co_Core remake (Alpha 6 just released!)

24

Comments

  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    I was wondering how you made the curved supports in junction that go up the sides of the wall. I have been trying to make them but find no real easy and clean way. What is your secret.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    <!--quoteo(post=2023155:date=Nov 14 2012, 10:27 AM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 14 2012, 10:27 AM) <a href="index.php?act=findpost&pid=2023155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There has been new update of the map on Steam workshop. I have remade another piece of map - Alien junction. Also I have enhanced the occlusion geometry for improved performance and made some other various adjustments (mainly to alien side, to keep the balance)

    Here is one screenhot of new Alien junction

    <img src="https://dl.dropbox.com/u/62994473/co_core16b.jpg" border="0" class="linked-image" />

    Comments and feedback welcomed :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The pipe detailing at the top is pretty elegant. There's something great about this section.
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    rudy what is your steam name I would like to speak with you about some things you did on your map. please.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    You can find under nick Rudy.K
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited December 2012
    I just wanna let you know that this project still goes on, but at much slower pace "thanks" to some IRL issues (and Dark Souls, shame on me! :-)). But the project is not dead! I am working on Alien Start and I am roughtly 50% done, but the area is not simple task - especially gameplay wise.

    But lets stop talking, here is some proof:

    The theme is goint to be "central ventilation shaft"

    Still WIP stuff and the screenshots actually can not capture the whole idea of the area.
    <img src="https://dl.dropbox.com/u/62994473/co_core17b.jpg" border="0" class="linked-image" />
    <img src="https://dl.dropbox.com/u/62994473/co_core18b.jpg" border="0" class="linked-image" />

    I would appreciate your early feedback! :)
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    that was my favorite map. by far.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Looking really good, Although there is something about the "V" shaped supports that just seems out of place. I would recommend adding small details to the ground around the supports and steps, and other places were the geometry meets the ground, it will help making it look less flat.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    looks awesome! really nice atmosphere in there. Got no crits really :( but that's a good thing

    Ok maybe not enough space for lerks to fly but I can't really see what's going on at the ceiling..
    Really loving your style :)
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    New version containing remade Aliens spawn had been published to Workshop.

    Here are few shots

    <img src="https://dl.dropbox.com/u/62994473/co_core19b.jpg" border="0" class="linked-image" />
    <img src="https://dl.dropbox.com/u/62994473/co_core20b.jpg" border="0" class="linked-image" />
    <img src="https://dl.dropbox.com/u/62994473/co_core21b.jpg" border="0" class="linked-image" />

    Feedback welcomed :)
  • MilaniumMilanium Join Date: 2012-12-27 Member: 176388Members
    <!--quoteo(post=2023155:date=Nov 14 2012, 02:57 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 14 2012, 02:57 PM) <a href="index.php?act=findpost&pid=2023155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here is one screenhot of new Alien junction

    <img src="https://dl.dropbox.com/u/62994473/co_core16b.jpg" border="0" class="linked-image" />

    Comments and feedback welcomed :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Attention to detail was totally worth it here. The pipes in this small intersection really give the impression of a huge industrial facility. Quality is really outstanding.
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    Holy moly this is impressive, I especially like alien junction. it seems a like a complex thing to build, but despite all the pipes and cables it still looks visually clean because of the simple color palette and symmetry.
  • =Mr.P==Mr.P= Join Date: 2012-02-20 Member: 147025Members, Reinforced - Shadow
    i love the new alien spawn area
    keep up the good work<3
  • Who is Mike Jones?Who is Mike Jones? Join Date: 2011-10-29 Member: 130080Members
    I think you need to add another tone of color in those areas. I feel like it is overloaded with orange.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Thank you all for your kind words :)

    <!--quoteo(post=2058428:date=Jan 9 2013, 05:31 PM:name=Who is Mike Jones?)--><div class='quotetop'>QUOTE (Who is Mike Jones? @ Jan 9 2013, 05:31 PM) <a href="index.php?act=findpost&pid=2058428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you need to add another tone of color in those areas. I feel like it is overloaded with orange.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually that was on purpose, marine vs. alien - blue vs. orange, but I could change it eventually if more people will suggest it.
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    If i'd change something I would maybe add a little bit of red emergency lighting in the ceiling and darken the end corridor a little more. My 2 cents : )

    I think its smart to have a blue-orange color theme though, it does make it easier to orient around the map. TF2 uses this technique too, RED bases are of wood and painted red, BLU are concrete and industrial with a blue theme.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I can't say I've ever played combat mod, but this sure does look good! and personally I love the warm colours. I'm looking forward to seeing the marine counter-part to these sections!
  • Trance420Trance420 Join Date: 2010-03-31 Member: 71135Members
    edited January 2013
    <!--coloro:orange--><span style="color:orange"><!--/coloro--><sup>*Snip* Watch your language please - thank you. - Angelusz<!--colorc--></span><!--/colorc--></sup>
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Ok, there was slight update to co_Core. Mostly some bugfixes suggested during Spark colective session. Also new test layout for Marine Spawn and Juction was greyboxed. See you online! :)
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Well playing core converted me to combat mode, I really enjoy this map! Unfortunately I'll be moving house this Sunday, so I'll need to set some people up with admin rights so you can use the server! I'll sort you guys out Friday night!
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Rudy, you do awesome work, I wish my geometry was as good as yours, however I don't think the most recent change to marine start was good. Marine win % seems to be dropping. I don't know how to fix it - just an observation.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Thanks for feedback. I am watching the NS2 stats and I am aware of the situation. Unfortunately because of the IRL issues I dont have enought time for Core development. When things will settle down I will finish the map and tweak the layout.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Just a quick note about the map update. The Marine Junction was reworked and I also tinkered a bit with Marine Spawn layout.

    Here is a screenshot :)

    co_core26b.jpg
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Really like how this is coming along, just played Combat the other day and i've missed it :D
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Yeah I really love core.. great intense combat map. but its not quite perfect yet :P
    The top of the balcony feels a little naked as an alien, it needs a forklift or something hanging out near the middle so I've got some cover. Talking of forklifts, the one at the ground level,center in the corridor towards marine back entrance is positioned slightly off. as a skulk it looked like i could get through the left hand side but its just too tight, also as a lerk going over off was a bit but that could just be my cock eyed flying.
    Minor niggles really :P
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited March 2013
    Howser wrote: »
    The top of the balcony feels a little naked as an alien, it needs a forklift or something hanging out near the middle so I've got some cover.

    Err, actually I feel, that the forklift in the tunel looks a bit cheesy as a cover. I wanted to come up with something more interesting than another crate or pipe. The forklift was putted there in a despair :)

    The same goes for "balcony", so I think that minor redesign of whole area will be needed, to come up with something more "coherent".

    Any original ideas for cover except of crates, pipes, computer terminals or forklifts :-D

  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    That's some delectable detail work on your map. Excellent work.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    @Rudy.cz, the hive needs a escape tunnel or something.
    Was playing aliens and all rines camped outside the hive , just shot everything that tried to come out,
    no alien could move our do anything till aliens lost.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited March 2013
    The vent under the fan is not enough?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    You could make the vent entrance in the hive more obvious. And one under the floor, leading to the far side of the room by the cavern entrance, that could be good. The long lines of sight marines have into the hive room can be tough for aliens.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    peregrinus wrote: »
    And one under the floor, leading to the far side of the room by the cavern entrance, that could be good.

    That is awesome idea, thanks !!

Sign In or Register to comment.