Just a question, but will the next patch include the atmospherics so summit can still look just a good as Mineshaft? Excellent work so far, the combat is going to be far more intense then Summit I can tell already.
<!--quoteo(post=1883094:date=Nov 1 2011, 07:06 PM:name=saltybp53)--><div class='quotetop'>QUOTE (saltybp53 @ Nov 1 2011, 07:06 PM) <a href="index.php?act=findpost&pid=1883094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a question, but will the next patch include the atmospherics so summit can still look just a good as Mineshaft?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, and Pyskoman is currently working on adding atmospheric lights to Summit. <!--quoteo(post=1883096:date=Nov 1 2011, 07:09 PM:name=heWantedMeToChangeMyName)--><div class='quotetop'>QUOTE (heWantedMeToChangeMyName @ Nov 1 2011, 07:09 PM) <a href="index.php?act=findpost&pid=1883096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did not consider this earlier, but when the power to a room is cut, do the moving parts stop?<!--QuoteEnd--></div><!--QuoteEEnd--> Not currently, but that is something we'd like to do. <!--quoteo(post=1883106:date=Nov 1 2011, 07:45 PM:name=Thrillseeker)--><div class='quotetop'>QUOTE (Thrillseeker @ Nov 1 2011, 07:45 PM) <a href="index.php?act=findpost&pid=1883106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is the most amazing map ever :) Btw: Name of background music?<!--QuoteEnd--></div><!--QuoteEEnd--> All the music used in the movie was original music created for NS2, and will be available on the soundtrack when we release that. The end music that was playing during the Thirsty Onos scene is actually a track created specifically for that bar room in the map, so that will be playing in game.
Fantastic news :) ... its shame that the current ns2 haven't any ingame music because the created music is fantastic. :( all in all keep up the great work.
My only problem with it is that, due to the lighting choices, the map looks exactly like every other map once you get over the layout.
Try to start varying up the lighting more, subtly tune the light color on each map to help differentiate them more, especially so since you have to use the same art assets so much.
As it stands, way too many of the maps you have use the same plain pure white colored lights, or something close to that.
Even on Earth light varies from area to area. Ambient light color in Los Angeles will tend toward something subtly different than say, Paris, or Cairo.
E.g. summit: If you look closer (or type r_lights 1), there are already subtle light changes from area to area... (greenish, bluish, yellowish, purpleish, redish...)
How strong to you want it? strong green room, blue room, yellow room? ns2_nightclub? :P
<!--quoteo(post=1883196:date=Nov 1 2011, 11:01 PM:name=StreifenHirnchen)--><div class='quotetop'>QUOTE (StreifenHirnchen @ Nov 1 2011, 11:01 PM) <a href="index.php?act=findpost&pid=1883196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yay, another map in an unplayable game... *facepalm*<!--QuoteEnd--></div><!--QuoteEEnd-->
The game isn't unplayable, there are plenty of people playing the game on a day-to-day basis and every previous patch has made the game run better and better. With occlusion culling making it into the game as well as other optimization the game should be even more playable than ever before in the near future.
<!--quoteo(post=1883178:date=Nov 1 2011, 08:13 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Nov 1 2011, 08:13 PM) <a href="index.php?act=findpost&pid=1883178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->E.g. summit: If you look closer (or type r_lights 1), there are already subtle light changes from area to area... (greenish, bluish, yellowish, purpleish, redish...)
How strong to you want it? strong green room, blue room, yellow room? ns2_nightclub? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
... and then you need to get the keys from each room to go further: Red key for the red room, green one for the green etc...
<!--quoteo(post=1883122:date=Nov 1 2011, 09:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 1 2011, 09:49 PM) <a href="index.php?act=findpost&pid=1883122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, and Pyskoman is currently working on adding atmospheric lights to Summit.
Not currently, but that is something we'd like to do.
All the music used in the movie was original music created for NS2, and will be available on the soundtrack when we release that. The end music that was playing during the Thirsty Onos scene is actually a track created specifically for that bar room in the map, so that will be playing in game.
Rocks appearance is a big letdown. They just look cheap, I don't know how to describe it. Maybe self-shadowing trick from EP2 and/or directional bumped diffuse would help. I'm quite sure that people will be seeing these rocks for hundreds of hours and they'll see every tiniest problem with them.
I am looking so much forward for the next patch. I love the improvements being done to the engine these days (they were also needed) and if the new map feels smooth to play it will rock my world!
I am huge fan of NS and I support you guys. Next time I pass San Francisco beers will be on me. (said by the Danish guy)
Nice map looks great, however i hope we see a bit more variety in the environments we get to play, as good as the refinery and rocky theme is for a dark style, i hope we'll get something a bit lighter and more visually interesting, like alien start is in summit, im thinking outside maps with lots of vegetation and in various kinds of environment, science and military facility's, space ships and stations etc, i just hope this style won't be ns2's only one.
<!--quoteo(post=1883072:date=Nov 1 2011, 09:33 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 1 2011, 09:33 AM) <a href="index.php?act=findpost&pid=1883072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, this map is much larger in size, and closer to NS1 maps, so it is aimed at larger player groups, of about 16-20. As Insane already mentioned, the Drill does sway like that in game, but it's an animation, not interactive physics. But we still have plans to have that at some point, so cables can sway when hit, crates and barrels can move, and hopefully this hanging drill could also be moved from player interaction eventually as well.<!--QuoteEnd--></div><!--QuoteEEnd--> Crates and barrels already work like that in the game, we just don't have it setup anywhere. However, we don't have any way of setting up a more complex physical system -- like a chain or a cable -- yet.
Holy hellhole, this looks amazing. Can't wait for the map to be released upon us. Been a while since I last played a match, but I guess it's about time I get my behind back in gear and start following the newsfeed again.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1884391:date=Nov 9 2011, 12:59 PM:name=snooops)--><div class='quotetop'>QUOTE (snooops @ Nov 9 2011, 12:59 PM) <a href="index.php?act=findpost&pid=1884391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the train controllable? That would be nice, i mean the quake engine was allready able to do that, why not the high loved ns2 engine?<!--QuoteEnd--></div><!--QuoteEEnd--> The quake engine wasn't written single handedly by one person. Now that Dushan joined the team and there are two persons working on the Engine maybe we will have lifts, controllable trains etc someday. Especially now that they updated the PhysX to version 3 which includes some kind API for vehicles.
Comments
Yes, and Pyskoman is currently working on adding atmospheric lights to Summit.
<!--quoteo(post=1883096:date=Nov 1 2011, 07:09 PM:name=heWantedMeToChangeMyName)--><div class='quotetop'>QUOTE (heWantedMeToChangeMyName @ Nov 1 2011, 07:09 PM) <a href="index.php?act=findpost&pid=1883096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did not consider this earlier, but when the power to a room is cut, do the moving parts stop?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not currently, but that is something we'd like to do.
<!--quoteo(post=1883106:date=Nov 1 2011, 07:45 PM:name=Thrillseeker)--><div class='quotetop'>QUOTE (Thrillseeker @ Nov 1 2011, 07:45 PM) <a href="index.php?act=findpost&pid=1883106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is the most amazing map ever :) Btw: Name of background music?<!--QuoteEnd--></div><!--QuoteEEnd-->
All the music used in the movie was original music created for NS2, and will be available on the soundtrack when we release that. The end music that was playing during the Thirsty Onos scene is actually a track created specifically for that bar room in the map, so that will be playing in game.
--Cory
Any plans to make a larger ARC that can mount that drill for some good ol' hive killing? :P
Oh wait :/
Try to start varying up the lighting more, subtly tune the light color on each map to help differentiate them more, especially so since you have to use the same art assets so much.
As it stands, way too many of the maps you have use the same plain pure white colored lights, or something close to that.
Even on Earth light varies from area to area. Ambient light color in Los Angeles will tend toward something subtly different than say, Paris, or Cairo.
If you look closer (or type r_lights 1), there are already subtle light changes from area to area... (greenish, bluish, yellowish, purpleish, redish...)
How strong to you want it? strong green room, blue room, yellow room? ns2_nightclub? :P
The game isn't unplayable, there are plenty of people playing the game on a day-to-day basis and every previous patch has made the game run better and better. With occlusion culling making it into the game as well as other optimization the game should be even more playable than ever before in the near future.
If you look closer (or type r_lights 1), there are already subtle light changes from area to area... (greenish, bluish, yellowish, purpleish, redish...)
How strong to you want it? strong green room, blue room, yellow room? ns2_nightclub? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
... and then you need to get the keys from each room to go further: Red key for the red room, green one for the green etc...
:-)
Not currently, but that is something we'd like to do.
All the music used in the movie was original music created for NS2, and will be available on the soundtrack when we release that. The end music that was playing during the Thirsty Onos scene is actually a track created specifically for that bar room in the map, so that will be playing in game.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
AWESOME. just AWESOME. that is all.
I am huge fan of NS and I support you guys. Next time I pass San Francisco beers will be on me. (said by the Danish guy)
Crates and barrels already work like that in the game, we just don't have it setup anywhere. However, we don't have any way of setting up a more complex physical system -- like a chain or a cable -- yet.
I loved the play back and forth between the preproduction artwork and the actual shots of the map.
Keep cranking you guys ...you rule.
-chris
The quake engine wasn't written single handedly by one person. Now that Dushan joined the team and there are two persons working on the Engine maybe we will have lifts, controllable trains etc someday. Especially now that they updated the PhysX to version 3 which includes some kind API for vehicles.
Cant wait to play on this.