Slightly off topic..
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
<div class="IPBDescription">but i thought this might inspire some people..</div>I have just been looking at what is possibly the most amazing source map I have ever seen, and while it is obviously not for NS, it does provided a look at some of the amazing things of which we will become capable with NS2..
<a href="http://forums.facepunchstudios.com/showthread.php?t=195690" target="_blank">Amazing Source Map</a>
<a href="http://forums.facepunchstudios.com/showthread.php?t=195690" target="_blank">Amazing Source Map</a>
Comments
But I'd have to say I've seen better HL2 screenshots. It does have the wow factors of being a complete ship though!
Ok it's a ship... sorta. But the brushwork, texturing, lighting is "poor" at best. The interior of the "ship" is mostly stock hl2 props... Well, it's not my cup of tea. Can't stand the tiling texture on the hull. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Forget the tiling, and he himself ays he hasn't done the lighting, but look beyond that, the scope of what is achievable within a single map must surely make you anticipate just how great NS can become with the ability to build that sort of map, on that sort of scale, but yes it would mean having textures created in much higher resolutions...
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From that map? Doesn't show any of the abilities the Source engine has and if you think it does please give specifics. If you want amazing, NS2, Source Engine and mapping look no further than the dynamic infestation.
From that map? Doesn't show any of the abilities the Source engine has and if you think it does please give specifics. If you want amazing, NS2, Source Engine and mapping look no further than the dynamic infestation.
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OK try looking at it this way...
Don't look to critique the map as if it is being held up for a map submission, look at the size and scale of the map, look and then think how would this affect NS?
Imagine if you were able to create a fully working ship, and then bend it's very existence to your will.
You could have the marines joining their team in the ready room and walking into the dropship, and getting the view out of the screens as the dropship flies towards your beautifully created ship and enters the docking bay where the game then begins...
You could create multiple maps out of just one ship, having different doors opening on new rounds thus creating different layouts on different rounds, so the map truly is dynamic (obviously they must be tied together to keep the game balanced, but it can create a sense of being totally dynamic).
Has everyone got so comfortable with NS that they have forgotten to imagine and create? To look beyond what is there and take the potential from it?
Truly, if you guys can't get excited by the potential that this clearly emphasises, if you can't see past the tiling textures and poor lighting, I fear for the future of NS mapping.
still not bad for a days work tho
Truly, if you guys can't get excited by the potential that this clearly emphasises, if you can't see past the tiling textures and poor lighting, I fear for the future of NS mapping.
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Keep fearing away but I don't think it has potential. Also a ship that size on NS2 would be pish, it is so clearly way too small to do anything as grand as hosting processing and ventilation facilities and other what nots you see in current NS maps.
Hmm interesting. But I think NS2 will be focused on spacecrafts's interiors, with no need to walk the outside hull. I think best way to show outer parts of hull will be throught 3Dskybox and well placed prop_static in it. And it won't be hell for vVis like this. I'm planning to try this in my NS2 map.
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The idea of "outside" fighting is nice tho, like requiring heavies to survive in space and whatnot. Would open up ideas for new upgrades for both teams such as o2 canisters as an upgrade to heavies, and o2 refils that the com can drop. Maybe things like magnetized heavies so they can cling to the hull upside down, and then turn it off to flaot around in space.
Just a few quick random ideas, but the choices could be amazing if people were to think sort of "outside the box" NS is still a great game, but imagine the possibilities with an engine that is far more capable then the hl1 engine. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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I'm all for new innovative gamedesigns, but one also has to keep in mind a lot other things which could influence the game it's fun or playability factor. then just "it would be cool"
...btw, can you port maps from HL1 to HL2?
I find the most difficult part of mapping to be the dimensions. Making rooms 'feel' the right size, making things scaled properly compared to the player models, siege ranges appropriate, etc.
yes stixNstonz, i am tryign to counter that,
by makeing a sort of dumbie pack with say crapply looking seige turrt same rought ingame size with a cylender radius, textured with multipel labled rings, eg build range, attack range, seige range, splash damage range
say a hive with heal distance marked in a phantom semi transparent sphere, spawn radius, gorge heal range gorge drop range and so on
also, they shot this idea down but ill persivere some day, lego block like contraint peices, simple 4 cube coridor ###X### labled standard coridor, or maintainace coridor, rough room hight double story room hight
them maps could be constructed inside them with out haveing to retest rescale and so on, reuse the same peice over again you make a coridor a bend, re use it over gain if need be instead of haveing to remake a whole new coridor them just alter some minor touches
even a writen list saying 512X512 will allow two onos to walk side by side and still have sulk or ducking jp roof clearance, and is the perfect side for a maintiance coridor
obiously no one has to be bound by this but it would be nice and easyer quiker, and then certain parts of certain maps can become iter changable if so desired
click away any amount of the map you want, and voila, you can compile an area without RAD in about .2 seconds. Even with vis and rad on normal settings, most single rooms can be compiled in a few seconds.