Surprise! Veil re-make

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Comments

  • nUfl0wnUfl0w Join Date: 2005-02-25 Member: 42412Members
    <!--quoteo(post=1892706:date=Jan 5 2012, 04:43 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Jan 5 2012, 04:43 AM) <a href="index.php?act=findpost&pid=1892706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sorry. I can't resist.

    <img src="http://img683.imageshack.us/img683/7132/29443192.jpg" border="0" class="linked-image" />
    <img src="http://img42.imageshack.us/img42/5126/65456002.jpg" border="0" class="linked-image" />

    edit: my bad! I did something dumb with my links<!--QuoteEnd--></div><!--QuoteEEnd-->
    wow! lighting is pure awesomeness
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    I've never been so excited by piping.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Putting the pipe in pipeline-hive.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    My god... awesomeness. Can't wait to play this, should make some fun games with everyone trying old strategies.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    I nearly cried with joy when I saw those screenshots. I've not been playing NS2 for quite some time (waiting for a more feature complete version) but if this map is released before the feature complete-ish version is released, I don't think I could resist hopping in and having a few games.

    Keep up the good work fmpone, much love! <3
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Those screenshots are truely humbling, I hope oneday I can be as good as you!
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Wooah, very nice atmosphere there!
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    edited January 2012
    EDIT - It's sort of just clicked. It's meant to be pipeline... I have failure in the brain for remembering Veil area names.
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited January 2012
    Thank you all for your kind words. Let us pray now

    <a href="http://www.youtube.com/watch?v=vuAUI_0knfk" target="_blank">http://www.youtube.com/watch?v=vuAUI_0knfk</a>
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
  • yes_satanyes_satan Join Date: 2012-01-06 Member: 139742Members
    <!--quoteo(post=1892876:date=Jan 6 2012, 06:16 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Jan 6 2012, 06:16 PM) <a href="index.php?act=findpost&pid=1892876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's very dark.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks about 10 times better than your map.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1892887:date=Jan 6 2012, 04:04 PM:name=yes_satan)--><div class='quotetop'>QUOTE (yes_satan @ Jan 6 2012, 04:04 PM) <a href="index.php?act=findpost&pid=1892887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks about 10 times better than your map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Let's not do this.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    edited January 2012
    I remember Cory or <Insert other dev here> said they wanted rooms and areas and tech points to be light. So other atmospherics, dynamic infestation would improve the intensity of the atmosphere. Any darkness is designed to be part of the tech-point broken thing to show a contested area.

    So I think it is very dark and could do with lightening up. With that being said, I think it's a fair comment would be nice to think if fmpone thinks that it could be too dark too? Or it's not final lighting? Or what not.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    <!--quoteo(post=1892887:date=Jan 6 2012, 01:04 PM:name=yes_satan)--><div class='quotetop'>QUOTE (yes_satan @ Jan 6 2012, 01:04 PM) <a href="index.php?act=findpost&pid=1892887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks about 10 times better than your map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1 Post and joined today, not the best way to make a good first impression.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    I like him already.
  • 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
    <!--quoteo(post=1892908:date=Jan 6 2012, 06:58 PM:name=player)--><div class='quotetop'>QUOTE (player @ Jan 6 2012, 06:58 PM) <a href="index.php?act=findpost&pid=1892908"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like him already.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's ok. It's just 'Wilson'.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1892906:date=Jan 6 2012, 06:55 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Jan 6 2012, 06:55 PM) <a href="index.php?act=findpost&pid=1892906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1 Post and joined today, not the best way to make a good first impression.<!--QuoteEnd--></div><!--QuoteEEnd-->
    and fmpone managed to post 1 minute after the new guy... a bit fishy. :)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    That reminds me I need to create some flamer accounts. When UW moved to the new forum, I lost all of them :P
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    I'm in need of a skybox artist, if anyone is interested and has a portfolio to check out or prior work, hit me up. Thanks
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Fmpone, check out <a href="http://www.mattpainting.com/" target="_blank">http://www.mattpainting.com/</a> ... he's a friend of mine and does amazing skyboxes, I'm sure he will do it just to add more game stuff to his portfolio. Tell him that I sent you, I'm sending him a message right now.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1893318:date=Jan 10 2012, 12:41 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jan 10 2012, 12:41 AM) <a href="index.php?act=findpost&pid=1893318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fmpone, check out <a href="http://www.mattpainting.com/" target="_blank">http://www.mattpainting.com/</a> ... he's a friend of mine and does amazing skyboxes, I'm sure he will do it just to add more game stuff to his portfolio. Tell him that I sent you, I'm sending him a message right now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow no kidding! I <i>really</i> dig this guy's work!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Don't want to hi-jack, but <a href="http://www.mattpainting.com/index.php?link=ca&image=05" target="_blank">mattpainting</a> would be a great model for NS2 :)
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    edited January 2012
    The appearance looks very cool, but I have some criticism. I don't know where those big pipes are supposed to be but adding them in the hiveroom would be just bad. Also to stay true to the spirit and high gameplay of old veil, try to make the props and detail out of places where marines or skulks move. NS2 has more darker color scheme, but I'd appreciate if the map were as bright as possible, as old veil was a bright map. The MS looks fine but some of the corridors too dark imo.

    Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).

    Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    fmpone, do you mind if I ask how you did the smoke effect?
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1893327:date=Jan 10 2012, 02:40 AM:name=Jiriki)--><div class='quotetop'>QUOTE (Jiriki @ Jan 10 2012, 02:40 AM) <a href="index.php?act=findpost&pid=1893327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The appearance looks very cool, but I have some criticism. I don't know where those big pipes are supposed to be but adding them in the hiveroom would be just bad. Also to stay true to the spirit and high gameplay of old veil, try to make the props and detail out of places where marines or skulks move. NS2 has more darker color scheme, but I'd appreciate if the map were as bright as possible, as old veil was a bright map. The MS looks fine but some of the corridors too dark imo.

    Original veil was probably the best map, earmarked with bright corridors, simple corridors, little props and great layout. You don't know need to know how it works exactly, but it works. I mean its your map, so do what you want but if you want to replicate the success, stay true these same principles. NS1 was cluttered with maps whose authors got excited about the good looks and "props", making just maps nobody played because they had terrible playability. I would be sad if this happend to veil-remake. (not making any verdicts here, just stating the possiblity).

    Since there's no public version its hard to comment any further, but I think feedback could be valuable "before its too late".<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, thank you for the well made points, but it's really never too late. If something doesn't work I'll remove it, and probably without a second thought. It's just a lot easier to make those calculations when the map is out being played.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited January 2012
    Technically, it could be too late because someone else might make a better and more playable Veil map remake, especially since all level files are editable by anyone.

    Now, how did you do the smoke effects?
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    The work of the mattepainting guy is really well done! Such a quality skybox would only serve justice to your work. I'm hyped!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1893345:date=Jan 10 2012, 06:28 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jan 10 2012, 06:28 AM) <a href="index.php?act=findpost&pid=1893345"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Technically, it could be too late because someone else might make a better and more playable Veil map remake, especially since all level files are editable by anyone.

    Now, how did you do the smoke effects?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The smoke effect is called a cinematic, you can find a really noticeable one in atrium on Summit. If you know a lot about the Spark editor that hopefully fully answer your question.
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