<!--quoteo(post=1997191:date=Oct 25 2012, 01:13 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Oct 25 2012, 01:13 PM) <a href="index.php?act=findpost&pid=1997191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a dedicated map testing team, separate from the normal play testing group. They've spent quite a bit of time getting refinery in good shape. Now, I'm not saying it will be super perfect, but I wouldn't expect Rockdown styled balance problems either :)<!--QuoteEnd--></div><!--QuoteEEnd-->
All maps can't be the model of perfection junction was so be nice to rockdown.
I wanna see a lerk fly through! Great looking map.
Comparing the concept art to the screenshots you can see how NS2 lacks a little contrast and the lighting is sometimes too foggy. Hope that can be addressed later on.
<!--quoteo(post=1997234:date=Oct 25 2012, 09:01 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Oct 25 2012, 09:01 PM) <a href="index.php?act=findpost&pid=1997234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If an exo falls into a lava pit, will he give a thumbs up?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1997252:date=Oct 25 2012, 10:16 PM:name=BVKnight)--><div class='quotetop'>QUOTE (BVKnight @ Oct 25 2012, 10:16 PM) <a href="index.php?act=findpost&pid=1997252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was hoping for the same thing. For a second I thought the readyroom platform was going to be part of the map, and got excited imagining the gameplay of having to fit arcs/exos on the platform and escort them across safely, or leave them to make the treacherous walk along the beam by themselves.
Moving platforms and/or objects please! Post 1.0 of course :)<!--QuoteEnd--></div><!--QuoteEEnd--> Actually... I was hoping for this since I saw the concept art the first time... so a few years back!:/
Well geez I missed my name, but honestly all this has nothing to do with me. The map group was conceived and started by Sabahell our glorious NAPT Lead, she brought together many amazing pub and competitive players to really evaluate and fix map issues including; bugs, layout, visuals... I have only recently taken over working with that group but all the praise is to them and their amazing skills! Thank you MAP TESTERS!
InsaneAnomalyJoin Date: 2002-05-13Member: 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 October 2012
<!--quoteo(post=1997256:date=Oct 25 2012, 08:21 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 08:21 PM) <a href="index.php?act=findpost&pid=1997256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Comparing the concept art to the screenshots you can see how NS2 lacks a little contrast and the lighting is sometimes too foggy. Hope that can be addressed later on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Some of the fog has been toned down since these screenshots were taken. As for the contrast, that's because we don't have any colour grading yet, which will allow us to improve the overall contrast and colour palette of the levels, as in the last step in this (very old!) video:
like.. when that bucket never gets empty and pours that unending stream of molten ore into the smelter.
having some sort of animation for this would be to sweet. with the crane lifting that bucket from some conveyor, transporting it across the room, the hatch opens, it pours the metal into the converter vessel, the hatch closes, and the empty bucket moves to a different conveyor, or elevator.
but i guess it will be just this static scene. with the unending molten metal stream
<!--quoteo(post=1997272:date=Oct 25 2012, 10:36 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 25 2012, 10:36 PM) <a href="index.php?act=findpost&pid=1997272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a chain of animated buckets, each one trundles along the track, empties, and then trundles away.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could the playtesting team confirm that everyone on the server will just stop playing and behold the never-ending chain of lava buckets in complete awe?
This map looks amazing, can't wait to try it out :D.
Only one question though. With the ambient light of the lava and fire everywhere, how does the power node lights/emergency lights/darkness work? Wouldn't it be pretty bright in most places regardless of the power node's status?
<!--quoteo(post=1997270:date=Oct 25 2012, 09:33 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 25 2012, 09:33 PM) <a href="index.php?act=findpost&pid=1997270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some of the fog has been toned down since these screenshots were taken. As for the contrast, that's because we don't have any colour grading yet, which will allow us to improve the overall contrast and colour palette of the levels, as in the last step in this (very old!) video:
InsaneAnomalyJoin Date: 2002-05-13Member: 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
<!--quoteo(post=1997316:date=Oct 25 2012, 09:44 PM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 25 2012, 09:44 PM) <a href="index.php?act=findpost&pid=1997316"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only one question though. With the ambient light of the lava and fire everywhere, how does the power node lights/emergency lights/darkness work? Wouldn't it be pretty bright in most places regardless of the power node's status?<!--QuoteEnd--></div><!--QuoteEEnd-->
The lava isn't absolutely everywhere and Lava Falls is the only place where it really dominates. Generally, I'd say the rooms with lava in them still change significantly, and I think become quite creepy, with just this orange glow coming up from underneath you. Even Lava Falls gets noticeably darker (although it's still pretty light in there when the power is out). And of course there are plenty of places where <i>all</i> the lights go out when the power goes off.
<!--quoteo(post=1997395:date=Oct 25 2012, 10:50 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1997395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's great. A very long way off?<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, I have no idea. I know Cory really wants it.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1997272:date=Oct 26 2012, 07:36 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 26 2012, 07:36 AM) <a href="index.php?act=findpost&pid=1997272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a chain of animated buckets, each one trundles along the track, empties, and then trundles away.<!--QuoteEnd--></div><!--QuoteEEnd--> can't wait to ride on a bucket as a skulk to ambush marines!
<!--quoteo(post=1997202:date=Oct 25 2012, 08:24 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Oct 25 2012, 08:24 PM) <a href="index.php?act=findpost&pid=1997202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This map is gonna be hot.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1997266:date=Oct 25 2012, 09:31 PM:name=Highlander92)--><div class='quotetop'>QUOTE (Highlander92 @ Oct 25 2012, 09:31 PM) <a href="index.php?act=findpost&pid=1997266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw this map and it melted my heart ;) so hot and sexy.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1997234:date=Oct 25 2012, 03:01 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Oct 25 2012, 03:01 PM) <a href="index.php?act=findpost&pid=1997234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If an exo falls into a lava pit, will he give a thumbs up?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1997489:date=Oct 26 2012, 03:19 AM:name=kast)--><div class='quotetop'>QUOTE (kast @ Oct 26 2012, 03:19 AM) <a href="index.php?act=findpost&pid=1997489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://2.bp.blogspot.com/-wL6i65t2OKA/TZOTqwtlICI/AAAAAAAAAPY/noQrV2N3Crc/s640/TerminatorThumbsUp.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Lol! This match perfect! Can't wait to play that map on release, in 5 DAYS!
Comments
All maps can't be the model of perfection junction was so be nice to rockdown.
Comparing the concept art to the screenshots you can see how NS2 lacks a little contrast and the lighting is sometimes too foggy. Hope that can be addressed later on.
+1 for moveable platforms
<img src="http://gifs.gifbin.com/1237977458_thumbsup-terminator.gif" border="0" class="linked-image" />
Moving platforms and/or objects please! Post 1.0 of course :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually... I was hoping for this since I saw the concept art the first time... so a few years back!:/
Some of the fog has been toned down since these screenshots were taken. As for the contrast, that's because we don't have any colour grading yet, which will allow us to improve the overall contrast and colour palette of the levels, as in the last step in this (very old!) video:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Vezi4o-Fhqo"></param><embed src="http://www.youtube.com/v/Vezi4o-Fhqo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<img src="http://www.unknownworlds.com/cache/thumbnails/Refinery_SmeltingRoomScreenshot_800x450.jpg" border="0" class="linked-image" />
like.. when that bucket never gets empty and pours that unending stream of molten ore into the smelter.
having some sort of animation for this would be to sweet. with the crane lifting that bucket from some conveyor, transporting it across the room, the hatch opens, it pours the metal into the converter vessel, the hatch closes, and the empty bucket moves to a different conveyor, or elevator.
but i guess it will be just this static scene. with the unending molten metal stream
<img src="http://www.unknownworlds.com/cache/thumbnails/Refinery_SmeltingRoomScreenshot_800x450.jpg" border="0" class="linked-image" />
like.. when that bucket never gets empty and pours that unending stream of molten ore into the smelter<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a chain of animated buckets, each one trundles along the track, empties, and then trundles away.
<img src="http://2.bp.blogspot.com/-p__HoPPWnUo/T0iyyEpeymI/AAAAAAAAOvQ/0udx7t5Y5wM/s1600/rainbowMeme.PNG" border="0" class="linked-image" />
LMFAOOO
nice job mapper
Ladies and gentlemen, the epitome of videogames. We have arrived.
I might just print a few I like and hang them in glass.
Can't wait to play the new map.
+1 for laffs
Only one question though. With the ambient light of the lava and fire everywhere, how does the power node lights/emergency lights/darkness work? Wouldn't it be pretty bright in most places regardless of the power node's status?
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Vezi4o-Fhqo"></param><embed src="http://www.youtube.com/v/Vezi4o-Fhqo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><!--QuoteEnd--></div><!--QuoteEEnd-->
That's great. A very long way off?
The lava isn't absolutely everywhere and Lava Falls is the only place where it really dominates. Generally, I'd say the rooms with lava in them still change significantly, and I think become quite creepy, with just this orange glow coming up from underneath you. Even Lava Falls gets noticeably darker (although it's still pretty light in there when the power is out). And of course there are plenty of places where <i>all</i> the lights go out when the power goes off.
<!--quoteo(post=1997395:date=Oct 25 2012, 10:50 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1997395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's great. A very long way off?<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, I have no idea. I know Cory really wants it.
can't wait to ride on a bucket as a skulk to ambush marines!
I'm a gonna lava this map :)
Ladies and gentlemen, the epitome of videogames. We have arrived.<!--QuoteEnd--></div><!--QuoteEEnd-->
Truly, games can never get better than this.
<!--quoteo(post=1997202:date=Oct 25 2012, 08:24 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Oct 25 2012, 08:24 PM) <a href="index.php?act=findpost&pid=1997202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This map is gonna be hot.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1997266:date=Oct 25 2012, 09:31 PM:name=Highlander92)--><div class='quotetop'>QUOTE (Highlander92 @ Oct 25 2012, 09:31 PM) <a href="index.php?act=findpost&pid=1997266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw this map and it melted my heart ;) so hot and sexy.<!--QuoteEnd--></div><!--QuoteEEnd-->
this map is spicy!
<img src="http://2.bp.blogspot.com/-wL6i65t2OKA/TZOTqwtlICI/AAAAAAAAAPY/noQrV2N3Crc/s640/TerminatorThumbsUp.jpg" border="0" class="linked-image" />
Also, I LOVE when mappers put moving parts in their levels and animated things. Adds so much life to them.
Lol! This match perfect!
Can't wait to play that map on release, in 5 DAYS!