[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
Man! Really created it exactly! Finally a faithful remake of the original! Much work done! I recreated the co_pulse very small map, and I admire you for doing a complete map! I hope to see the finished work. Greetings!
Looks really good and true to the original (both layout and general style / textures). The rt in marine start may have to be changed, since the placement is against the guidelines (now it is too encased, if you know what i mean). I think the newest version of ns_caged actually had the rt in the opposite side of the room.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1996520:date=Oct 25 2012, 03:49 AM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Oct 25 2012, 03:49 AM) <a href="index.php?act=findpost&pid=1996520"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> Man! Really created it exactly! Finally a faithful remake of the original! Much work done! I recreated the co_pulse very small map, and I admire you for doing a complete map! I hope to see the finished work. Greetings!<!--QuoteEnd--></div><!--QuoteEEnd--> Thank you. :) It will soon become a little less faithful, however. Today I will work on making the map more accessible to Oni and arcs/drifters/etc.
<!--quoteo(post=1996707:date=Oct 25 2012, 10:17 AM:name=Live_Feed)--><div class='quotetop'>QUOTE (Live_Feed @ Oct 25 2012, 10:17 AM) <a href="index.php?act=findpost&pid=1996707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hopefully you can fix the tunnels from lower sewer to upper sewer so that the onos doesn'y have to crouch to get through :D<!--QuoteEnd--></div><!--QuoteEEnd--> Going to fix all that today. :)
<!--quoteo(post=1996760:date=Oct 25 2012, 12:12 PM:name=perso)--><div class='quotetop'>QUOTE (perso @ Oct 25 2012, 12:12 PM) <a href="index.php?act=findpost&pid=1996760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks really good and true to the original (both layout and general style / textures). The rt in marine start may have to be changed, since the placement is against the guidelines (now it is too encased, if you know what i mean). I think the newest version of ns_caged actually had the rt in the opposite side of the room.<!--QuoteEnd--></div><!--QuoteEEnd--> The current NS1 version of Caged has the RT in the location where I put it. The last time I actually played it, though, the CC was in that spot. :D I am expecting a complete overhaul of Marine Start though, as the tech point is probably too exposed right now. I'll hold on with that type of layout change until I get feedback from people who've played it after I've put it in the Workshop and hopefully some custom map servers pick it up.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1996836:date=Oct 25 2012, 01:55 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Oct 25 2012, 01:55 PM) <a href="index.php?act=findpost&pid=1996836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whats with the FOV changing when you strafe? is that a mod? looks really cool, very cinematic<!--QuoteEnd--></div><!--QuoteEEnd--> As I uploaded the video to Youtube, a prompt appeared that told me they could improve - if I remember correctly - the lighting and movement of the video. Improving things is always good, so I clicked on [yes]. I'm not sure I dig it, though.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
All right, I have altered some doorways and added some ramps and stairs here and there. It doesn't look pretty, but I believe (or rather, <i>hope desperately</i>) it should be playable now, so I published the map in the Steam Workshop.
If anyone could subscribe to it and let me know if it comes out functioning, then I'd be a happy man. If so, and if anyone could host the map on their server for some testing, I'd be quite ecstatic. :D
<!--quoteo(post=1997114:date=Oct 25 2012, 09:52 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Oct 25 2012, 09:52 AM) <a href="index.php?act=findpost&pid=1997114"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All right, I have altered some doorways and added some ramps and stairs here and there. It doesn't look pretty, but I believe (or rather, <i>hope desperately</i>) it should be playable now, so I published the map in the Steam Workshop.
If anyone could subscribe to it and let me know if it comes out functioning, then I'd be a happy man. If so, and if anyone could host the map on their server for some testing, I'd be quite ecstatic. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I now have a few people subscribed to the map in the Steam Workshop, and since there have been no reports of the map not working I will assume I did not screw up the publishing process. :D I would really like to playtest the map properly before I start making further alterations, so if anyone has a server or knows someone who does and is willing to help me out here, please let me know.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2000112:date=Oct 29 2012, 10:07 PM:name=pRiNcEkAhUnA)--><div class='quotetop'>QUOTE (pRiNcEkAhUnA @ Oct 29 2012, 10:07 PM) <a href="index.php?act=findpost&pid=2000112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like we are playtesting tomorrow. KKG Server 3. Time TBD.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for helping me out with this, I really appreciate it. :)
Anyone who is interested in partaking in the playtest, keep an eye on this thread. And you can subscribe to the map in the Steam Workshop.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
We'll be starting the playtest tomorrow, Tuesday the 30th, at 17:00 (aka 5pm) EDT (New York, Miami, etc...), which is 22:00 (aka 10pm) CET (Amsterdam, Paris, Berlin, etc...), on KKG Server 3.
Please come by and tell me about all my glaring mistakes. ;)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I'd like to thank everyone who helped with the playtest tonight, especially the KKG guys for hosting it and getting the game populated. I got some very valuable feedback that I'll dig into soon. The biggest issue was lack of using CommanderInvisible / CommanderNoBuild, so it was sometimes hard to place structures or even impossible to chain cysts to locations, but I will address these issues before I try and organize another playtest.
If you were in the game and certain problems stood out to you, please either post them here, or voice them to me via Steam (just search for Flaterectomy in Steam friends), and I'd be a very happy little camper.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I'm experiencing a strange overview/minimap bug where the names of locations and - most notably - the icons for techpoints/res nodes/power nodes are all offset from their actual location. They're not all offset the same distance in the same direction, but it seems that the further from the center of the map, the larger the positive y-axis discrepancy and the larger the negative x-axis discrepancy.
I've tried looking for answers, but the terms 'overview' and 'minimap' are pretty widely used in these forums and I've failed to come across a fix so far. Is there anyone out there who knows how to fix this? I'm expecting it to be something really simple - equivalent to a missing semi-colon in programming - but I'm staring myself blind.
Screenshot below, the red arrows point to here the icons <i>should</i> be.
How did you setup our commander_camera and minimap _extents entities? The minimap _extent box should cover all the map, except the ready room. Somewhere on the forums I saw a information that it should be as square as possible (width to lenght, not height)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2008155:date=Nov 3 2012, 04:47 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 3 2012, 04:47 PM) <a href="index.php?act=findpost&pid=2008155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you setup our commander_camera and minimap _extents entities? The minimap _extent box should cover all the map, except the ready room. Somewhere on the forums I saw a information that it should be as square as possible (width to lenght, not height)<!--QuoteEnd--></div><!--QuoteEEnd--> Rudy, you are my hero. :D I made sure the X and Z axis were the same scale, and things line up properly now. Thanks! :D
If you want vents to show up as orange on your map, just put the geometry / props that are used for the vents into a layer called, you guessed it, "Vents". Should give the map a little more info :D
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2010107:date=Nov 4 2012, 11:22 PM:name=Krozu)--><div class='quotetop'>QUOTE (Krozu @ Nov 4 2012, 11:22 PM) <a href="index.php?act=findpost&pid=2010107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want vents to show up as orange on your map, just put the geometry / props that are used for the vents into a layer called, you guessed it, "Vents". Should give the map a little more info :D<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, I'm planning to do that for the next release. This plan was, however, just in my head. Your reminder here made me note it down in a notebook, so it will actually happen. Thanks. :D
Comments
Please consider leaving some ladders in, it could add an interesting dynamic where the ONOS is only able to approach from certain sides of the map:)
btw you sir are a machine :)
Looking forward to playing the finished version in 3 days time :P
Instead of posting new screenshots I decided to make a little run-through video. Well, fly-through.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/H6_9-4jDMi8"></param><embed src="http://www.youtube.com/v/H6_9-4jDMi8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Man! Really created it exactly! Finally a faithful remake of the original! Much work done! I recreated the co_pulse very small map, and I admire you for doing a complete map! I hope to see the finished work. Greetings!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you. :) It will soon become a little less faithful, however. Today I will work on making the map more accessible to Oni and arcs/drifters/etc.
<!--quoteo(post=1996707:date=Oct 25 2012, 10:17 AM:name=Live_Feed)--><div class='quotetop'>QUOTE (Live_Feed @ Oct 25 2012, 10:17 AM) <a href="index.php?act=findpost&pid=1996707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hopefully you can fix the tunnels from lower sewer to upper sewer so that the onos doesn'y have to crouch to get through :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Going to fix all that today. :)
<!--quoteo(post=1996760:date=Oct 25 2012, 12:12 PM:name=perso)--><div class='quotetop'>QUOTE (perso @ Oct 25 2012, 12:12 PM) <a href="index.php?act=findpost&pid=1996760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks really good and true to the original (both layout and general style / textures). The rt in marine start may have to be changed, since the placement is against the guidelines (now it is too encased, if you know what i mean). I think the newest version of ns_caged actually had the rt in the opposite side of the room.<!--QuoteEnd--></div><!--QuoteEEnd-->
The current NS1 version of Caged has the RT in the location where I put it. The last time I actually played it, though, the CC was in that spot. :D I am expecting a complete overhaul of Marine Start though, as the tech point is probably too exposed right now. I'll hold on with that type of layout change until I get feedback from people who've played it after I've put it in the Workshop and hopefully some custom map servers pick it up.
As I uploaded the video to Youtube, a prompt appeared that told me they could improve - if I remember correctly - the lighting and movement of the video. Improving things is always good, so I clicked on [yes]. I'm not sure I dig it, though.
If anyone could subscribe to it and let me know if it comes out functioning, then I'd be a happy man. If so, and if anyone could host the map on their server for some testing, I'd be quite ecstatic. :D
If anyone could subscribe to it and let me know if it comes out functioning, then I'd be a happy man. If so, and if anyone could host the map on their server for some testing, I'd be quite ecstatic. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
nice im gonna go check it out now
Teamspeak ts55.gamespeak.com:9502
Thanks for helping me out with this, I really appreciate it. :)
Anyone who is interested in partaking in the playtest, keep an eye on this thread. And you can subscribe to the map in the Steam Workshop.
Please come by and tell me about all my glaring mistakes. ;)
Joking aside you are progressing very fast, I hope you can keep up this pace all throughout development, just don't burn yourself out.
If you were in the game and certain problems stood out to you, please either post them here, or voice them to me via Steam (just search for Flaterectomy in Steam friends), and I'd be a very happy little camper.
Thanks to everyone again! :D
I've tried looking for answers, but the terms 'overview' and 'minimap' are pretty widely used in these forums and I've failed to come across a fix so far. Is there anyone out there who knows how to fix this? I'm expecting it to be something really simple - equivalent to a missing semi-colon in programming - but I'm staring myself blind.
Screenshot below, the red arrows point to here the icons <i>should</i> be.
<img src="http://i.imgur.com/6GX2h.jpg" border="0" class="linked-image" />
Rudy, you are my hero. :D I made sure the X and Z axis were the same scale, and things line up properly now. Thanks! :D
<img src="http://i.imgur.com/dimYz.jpg" border="0" class="linked-image" />
Yeah, I'm planning to do that for the next release. This plan was, however, just in my head. Your reminder here made me note it down in a notebook, so it will actually happen. Thanks. :D