co / ns2_stargate

MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
edited March 2013 in Mapping
This is the new version of ns2_co_stargate, due to a workshop issue i couldn't update the existing mod id which had around 3000 subscribers and was rated quite well, the balance has improved a lot since it was first relased, the new version includes more vents, cover and other improvements, it can even be used as a small standard ns2 map now that there are some extra tech points.

The map is based on the show not on any of the previous ns maps you may remember, there's always room for improvement and it will be updated every so often, the sgc and planet are connected by stargate and transport rings, the phasegate now needs welding to activate which should improve combat in the beginning, thanks to JimWest for making the teleport trigger and the extra entities mod.

[IMG]http://i.imgur.com/lpylmcc.jpg[/IMG]

Mod ID: 7caac9a

http://steamcommunity.com/sharedfiles/filedetails/?id=130722970
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Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    For a Combat/Proving Grounds Map this would be Ideal. I recommend continuing this map :)
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1973454:date=Sep 7 2012, 01:38 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Sep 7 2012, 01:38 PM) <a href="index.php?act=findpost&pid=1973454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->im wondering if i should continue or anyone wants to help, it might not be as high quality as others we've seen<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because mappers are doing it wrong. You should make absolutely ugly map that has layout that you want. Valve paints things in yellow. Changing layout is easy, no work is wasted.

    What most mappers are doing is making 1 layout, polishing it up to insane level with all the lights and other fancy things. Then first playtest comes and they notice they have to either redo 50%+ of it or just say ###### it and leave shiny piece of ###### available for players because they're too tired to redo it.

    What is problematic is how hard it is in NS2 community to just release a map and have everyone play on it. As far as I know you can't download map from server which is idiotic, steam community does not solve that unless everyone can easily add his stuff there (which I'm not sure about). It'd also require easy updates.

    So just chill, release as is. Get as many players as you can get and have them start playing it. Your map probably doesn't play at all the way you imagined so that way you'll be less disappointed.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Yeah i think it's best to keep it simple, i have mapped for other games in the past and one problem i had was adding too much too soon, with this one i wanted to build a fairly accurate to scale layout of the SGC, trouble was i stopped because it was taking too long to do even simple stuff and i ended up messing around trying to get the scale right then realising the game has certain needs to play well, like a bigger control room so accuracy won't work.

    I'll try to get something that's playable, it should have brighter lighting and less clutter than most maps we've seen so far.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I remember wasting many hours on these maps.. this should be considered a whole mod because there are no map entities to facilitate player teleportation.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    I hope one day we can add effects and useful entities for control and manipulating the environment like most fps games, until then i had to go with the only idea that made sense, an a underground infestation breaking into the sgc as its buried under cheyenne mountain, working stargates would be amazing though.

    Oh yeah also i know of a very nice model i could use from garrys mod but id have to get permission from the creator and to be honest im not sure if adding extra content outside the map like textures and models is a good idea at this point, like how well it's packaged with the map and what the server download situation is?
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    MOOtant is right. You should get the map playing well and fun to enjoy before working on making the map look good. Just don't forget to indulge yourself every once in a while and have fun with the editor.

    Trying to strike a balance between making level geometry and making art can be hard, and possibly very difficult to discern between. But it doesn't mean you can't have your cake and eat it too. Just recently I have been discovering that making rooms that are fun to play in can spark the imagination for detail that you could never have gotten if you were to load an empty room with props.

    An example of this process in action would be as thus:
    1) Make a blank room with a north, south, and east entrance.
    2) You would probably notice that the north and south entrance would be facing the same way and would involve a very long corridor.
    3) Put a pillar in the middle of the room blocking line of sight between N/S halls.
    3) Hey that pillar looks like it could use a pipe or two.
    4) Now that I think about it, this corner here could use a pipe too.
    5) This west side of the room looks pretty flat, what if I could extend it a bit westward, and shrink the width of it.
    6) That wall looks like a ladder would be pretty cool, but to what?
    7) How about I make a small alcove at the top of that ladder and make it have another hall that extends west? I mean, there is another room close to it anyways at the same height.
    8) Alright now these two rooms are connected but now you can shoot the extractor in that other room from the ladder. Should I move the extractor or add another pillar to block line of sight? Well maybe having too many pillars would get repetitive, but there were more pipes in that other room. Maybe I could make this region look like a water processing place and have a whole load of pipes strewn throughout?
    9) And you keep going.

    Now upon further inspection, it appears as though your map is to be a remake or influced by that one stargate map in NS1 (I loved that map). And I do see a lot of similarities, but I also see room for changes. As it has been a long time since I last played that stargate map, I do not really know how much of it you used. But I do know that you could always go in a new direction while keeping the main framework intact. An example would be the alien room with the cave system. It looks very open and could use quite a bit of things to get in the way.

    A quick google image search with the entry "caves" yields quite a bit of reference material. And a lot of the wetter caves appear to have a lot more stalactites and stalagmites than the drier ones. With that in mind, and the fact that your map is obviously wetter since there is a waterfall, you could add plenty of vertical columns without fear of it looking out of place.

    Whew. This turned out to be a bit of a read. But I hope you can get something useful out of it. Just remember to keep at it, and little by little your map will get better.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Thanks i'll try to keep at it, the map is not copying any of the previous ones but there might be similarity's because it's based on the show, anyway i just updated the screenshots and added a basic stargate, i used the forcefield effect on multiple layers which when scaled and angled different ways gives a pretty nice effect, it's surprising what can be done with just the game models and textures.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    I think it looks fantastic, keep it up!
  • Spektor56Spektor56 Join Date: 2010-11-10 Member: 74858Members
    <!--quoteo(post=1973532:date=Sep 7 2012, 02:14 PM:name=MrRadicalEd)--><div class='quotetop'>QUOTE (MrRadicalEd @ Sep 7 2012, 02:14 PM) <a href="index.php?act=findpost&pid=1973532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I remember wasting many hours on these maps.. this should be considered a whole mod because there are no map entities to facilitate player teleportation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The stargate can be used in the ready room so it will still "teleport" people into the game.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    dude I love this map played the heck out of the classic one from NS1, please continue working on it!
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    <!--quoteo(post=1977157:date=Sep 13 2012, 07:43 PM:name=Spektor56)--><div class='quotetop'>QUOTE (Spektor56 @ Sep 13 2012, 07:43 PM) <a href="index.php?act=findpost&pid=1977157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The stargate can be used in the ready room so it will still "teleport" people into the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good idea although i was thinking about using the briefing room as the ready room which overlooks the gate room, the trouble is while i can make it commander invisible im unsure whether ready room players can still be seen or not but i can always make it separate from the play area with a copy of the gate room.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    eager to see updates on this and would love to have it as a Combat map!
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    I plan to have something playable out this month but i haven't done much for a while so i can't say for sure.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited October 2012
    Ok so i have a little update on the maps progress, i decided against making the briefing room into a ready room and instead have kept it as a second floor, you can build up there on the blue grid, from playing around i think it actually works quite well but will require some play testing as infestation may be a problem, if that's the case i can always just limit where things can be built.

    <img src="http://i.imgur.com/B2BAj.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/Ranza.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/2xogH.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/AyBiE.jpg" border="0" class="linked-image" />

    I've also shown the map to get some thoughts on the layout so far?

    Edit: I've done some testing and briefing room infestation shouldn't be a problem, also screenshots have been updated.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    I continue to make progress so hopefully will have something playable by release, i've also updated screenshots again, let me know what you think.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Cool stuff, is the lighting supposed to be that bright? Or is it like that to help with mapping?

    I approve of brighter maps, but if the lights have some drop off so areas of the map become only a tiny bit darker in contrast, it will add a load of depth.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    While i do prefer brighter maps im trying to find a good balance, the average will be lower than those screenshots but some areas like the briefing room will be quite bright, i've already started making some changes and have added a new area, let me know what improvements i could make, im still unsure what the top half of the map should be like, tech points are about 15 seconds run time away from each other which seems to be about right but they feel easier to get to than in other maps?

    <img src="http://i.imgur.com/31MpD.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/k7zfm.jpg" border="0" class="linked-image" />
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    15s between TPs??

    Thats way too small. 15s from TP>RN then another 15 from RN>TP works, but if hives are only 15s apart, games will be over in seconds.

    The mapping guidelines recommends about 25s walk between main locations, so hive to res to expansion tech should take about 50s as a marine walking, not 15s :P
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    <!--quoteo(post=1997441:date=Oct 26 2012, 12:46 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Oct 26 2012, 12:46 AM) <a href="index.php?act=findpost&pid=1997441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->15s between TPs??

    Thats way too small. 15s from TP>RN then another 15 from RN>TP works, but if hives are only 15s apart, games will be over in seconds.

    The mapping guidelines recommends about 25s walk between main locations, so hive to res to expansion tech should take about 50s as a marine walking, not 15s :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I said 15 seconds run time, walking takes longer and it was more location to location, i compared it to other maps and it's not far off although ill make changes as need be.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    I'll create a Teleport entity you could use for your Stargate in the map editor.
    Will include that in the combat mod and create a small workshop mod that it'll work also for ns2.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited November 2012
    Thanks Jim, i can't wait to get hold of this and see what i can do with it, i already have some ideas but was wondering exactly how it will work?

    I imagine it works similar to the phase gates but i was wondering if it's possible to have more than one network, will there be settings like one way, two way, interval or instant teleport?

    Another entity i think could be quite useful is a push entity like quake had for jump pads, i don't plan to do anything crazy with it, more for effect, hopefully it's not asking too much, if it is that's ok i don't want you to waste your time when you could be working on combat.

    I should hopefully be releasing a combat version of the map today, the layout is different and might not make much sense as i've removed the underground and a few other locations but it should be more fun for combat.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Should be quite easy to use. You have to put the new entity "Teleport_Trigger" in the Map and scale it as you look.
    This cone indicates the direction of the teleporter, so if you want to change the direction you just have to change the Angles (2nd Entry in the options).

    You have to name the trigger and give him a Destination (the name of the other trigger),
    if its an exit only you can select the "Exit only" option to true.


    <a href="http://imageshack.us/photo/my-images/820/teleporttrigger.jpg/" target="_blank"><img src="http://imageshack.us/a/img820/1873/teleporttrigger.jpg" border="0" class="linked-image" /></a>
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Cool, thanks again for this, so how do i get it to show up in the editor, do i just subscribe to the combat mod?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    This looks like it's shaping up nicely. I'm a big Stargate fan, so I can't wait to see how it turns out!

    Will we get blue jello in the cafeteria? :3
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    To get the entity in the editor, you just have to edit your "editor_setup.xml" file in your \natural selection 2\ns2 folder.
    Add the folloing at the end (after </class> and before </classes>.

    You can't test it, you need the mod before but you can place them in your map then.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    <!-- Teleport trigger -->
        <class name="teleport_trigger" placeable="true">
            <parent>trigger</parent>
            
            <cone_radius>
            <radius>distance</radius>
            <angle>angle</angle>
        </cone_radius>

            <parameter name="destination" type="string" label="Destination Name" help="Name of the destination of the TeleportTrigger (need to be a TeleportTrigger, too." default=""/>    
            <parameter name="exitonly" type="boolean" label="Exit only" help="This teleporter is only a Exit (Destination Name will be ignored)." default="false"/>
            <parameter name="enabled" type="boolean" label="Trigger enabled" help="Will not teleport when disabled." default="true"/>
            <parameter name="distance" type="distance" label = "Distance" default="3.0" help="Angle from the teleporter-output"/>
            <parameter name="angle" type="angle" label = "Angles" default="30.0" help="Angle from the teleporter-output"/>

        </class><!--c2--></div><!--ec2-->
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Ah i see, i'll wait for you to update then, i was planning on releasing the map as is tonight, im still a bit unsure if i've set everything up right, i've put the map in "C:\Developer\NS2\ns2_co_stargate" and set the launchpad settings to output to that directory, in there i have maps, materials and cinematics, i presume all i then have to do is publish it with a few images and info?
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Combat version now available on the workshop!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Really nice map, makes fun to play but the alien hive has to be covered better.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    We played a few rounds on this the other day for clan practise. Overall it's a nice map, but there are too many long hallways, making it very easy for marines in those areas.

    In Alien hive, the entrances are away to the sides, and aliens just have a giant pit between themselves and the entrances, the room is way too open. Aliens need a better set-up hive. Conversely, the marine starting point is way too small. Get a few skulks leaping around and it is pandemonium in there. Also, I only found 1 route for marines in and out of their spawn, but maybe that was just me being noobish.

    On TP Room size I'd recommend swapping them over, marines needing a more open start point, and aliens needing something more enclosed and covered. Overall it has potential, but at the moment needs a lot of work.

    Keep it up :)
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited November 2012
    Thanks for feedback, i will definitely be making a lot of changes but it may take some time, im hoping to get the hive inside the pyramid soon and ill try to add more routes for marines and more cover for aliens.

    Also is everyone experiencing a black event horizon?

    I need to find out why that's happening, everything appears to be ok my end, all the files are in the folder, materials are ok i think, not sure whats wrong, really id like to have a shader effect for the gate but i don't know how to make anything new, i've only been able to replace textures for an existing one, any ideas?

    Edit: it's working now, i saved to .dds when i should have converted from .psd!
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