NS2TR & Community maps for NS2

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Comments

  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    And there goes summer out the window! ^_^
  • FreewaveFreewave Join Date: 2005-02-05 Member: 39935Members
    I'm actually worrying making a good map for NS2 will be too much of a feat for one person.

    I think we're going to see a be BIG quality range between maps. People who can make models will obviously get a distinct advantage. I know that some models will be included in the tech demo, but to make your map original, you need original models. I'm guessing small teams of people working on one map will eventually come out on top, getting a place in the retail game.

    Oh well, let's wait and see.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Not to hijack the thread, but for those following, I was at Raven until January this year when I moved down to Gearbox; Ken joined us here in March. People are much more flexible when it comes to side projects here but unfortunately certain thematic elements of NS2 as well as the commercial nature still create conflicts so I wouldn't plan on seeing anything from either of us in any official capacity. <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
    That makes me a sad Thaldy <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    A long shot considering the fact you guys work as level-designers/game designers and probably don't want to spend all day doing the same thing; however I assume you guys are contracted? So you could create a level and "sell it off" when not contracted?
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    I would really love to see a NS2 map from you guys, KFS and ken20banks. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    But yes, it's understandable why Gearbox and other game companies have such rules. If only they would make an exception for this. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    <!--quoteo(post=1628156:date=May 21 2007, 04:53 AM:name=KungFuSquirrel)--><div class='quotetop'>QUOTE(KungFuSquirrel @ May 21 2007, 04:53 AM) [snapback]1628156[/snapback]</div><div class='quotemain'><!--quotec-->
    *snip* but unfortunately certain thematic elements of NS2 as well as the commercial nature still create conflicts *snip*<!--QuoteEnd--></div><!--QuoteEEnd-->Thematic elements <a href="http://www.gearboxsoftware.com/index.php?p=games&game=aliens" target="_blank">indeed</a>... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Too bad, cause i'd also love to see you both make something for NS2. Got a friend doing some contract work for Gearbox on the same project btw.

    On topic: This is great. And at the same time this is really bad for my social life, eheh... <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> I can't help but wonder how much money they're talking about by the way.
  • g1realg1real Join Date: 2005-05-28 Member: 52633Members
    UWE, you stab me in the back.

    I'm mapping for gmodtower (a mod for gmod >_>) and it really had my attention, but it's for fun.


    Now I'm going to be payed for the maps if I make it good enough.


    hmpf.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1628887:date=May 24 2007, 09:59 AM:name=g1real)--><div class='quotetop'>QUOTE(g1real @ May 24 2007, 09:59 AM) [snapback]1628887[/snapback]</div><div class='quotemain'><!--quotec-->
    UWE, you stab me in the back.

    I'm mapping for gmodtower (a mod for gmod >_>) and it really had my attention, but it's for fun.
    Now I'm going to be payed for the maps if I make it good enough.
    hmpf.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Please stay with GMOD mapping. Without seeing your ability knowing your mapping for a GMOD.. mod means your ability will be no where near commerical use. Being paid for commericial use in NS2 <b>should</b> be one of the last things on the mind of someone making an NS2 level. Otherwise it's just going to be a poor bundled together piece of crap in hope for someones first 2cents and a way in to the industry, in which they get told it's just a load of crap. Try mapping for NS1 first.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited May 2007
    <!--quoteo(post=1628897:date=May 24 2007, 10:53 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ May 24 2007, 10:53 AM) [snapback]1628897[/snapback]</div><div class='quotemain'><!--quotec-->
    Please stay with GMOD mapping. Without seeing your ability knowing your mapping for a GMOD.. mod means your ability will be no where near commerical use. Being paid for commericial use in NS2 <b>should</b> be one of the last things on the mind of someone making an NS2 level. Otherwise it's just going to be a poor bundled together piece of crap in hope for someones first 2cents and a way in to the industry, in which they get told it's just a load of crap. Try mapping for NS1 first.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't make assumptions about people's abilities based on similar but ultimately unrelated pursuits. I frequently draw poorly scribbled pictures of stickmen spouting streams of profanity, but that says nothing about my ability to draft, say, a high quality orthographic drawing.

    Plus, if you're making an NS2 map it would be perfectly reasonable to consider the fact that it may be bought by UWE if it's of sufficient quality. I don't see why doing so should mean that the level will inevitably turn out poorly. It would even be perfectly reasonable to suggest that it might act as an incentive for a designer to aim for a very high standard of design quality.

    It's unfair to tell people not to give it a try just because you feel that they might not produce something that's up to scratch. If that does happen, then it'll get turned down, but the designer will still have a completed piece of work under their belts from which they can move forward. No-one's likely to be losing any sleep over that with the possible exception of the person who's level wasn't bought and a small group of snobs who can't bear to see something made that doesn't meet their elitist standards.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    If NS2TR comes out before summer or at the very start of summer holidays then I think there will be enough time for some very good maps to be developed and playtested.

    I'm curious though if some of the classic maps will be converted and used for NS2, such as eclipse, tanith and veil.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited June 2007
    <!--quoteo(post=1628966:date=May 24 2007, 05:31 PM:name=Insane)--><div class='quotetop'>QUOTE(Insane @ May 24 2007, 05:31 PM) [snapback]1628966[/snapback]</div><div class='quotemain'><!--quotec-->
    Don't make assumptions about people's abilities based on similar but ultimately unrelated pursuits. I frequently draw poorly scribbled pictures of stickmen spouting streams of profanity, but that says nothing about my ability to draft, say, a high quality orthographic drawing.

    Plus, if you're making an NS2 map it would be perfectly reasonable to consider the fact that it may be bought by UWE if it's of sufficient quality. I don't see why doing so should mean that the level will inevitably turn out poorly. It would even be perfectly reasonable to suggest that it might act as an incentive for a designer to aim for a very high standard of design quality.

    It's unfair to tell people not to give it a try just because you feel that they might not produce something that's up to scratch. If that does happen, then it'll get turned down, but the designer will still have a completed piece of work under their belts from which they can move forward. No-one's likely to be losing any sleep over that with the possible exception of the person who's level wasn't bought and a small group of snobs who can't bear to see something made that doesn't meet their elitist standards.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I am just going to save this topic before it gets out of hand. Let's not discourage fellow members from doing work in the future, or I may feel like discouraging you from posting. --Comprox

    Sorry for trying to stop people from bashing other people pointlessly. --Comprox
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <!--quoteo(post=1628966:date=May 24 2007, 11:31 AM:name=Insane)--><div class='quotetop'>QUOTE(Insane @ May 24 2007, 11:31 AM) [snapback]1628966[/snapback]</div><div class='quotemain'><!--quotec-->
    I frequently draw poorly scribbled pictures of stickmen spouting streams of profanity<!--QuoteEnd--></div><!--QuoteEEnd-->


    Please share
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    I'm really looking forward to see what you guys can do with NS2 and source.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    <!--quoteo(post=1630527:date=Jun 1 2007, 08:03 AM:name=DrunkenMonkey)--><div class='quotetop'>QUOTE(DrunkenMonkey @ Jun 1 2007, 08:03 AM) [snapback]1630527[/snapback]</div><div class='quotemain'><!--quotec--> I'm really looking forward to see what you guys can do with NS2 and source. <!--QuoteEnd--></div><!--QuoteEEnd-->OMG its DrunkenMonkey. While you are waiting, zip up and send me the source files for Ayumi and Ether <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    (email address is jtolson@gmail.com)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Guys, i found this really cool tutorial online at <a href="http://www.editlife.net/tutorial.php?tutid=37" target="_blank">http://www.editlife.net/tutorial.php?tutid=37</a> regarding counting players in an area in half-life 2. This can also be used to count entities etc. Wouldn't it be great if the devs made it possible to have a trigger_dynamicinfestation. We could then use this to cause dynamic infestation to start in area where the aliens have x number of buildings. What do you guys think to this? I believe it could really open up the maps for some interesting individuality.

    Counting the Number of Players in an Area- By Raeven0
    This tutorial was last updated on May 27, 2005.

    In the following example, we will use a trigger_multiple and a math_counter to count the number of players in an area. With that number, we will activate a game_text that displays the number on your screen. After the entity list, I will explain what all the entities do. This method can also be used to count the number of any entity in a particular entity (more on that later).

    Another entity can be used to count the number of players in an area: game_zone_player. However, the math_counter method involves much less entity interaction and is less prone to failure.

    Entities used:

    trigger_multiple (the area in which you want to count objects)
    output OnStartTouch target mc input Add parameter 1
    output OnEndTouch target mc input Subtract parameter 1

    math_counter
    "Name" - mc
    output OutValue target mc_case input InValue

    logic_case
    "Name" - mc_case
    "Case 01" - 0
    "Case 02" - 1
    "Case 03" - 2
    "Case 04" - 3
    output OnCase01 target mc_timer_* input Disable
    output OnCase02 target mc_timer_* input Disable
    output OnCase03 target mc_timer_* input Disable
    output OnCase04 target mc_timer_* input Disable
    output OnCase01 target mc_timer_0 input Enable parameter (none) delay 0.01
    output OnCase02 target mc_timer_1 input Enable parameter (none) delay 0.01
    output OnCase03 target mc_timer_2 input Enable parameter (none) delay 0.01
    output OnCase04 target mc_timer_3 input Enable parameter (none) delay 0.01

    logic_timer
    "Name" - mc_timer_0
    "Refire Interval" - 0.8
    output OnTimer target mc_text_0 input Display

    logic_timer
    "Name" - mc_timer_1
    "Refire Interval" - 0.8
    output OnTimer target mc_text_1 input Display

    logic_timer
    "Name" - mc_timer_2
    "Refire Interval" - 0.8
    output OnTimer target mc_text_2 input Display

    logic_timer
    "Name" - mc_timer_3
    "Refire Interval" - 0.8
    output OnTimer target mc_text_3 input Display

    game_text
    "Name" - mc_text_0
    "Message Text" - There are no players in this area.
    "Fade In Time" - 0
    "Fade Out Time" - 0
    "Hold Time" - 1

    game_text
    "Name" - mc_text_1
    "Message Text" - There is 1 player in this area.
    "Fade In Time" - 0
    "Fade Out Time" - 0
    "Hold Time" - 1

    game_text
    "Name" - mc_text_2
    "Message Text" - There are 2 players in this area.
    "Fade In Time" - 0
    "Fade Out Time" - 0
    "Hold Time" - 1

    game_text
    "Name" - mc_text_3
    "Message Text" - There are 3 players in this area.
    "Fade In Time" - 0
    "Fade Out Time" - 0
    "Hold Time" - 1

    In this setup, every time a player enters the trigger_multiple, he fires its OnStartTouch output. This causes the math_counter's value to be upped by 1. Every time a player leaves the trigger_multiple, its OnEndTouch output is fired, and the math_counter's value is lowered by 1.

    The math_counter's OutValue input sends its current value to a logic_case every time that value is changed. So, if the value is 1 and a player enters the trigger_multiple, the math_counter's value will be changed to 2, and it will send the message "Hey! My value is now 2!" to the logic_case.

    The logic_case accepts the math_counter's new value and compares that value to one of its 16 cases. (Remember that the value is the number of players in the zone.) In this example, if the received value is 1 (meaning there is 1 player inside the trigger_multiple), then the OnCase02 output is fired.

    From there, each OnCase## is linked to a logic_timer, and each logic_timer simply forces a game_text to display. The game_texts contain the message telling how many players are in the area. So, if there are no players inside the trigger_multiple and a player walks into it:
    - the trigger_multiple's OnStartTouch output raises the value of the math_counter to 1;
    - the math_counter sends an InValue 1 input to the logic_case;
    - the logic_case compares 1 to all of its cases, and fires the OnCase## that matches;
    - in this example, OnCase02 is fired, disabling all active timers and enabling mc_timer_1;
    - in this example, mc_timer_1 causes mc_text_1 to display its text until the timer itself is disabled.

    Note that only the first three entities--the trigger_multiple, math_counter, and logic_case--are actually relevant to counting the players. The logic_timers and game_texts were only used in this example to provide an example of how the effect could be used.
    But wait! There's more!

    What if you want to count, say, the number of barrels inside the trigger_multiple, or the number of grenades? Well, all you have to do is change the trigger_multiple's flags and perhaps give it an appropriate filter entity. This will cause entities besides players to trigger OnStartTouch and OnEndTouch, meaning the math_counter will not count players, but whatever activates the trigger_multiple.

    Note that, by default, spectators and dead players will not be counted.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    You can do anything with Source. That post actually sounds like a huge exaggeration of what is required to do what he's talking about. Or maybe he just put in absolutely every little detail.

    Get that TR out. Now.
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