the map, make sure you are never within 90yards of any other aliens. If you hit a mine and a pr0 player dies to a turret on the other side of the map, it is your fault.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsMembers, NS2 Playtester, Squad Five BlueJoin Date: 2003-05-13Member: 16271Posts: 15,782Advanced user
QUOTE (GoDlol @ Apr 7 2005, 07:38 AM)
and to kouji that map looks amazing, is there a release date? And is there a screen of a minimap for it, so i can look at the balance of it?
I just started on the remake man, so no release date yet . But to get a global idea on the layout of the ship (and probably the progress) you can check out the old version/thread, check my sig for link. There is a rendered map in the first post. But I have to say that this is just the rough layout of the primary areas. The hallways are probably going to change a little, since they weren't all that effectient for gameplay.
Also when looking at the old map keep in mind that:
- the mapsize is to large - the hallways and some rooms are to wide and open, no quick fix possible due to engine limitations - The norther part of the map is rarely used since it only has 2 access points - Onos defence of the starboard generator is rendered useless due to his size - it lags on slower machines, cause I thought the hl engine could handle 99+% clipnodes
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
Definitely post a full layout so it can be scrutinised by players, so that way you don't end up with a layout you have to do heavy modification to to make it play well.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsMembers, NS2 Playtester, Squad Five BlueJoin Date: 2003-05-13Member: 16271Posts: 15,782Advanced user
QUOTE (Olmy @ Apr 7 2005, 03:59 PM)
Definitely post a full layout so it can be scrutinised by players, so that way you don't end up with a layout you have to do heavy modification to to make it play well.
Well I only have two parts (rooms) finished in individual files, so at the moment I don't really have a layout apart from the old one.
Working on the new 'totally revised' ION cannon array. When it's done I'll make my own thread since it is an ongoing project anyways
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
achio is looking like something fresh but nsish like bast and veil. i hope you remove that bumped grey stuf from your archs, because i love the nos light.
No prizes however for gameplay. If you must hold true to this campaign for realism you've embarked upon, you'll have to be inventive with making the level accessible for the Alien team or, to put it simply, nobody will ever play this map.
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
OK so no modifications -> 230 downloads
With modifications -> xxxx downloads
kthxbye
[Edit] Added MichaelMooresque gratuitous bold and italics to convince the weaker minded
This is a pack of new screens. Its a war room half of battles should be here (center of the map). Only thing that will maybe change is thouse glass walls thay are breakable and it could have an unwanted effect on gameplay. Thya are half transparent right now but it can change to.
PS. Dont get terrified about the fps count thouse screens ware made on pentium 3 450Mhz with executed hammer and few other programs, R_speeds are about 600-800 in every lane. Maybe latter i will add some more lights.
I don't know, but it seems really dark. Turn up that gamma. Or increase the brightness of the lights. Nice idea with the blue lights, though. But I think you should add something other than blue.
nice new varied danger alert systems
<+Thaldarin> u sexy beast!!11!! <+Thaldarin> im homosexual for you!@!;~~ <+Thaldarin> melted chocolate.... whipped cream....
I know its not to bright maybe i add some more red lights or yelow? When your walking on a map it doesnt seems to be so dark. I will brighten it a litle bit.
It looks so odd... I can't tell exactly what you could do to improve it... maybe it's just the lighting screwing it all up. The brushwork is OK, though.
KungFuDiscoMonkeyCreator of ns_altair日本福岡県Members, NS1 Playtester, Reinforced - OnosJoin Date: 2003-03-15Member: 14555Posts: 2,589Advanced user
edited April 2005
Unfortuantly for you, no. They are specificially for Altair. Hence why they are compiled into the BSP and there is no wadfile that comes with the map. I don't want a repeat of what happens with the Eclipse logo.
So i was bored so i took some screenes of map progress. Made some significent map changes in a war room no glass on the left side. There will be a corridor leading strate to hive room*only one connection with the war room). I know the ceiling is still nothing spectacular but i will work on it (w_polly 400-500 much can be done), I brighten all the area so it looks better at lest i think so. I shell post new screens soon... This is the corridor leading to the hive room, its not finished yet what do you think about the walls i made left side is to simple yet but the right side? maybe add an effect with scroolarc's (cant find a tutorial about it any one knows one?), how do you like thouse lamps i made?
No prizes however for gameplay. If you must hold true to this campaign for realism you've embarked upon, you'll have to be inventive with making the level accessible for the Alien team or, to put it simply, nobody will ever play this map.
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
OK so no modifications -> 230 downloads
With modifications -> xxxx downloads
kthxbye
[Edit] Added MichaelMooresque gratuitous bold and italics to convince the weaker minded
Matey thats 230 downloads in a few days u get XXXX downloads in months and thats without modifications!
Do you want to know why that is?
Barlow is well known by god knows how many players who have visited my server for his good maps. The other 2 haven't had modifications asked by you lot done to them and lets see co_reactor has had 1865 downloads and generator has had 2233 hmmmm i think thats pretty good beings as as far as i know it is only on 2 servers!
I can guarantee that with in 1 month i could probably get well over 1000 downloads on barlows map without your modifications
And now i think i have made my point!
QUOTE (Toothy)
When moving around the map, make sure you are never within 90yards of any other aliens. If you hit a mine and a pr0 player dies to a turret on the other side of the map, it is your fault.
Comments
It looks quite good (architecture)... The lighting is also nice, from a realistic point of view, except for the shadows, yeh that is it, I would like to see some nice shadows. Not only for the looks and atmosphere of the map, but also for our friendly neighbourhood skulk perhaps
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
Hmm you mean all the pipes going into the wall in one point? Anyways this is what I did --> the new wall complete with pipes and ventilation shafts
And a closer view:
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
Nah not yet, cause I'm lazy
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
___My Photos___
QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
and to kouji that map looks amazing, is there a release date? And is there a screen of a minimap for it, so i can look at the balance of it?
#pro.star #gaming-tv
Nicks: GoD
<s1[Hellabean]> do you realize that your "clannie" is both perhaps the most hated ns player and the biggest **** in ns, next to elfkilelr
@Kouji: Is that really Achio? Woah, the bare textureset change is so huge I nearly fell of my chair here (not really, but you get the point). It's about the time that you finally got rid of that ugly yellgrey textureset
NS2_Plant ( Steam Workshop) | Demand NS2 for Linux
@Sgt. Barlow: Prizes for looks and architecture, with particular mention going to the door texture crates and the seating, the lights and other texture placement, and the recurring theme that reminds me neither of Eccy/Veil nor Ayumi.
No prizes however for gameplay. If you must hold true to this campaign for realism you've embarked upon, you'll have to be inventive with making the level accessible for the Alien team or, to put it simply, nobody will ever play this map.
Nevertheless it doesn't have to be all that difficult. A good vent system to the long corridors will go towards re-establishing the balance. You could also break up long corridors halfway with a malfunctioning door and an open service shaft (Marine sized) to one side functioning as a 'realistic' detour. Other partial vis blockers could include crates of a more realistic nature: Repair Trolleys left next to malfunctioning fixtures (crates on wheels), Palettes stocked high with wall/floor/ceiling panelling, the list goes on...
Some of the more open areas could benefit from wide pillars or supports, or feature glass partitions to divide the main room into different workstations. If the glass only went down so far you could leave enough space for a skulk/gorge/lerk to hide behind.
I hope you think a bit more about the gameplay side of things, I would hate to see this map go unnoticed because one of the looks/gameplay elements got prioritised.
Good luck
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
I just started on the remake man, so no release date yet
But I have to say that this is just the rough layout of the primary areas. The hallways are probably going to change a little, since they weren't all that effectient for gameplay.
Also when looking at the old map keep in mind that:
- the mapsize is to large
- the hallways and some rooms are to wide and open, no quick fix possible due to engine limitations
- The norther part of the map is rarely used since it only has 2 access points
- Onos defence of the starboard generator is rendered useless due to his size
- it lags on slower machines, cause I thought the hl engine could handle 99+% clipnodes
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
Well I only have two parts (rooms) finished in individual files, so at the moment I don't really have a layout apart from the old one.
Working on the new 'totally revised' ION cannon array. When it's done I'll make my own thread since it is an ongoing project anyways
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
next update will probably be in a seperate thread since I don't want to turn this thread into achio's personal update thread.
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
next update will probably be in a seperate thread since I don't want to turn this thread into achio's personal update thread.
Godamn thats cool, puts eon to shame. Anyway what i meant was make a layout in ps or something to show people your plan.
Naw, Eon is still a sexy map in it's own right.
Doing quite nicely with this Achio Revised, Kouji San. I look forward to seeing how this progresses.
i hope you remove that bumped grey stuf from your archs, because i love the nos light.
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
thanks KFDM, and I am also looking forward on how this progresses
carioca thanks, one question though...
What "bumped grey stuf from your archs" ? Maybe write down the name of the texture perhaps. Since I dunno what you mean, I'm afraid
Guardian of the "magic cookiejar"
Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting
could show us the new one have this or not?
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
OK so no modifications -> 230 downloads
With modifications -> xxxx downloads
kthxbye
[Edit] Added MichaelMooresque gratuitous bold and italics to convince the weaker minded
Only thing that will maybe change is thouse glass walls thay are breakable
and it could have an unwanted effect on gameplay. Thya are half transparent right now but it can change to.
PS.
Dont get terrified about the fps count thouse screens ware made on pentium 3 450Mhz with executed hammer and few other programs, R_speeds are about 600-800 in every lane. Maybe latter i will add some more lights.
<+Thaldarin> u sexy beast!!11!!
<+Thaldarin> im homosexual for you!@!;~~
<+Thaldarin> melted chocolate.... whipped cream....
When your walking on a map it doesnt seems to be so dark. I will brighten it a litle bit.
-
GG, slow forum.
-
Would you allow me to use those? I'm desparate for new monitors, but my texture making skills are like a drunken monkey's on redbull
I sense a custom title right there...
http://img187.exs.cx/img187/3970/cobattery50e108bq.jpg
This is the corridor leading to the hive room, its not finished yet what do you think about the walls i made left side is to simple yet but the right side? maybe add an effect with scroolarc's (cant find a tutorial about it any one knows one?), how do you like thouse lamps i made?
Hmmm ive got 2 of barlows other maps on my server which alot thought wouldn't get touched but each of had well over 300 downloads and played by each and i can put money down on it that without any of the modifications you lot have mentioned i can get 230 downloads on his map no problem!
I believe you shouldn't ask for changes untill you see the finished product as barlow has supprised me on many occasions with changes that no one has mentioned and that have worked out great!
Keep the good mapping up Barlow you know it will be put on my server 1st
OK so no modifications -> 230 downloads
With modifications -> xxxx downloads
kthxbye
[Edit] Added MichaelMooresque gratuitous bold and italics to convince the weaker minded
Matey thats 230 downloads in a few days u get XXXX downloads in months and thats without modifications!
Do you want to know why that is?
Barlow is well known by god knows how many players who have visited my server for his good maps. The other 2 haven't had modifications asked by you lot done to them and lets see co_reactor has had 1865 downloads and generator has had 2233 hmmmm i think thats pretty good beings as as far as i know it is only on 2 servers!
I can guarantee that with in 1 month i could probably get well over 1000 downloads on barlows map without your modifications
And now i think i have made my point!