Slightly off topic..

Soul_RiderSoul_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>

Comments

  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    his post at the start made it sound like he did it all in 48 hours or less, if so i much cut this mans head off and obsorb his energys, with skills liek that ill be come the greatest high lander of them all
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    He's not using much of the HL2 rendering capabilities. The only thing I found amazing is that it's an actuall ship. But in terms of global brushwork/lighting/particles/texturing, it's kind of lacking. It does have some areas which make me go "aight, that looks good". But some areas could also be rendered in HL1 to get the same result...

    But I'd have to say I've seen better HL2 screenshots. It does have the wow factors of being a complete ship though!
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    edited December 2006
    Yeah i agree with Kouji.

    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" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Yeah that is pretty damn ugly and poorly lit.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    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...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1589338:date=Dec 16 2006, 09:30 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Dec 16 2006, 09:30 PM) [snapback]1589338[/snapback]</div><div class='quotemain'><!--quotec-->
    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...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1589363:date=Dec 16 2006, 11:20 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 16 2006, 11:20 PM) [snapback]1589363[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    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.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited December 2006
    bugger i thought he made all the props and so on, but yes reminds me of torok 2

    still not bad for a days work tho
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited December 2006
    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1589498:date=Dec 17 2006, 01:03 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Dec 17 2006, 01:03 PM) [snapback]1589498[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
  • GolgoThirteenGolgoThirteen Join Date: 2005-01-07 Member: 33195Members, Constellation
    <!--quoteo(post=1589539:date=Dec 17 2006, 12:17 PM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Dec 17 2006, 12:17 PM) [snapback]1589539[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    Commander mode should then also have a 3d cam or something. when introducing level over level. Also it would be VERY hard to keep an eye on whats happening troughout the map though for good ol' comm... Think of company of heroes level of OMG WTH IS GOIN ON times 3 or something <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    [edit]
    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"
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    <a href="http://img427.imageshack.us/img427/4349/dmspaceshipkarungiii0004mx4.jpg" target="_blank">this</a> looked awful nice though. too bad the rest of the map isn't up to that visual level.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    edited December 2006
    lol yeah, if i ported Nexus over to source and then made an outside hull, it would be like 5X as big as that.

    ...btw, can you port maps from HL1 to HL2?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    You can only port the brushwork from hl1 to hl2. All entitywork, texturing and lighting has to be redone.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    thats plenty enough for me.

    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.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    oh man i could so se my sulk hideing in that steam *goes all gooie in side

    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
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    meh. Its what Cordon Bounds are for <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    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.
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