Mapping Compatability For Ns
the_x5
the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">if NS is in HL2 engine, will...</div> If Natual-Selection moves to the HL2 engine (don't know why not), will the current maps still work just fine? Or will they need a remake.
I'm asking because otherwise I will halt my current map progress in worldcraft and wait until the upgrade.
PS: Just though about WorldCraft and compiling tools. Won't they need updating?
I'm asking because otherwise I will halt my current map progress in worldcraft and wait until the upgrade.
PS: Just though about WorldCraft and compiling tools. Won't they need updating?
Comments
NS MUST go to HL2... if only FOR the GeoMod and the Mouth Syncronization! Imagine, using GL's to blast a new path thru solid walls!
:edit: oops. 65,xxx not 16. so more like 256 times larger. ^_^
I should imagine that when the NS 2 engine is announced in a press release by Unknown World Entertainment we will be looking at a brand new game which we can all buy rather than a modification which is only downloadable via steam.
Be patient <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
There's a new hammer capable of importing .rmf and .map files so you save them into the new format (vmf). You'll have to rework the entities and texturing (new entity system and new texture format). And you'll have to recompile, too (different BSP version, obviously).
* Personal sense of achievement
* Professional acheivement (ie creative design work for a CV, which is why I'm not throwing out my scribblings as they count just as much in this field)
* In the hope and speculation that my dreams concerning this mod's future and continuity are realised.
I'd suggest that everyone else keeps it up as well, especially if you're a new mapper as you will have learnt from so many mistakes once you've completed a half-decent map. It also gives you more practise and helps to streamline your working methods, making you quicker and more efficient.
Just on a side-note. Anyone who's played cs:source will have noticed the mapping techniques made use of in de_dust. If you go into spectator mode or wait until you die you can move out of the playable area and find a small scaled-down area with a hole in the middle. Basically what has been done is that the surrounding hills, tops of trees and those characteristic domes that de_dust now has are modelled in a scaled down version which sits off to one side (out of view of the players). The engine then scales up this area and alligns it with the map, creating a much more 3D environment as a player looks into the distance.
How this <i>might</i> work in NS <b>if</b> it were to be remade for HL2 (I'm guessing) would be limited to the outdoor areas. I can see myself very easily taking 5 minutes to stand up against the glass wall of an external walkway in utter awe of the breath-taking scenery before being ravaged by a pack of skulks!
Fingers crossed.
Not a good idea, considering that NS on HL2 has only been speculated about, and even then by people who have nothing to do with whether or not it will actually be made. That, coupled with the fact that the Developers probably don't even know if they'll be doing it yet, would indicate that you should probably just keep going rather than waiting for something that may not even arrive at all.
Thursday is right - As far as I know NS2 will be commercial release - and if flayra don't do that, he's crazy - we all know the mod rocks - in HL2 the game would..ehemm...roxor my soxors right ofxors and breakzor the seamzor on my boxors...
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Thursday is right - As far as I know NS2 will be commercial release - and if flayra don't do that, he's crazy - we all know the mod rocks - in HL2 the game would..ehemm...roxor my soxors right ofxors and breakzor the seamzor on my boxors...
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Agree'd. Flayra has worked on commercial products before, he knows how much money get can get and knows the talent. He is also aware of what the public like which is why he would make it commercial, to keep finance going, the game going and the fanbase. Basically job satisfaction.
I still play Red Faction today, it was a brilliant game for it's time, hit location, geomod, vehicles and very decent graphics even by today's standard. IMHO, any and every fps, even the ones that completely rely on linear levels, should have geomod.
Now imagine how much more ubergodly UT2k4 would have been if it had geomod.... You could blow a tunnel with a tank right underneath their base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
And if NS2 were to have it, the amount of strategy invovled in the game would increase incredibly.
Combine geomod with realistic debris, you could block hallways by collapsing the roofs, take out those damn WoLs by doing the same, block a door with debris and then mine the area right behind, nasty trap for the alien walking through, the possibilities are endless!
*sigh* - R.I.P GeoMod - Thou amused me for one game, that be enough!
*sigh* - R.I.P GeoMod - Thou amused me for one game, that be enough! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Better off with a 30% func_breakable map lol
Yeah I thought about that when playing ns_hulk_pre1 lol. If only you could suck that ship and all those crates outside and seal the portal again. Total chaos lol!