Nancy Remake Team.

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Comments

  • StriderStrider Join Date: 2003-05-04 Member: 16056Members
    i almost cried when i heard that there wasn't gonna be anymore nancy in 2.0.. nancy was my favorite map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin--XP-Cagey+Sep 3 2003, 03:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Sep 3 2003, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Sep 3 2003, 01:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 3 2003, 01:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice. Where can I get Cagey's tools? I wanna try them out instead of Merl's. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Webbed thread, top of this forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    whoops
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I cried when I heard people were re-making nancy.
    Why? Nancy will be a ghost in NS 2, a shadow, a blur in the background. I still play a good old LAN with mates on NS1 (Server Version the classic 1.01) and I think Nancy was good for its time, like the HL engine was good for its time. Its time to move on, HL 2 has a new engine, Nancy 2 in my opinion should be left alone for now. If NS gets a new engine one day, maybe Nancy can grow and be a part of it.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--XP-Cagey+Sep 3 2003, 12:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Sep 3 2003, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, I think common-hydra.wad is normally distributed with Radiant -- hydra is the person in charge of Radiant HL development. The wad I'm sticking in my download is simply titled zhlt.wad... if I did include common-hydra earlier, it was a mistake, and I just confirmed it's not in the current download <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    By that, I meant that was your zhlt.wad file, renamed and over-writing Radiants default instead of modifying my Radiant install. :-)

    BTW, you need to include a BEVEL texture, IIRC. I keep having to make my own. =^.^= It DOES work wonders though, with the normalized cliptype. :-)
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Spiral Ramp room is mostly re-brushed now... I can still cut about half the brush-count out of this yet I think, and simplify it further without any loss of quality yet, and this is with all the brush-based entities (pipes) visible in the CAD view, so it looks a smidge over-cluttered still.

    Roof, floor, north and west sides newly re-brushed, pillars, pipework, stairs, and observatory re-brushed before DarkATi got his paws on it, still have to re-brush the pipework one more time, and re-brush the south and east walls, then this area is done as well. Then all that's left is Port Engine Room hive itself, which I've done a little prelim work on. I re-brushed the jumble of the 'bashed in' door, and slapped skulk-clip over the break and the edges of the doorframe, and condensed the floor into a unified piece for starters.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin--Thursday-+Sep 3 2003, 04:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 3 2003, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I cried when I heard people were re-making nancy.
    Why? Nancy will be a ghost in NS 2, a shadow, a blur in the background. I still play a good old LAN with mates on NS1 (Server Version the classic 1.01) and I think Nancy was good for its time, like the HL engine was good for its time. Its time to move on, HL 2 has a new engine, Nancy 2 in my opinion should be left alone for now. If NS gets a new engine one day, maybe Nancy can grow and be a part of it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What are you talking about?!? The ONLY reason a map that was great in 1.0x wouldn't work in 2.0 is due to lazy mappers not willing to update it. So what if nancy IS BEING rebuilt? It just adds a little time to update it. Maybe if you spent the time reading this thread (or even my original post where I said this is not to debate if this project should go through) the author likes the idea of it being remade. Yet again another case of "think before you speak".
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Thursday-+Sep 3 2003, 01:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 3 2003, 01:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its time to move on, HL 2 has a new engine, Nancy 2 in my opinion should be left alone for now. If NS gets a new engine one day, maybe Nancy can grow and be a part of it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If this WAS a 'Nancy 2' we'd be making far more wide-ranging changes to the map. As it is, this is much more like a Nancy 1.1 than a full 2.0 revision. The fact that we're using newer texturing techniques and more advanced compile tools doesn't magically jump the map to a brand new plateau, we just know how to do some things that weren't available when the original Nancy was made, but which are honestly fairly trivial. :-)

    And no offense, but you're <b><i>far</i></b> too late to make us slow down or stop this work, even DevilDog, the original author of Nancy, has given us the go-ahead. =^.^=

    BTW, Lazer? When I finish re-brushing these areas and I toss them back to DarkATi for final lighting, want to toss me more of the map to tidy up and align all the texture on?

    And a quick note to DarkATi... just so we're all on the same footing, try doing your lighting with <span style='color:yellow'>-dscale 1 -scale 2</span> for the HLRad pass. This fixes a long-standing legacy 'bug' in the lighting that makes direct lighting twice as bright as any radiosity lighting. Those command-line changes don't affect the direct lighting brightness, but in effect double the brightness of the radiosity lighting. Alternatively, try <span style='color:white'>-dscale 1 -scale 1</span> and be prepared to crank up all your light values by a bunch, but it can result in more 'realistic' lighting.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    i hope, that after getting it redone, u continue to work on it and make ti 2.0:able

    hell maybe it'll get to be official in 2.1!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited September 2003
    WolfWings, no need for me to send you pieces to fix up. I did the same as you and I fixed all the brushes. And all the textures I made sure I aligned like the original unless I thought it didn't look right that way.

    Oh, and when should I expect a copy of the marine start? (OneEyed)
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    `Kay. Thought I'd offer to make sure. :-)

    I should keep working on the section DarkATi was working on still, right? Or did you already re-brush all of that yourself too? =-.-=
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    I've been very busy so, I'll pm it to you right now, what i have left.

    I'm going to remove all the lights, so that can be done by someone else.

    Sending to you through PM.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin--WolfWings+Sep 3 2003, 04:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 3 2003, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> `Kay. Thought I'd offer to make sure. :-)

    I should keep working on the section DarkATi was working on still, right? Or did you already re-brush all of that yourself too? =-.-= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yep keep working. I've been working on the hallways between subspace and auxilliary command. When I'm done with that I'm probably gonna work on the area around marine start since I just got a copy from OneEyed. (thanks)

    Wow... so close to completion....
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--WolfWings+Sep 3 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 3 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BTW, you need to include a BEVEL texture, IIRC. I keep having to make my own. =^.^= It DOES work wonders though, with the normalized cliptype. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There's a bevel texture in the download that's currently webbed -- black 16x16 texture with a green 'B' in the center <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Wierd... must have been something I forgot to extract and copy over last time I updated. =^.6=

    Still, thanks SO much for all the work so far on the tools. And good luck with the new toolset. :-)
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    Looks great. Have read this whole thread but never had anything to say, now that youre so close to completion I must ask, can you do something about subspace being sieged from mother interface? That never seemed like an intended feature to me =\
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Sep 3 2003, 05:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 3 2003, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wierd... must have been something I forgot to extract and copy over last time I updated. =^.6=

    Still, thanks SO much for all the work so far on the tools. And good luck with the new toolset. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, Cagey your tools are the shiznat.

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--HAMBONE+Sep 3 2003, 05:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Sep 3 2003, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great. Have read this whole thread but never had anything to say, now that youre so close to completion I must ask, can you do something about subspace being sieged from mother interface? That never seemed like an intended feature to me =\ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Er, no. We're leaving the gameplay intact the only real changes we've made are things to make Onos' more happy roaming about the level. Anyway, I'm pretty sure it was intended feature. DD's not dumb I'm sure he tested it all out - it's a tactical siege point for the marines and it's staying.

    ~ DarkATi
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--HAMBONE+Sep 3 2003, 02:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Sep 3 2003, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great. Have read this whole thread but never had anything to say, now that youre so close to completion I must ask, can you do something about subspace being sieged from mother interface? That never seemed like an intended feature to me =\ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nup, it's staying. The vent leading between the two might get adjusted to fit into that 'fan' in MI instead of just sitting 'naked' in the corner like it is now, but the overall gameplay isn't changing. That's a good point to siege from, though I will admit it makes that 'weldable' vent relatively worthless. Which is why I'm investigating possible changes there to make it a more viable connection between the hive and MI.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    redoing the vent entrances in subspace should let aliens get out easier as well to attack anyone in motherinterface as well
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    We would like it for our server when its done.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--{DEAD}scott+Sep 3 2003, 08:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DEAD}scott @ Sep 3 2003, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We would like it for our server when its done. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It may be included officially, otherwise we will make it available to you and everyone else, don't worry.

    ~ DarkATi
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Okay, I've finished everything but the core Port Engine Hive now. I got lazy and took a break to get food and take care of some bills and stuff. =^.^=

    Spiral Ramp is fully done, I did cut the world-brush-count almost in half again from the last screenshot. The pillars are visible from overhead, the pipework and various 'boxes' around the room are NOT visible from overhead, so the room has a total of three enties. Commander-invisible stuff that clips player movement, and my usual pair of 'visible brushwork' seperate from the 'skulkable brushwork' setup.

    The hallway has two entities, the 'invisible to commander' brushwork of the ceiling-kibble, and the skulk-friendly clipping brushes overlaying it.

    Ladder is a pair of entities, visible frame and actual ladder.

    The 'red hallway' has three entities. I made the 'light bits' vanish during gameplay, but still be used for lighting. The 'broken door' is illusionary now, and the 'ceiling' of the hallway has little angular skulk-clips put up so you can skim in circles around the hallway. Note, only the inside edge of the ceiling has these, so you can get from the ceiling down to the side-walls again easilly. The entire hallway has been made wide enough for an Onos, as well.

    Now, on to Port Engine Hive proper...
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Oh, and yes, those three shots on the right are in sequence walking down the 'red bent hallway' by Port Engine, to show off how I made the hallway equal-width along its entire length. :-)

    And I didn't see a reason to do a bunch of screengrabs from inside Spiral Ramp, but if anyone really cares I can. Once I'm done, back to DarkATi for final lighting, then from there to Lazer.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    And one last SS to show off the final brushwork for those above areas, since I was showing my progress earlier. Red are entities, black is world-brushes. A couple places they overlap, so only the world-brushes show up.
    t.gif 5.5K
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin--HAMBONE+Sep 3 2003, 11:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Sep 3 2003, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great. Have read this whole thread but never had anything to say, now that youre so close to completion I must ask, can you do something about subspace being sieged from mother interface? That never seemed like an intended feature to me =\ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Heh, very last game on 1.0 was on nancy, and i sent my marines to mother interface for a relocate, wasnt sure if Subs was the hive, the game was over in the time it took 3 sieges to be built...

    I was informed "Try that in 2.0, i bet that wont work" lol (siege being one of the most viable tactics now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    You do realize the glass in Aux Comm wasn't all one piece right?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lightning Blue+Sep 4 2003, 12:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lightning Blue @ Sep 4 2003, 12:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You do realize the glass in Aux Comm wasn't all one piece right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's still not all one piece. It just looked more impressive built like the 'fishbowl' obversation booth I remember from one job I worked in a NOC at. Here's a cropped full-res shot of that screengrab, you can see the 'support bars' between the glass panes in it much more clearly.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    yeah that looks better i would keep that. theres no harm in making improvements to areas of the level (gameplay or otherwise, well im my opinion <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> )
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Lazer+Sep 3 2003, 04:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 3 2003, 04:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Thursday-+Sep 3 2003, 04:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 3 2003, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I cried when I heard people were re-making nancy.
    Why? Nancy will be a ghost in NS 2, a shadow, a blur in the background. I still play a good old LAN with mates on NS1 (Server Version the classic 1.01) and I think Nancy was good for its time, like the HL engine was good for its time. Its time to move on, HL 2 has a new engine, Nancy 2 in my opinion should be left alone for now. If NS gets a new engine one day, maybe Nancy can grow and be a part of it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What are you talking about?!? The ONLY reason a map that was great in 1.0x wouldn't work in 2.0 is due to lazy mappers not willing to update it. So what if nancy IS BEING rebuilt? It just adds a little time to update it. Maybe if you spent the time reading this thread (or even my original post where I said this is not to debate if this project should go through) the author likes the idea of it being remade. Yet again another case of "think before you speak". <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've known about rumours of this for a long time. If you read between the lines Lazer you will find what I mean is not just creating the Nancy atmosphere, but to grow it into newer technology and level-designing capabilites. Authors being lazy and not updating? Maybe the authors are lazy, but some simply do not see the need for themselves to update a map, as its at their own personal satisfaction. In all honesty Nancy should not be re-made, an authors personal satisfaction should be respected.
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    <!--QuoteBegin--Thursday-+Sep 4 2003, 02:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 4 2003, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've known about rumours of this for a long time. If you read between the lines Lazer you will find what I mean is not just creating the Nancy atmosphere, but to grow it into newer technology and level-designing capabilites. Authors being lazy and not updating? Maybe the authors are lazy, but some simply do not see the need for themselves to update a map, as its at their own personal satisfaction. In all honesty Nancy should not be re-made, an authors personal satisfaction should be respected. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thursday, just discontinue reading this thread....

    People are gonna flame the hell out of you, we are being backed by the author of ns_nancy himself, so if you have nothing good to say to us, don't come back here. And lots of people want this map back in 2.0 with all bugs fixed. Tah tah.
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