[Release] ns2_skyfalls

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
Rate, Subscribe, and Favorite on Steam Workshop: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=119975915" target="_blank">Steam Workshop</a>
Download from Duplex Gaming: <a href="http://www.duplexgaming.co.uk/downloads/maps/117/ns2_skyfalls/" target="_blank">Duplex Gaming</a>

1/12/13 - Version 0.1

Known Issues / To-do List:

- Reverse Geometry in Helipad causing jetpacked marines to get stuck, replace with regular geometry with transparent texture
- Placeholder skybox, spend time in pshop
- Placeholder Readyroom, add acid and mario style jumping catwalks to pass the time
- Overview needs editing, acid texture shows through in Waste Management, Access Hallway, and South West Chamber
- Commander view Waterfall Node Prop hiding

Any and all thoughts, suggestions, reports, feedback, comments, and ideas will be greatly appreciated and given proper consideration.

Thanks,

Tig

Comments

  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Nice one. I've subscribed and granted we don't have any issues with the server we'll have a game on this tonight!
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    looks nice! would love to play the hidden on this
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    You should to fix your floating hives. Don't settle for uwe quality ;P
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Interesting use of elevations!
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    found a bug... here is a vid

    <a href="http://www.twitch.tv/purgns2/b/356782055" target="_blank">http://www.twitch.tv/purgns2/b/356782055</a>
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I got stuck in the position my crosshair is aiming at earlier.

    <img src="http://i.imgur.com/4YVjJ.jpg" border="0" class="linked-image" />
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    thanks for the reports guys. this map is about to undergo drastic layout changes so I will address the issues you found when i rip the whole thing apart...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited January 2013
    for those of you who got a chance to play it, thank you for your feedback. based on your feedback, here's a first draft of a re-envisioned skyfalls layout.

    shaded grey is what i will have to create...

    <img src="http://i1161.photobucket.com/albums/q519/thenothinggod/skyfalls_rework_zps04944eac.jpg" border="0" class="linked-image" />

    or maybe i just start something new.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    While I'd love to see this finished. I'll drop the handy hint. If you do give up on it don't throw away all that hard work. I turn rooms and maps I've given up on into Ready rooms. And with this map I see you have like 8 ready rooms for future projects if you do give up on it.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    Tig,

    Great accomplishment. "Many start, few finish" - Hugh
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Skyfalls was A very impressive map to play, It is has beautifully interwoven structuce to it, and looks very nice. Ultimately I'd say it is its own map which is a good thing and It still has unique gameplay to offer. These changes would certainly fix the problems and make for a very good ns2 map! Although considering it is your first map (best first map I've ever seen!) I kind of think you'd benefit from a clean slate. Try drawing something new next and take a few days to think about what your next move is, I just find something new excites and motivates, and considering skyfalls is very nice looking and good portfolio peice, it just seems a shame to rip it up.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    the task of starting something new seems so daunting in my head. it was hard to find motivation and creativity to finish skyfalls. i went months without mapping. if i start something new i feel it wouldn't be as intricate as skyfalls. it would play and perform better, but it wouldn't be as creative. i don't know. maybe i can help someone else map or do a collaboration until i find the drive to make something new. i just don't consider skyfalls a balanced map right now and the goal was to make a map people would play. that's why i thought ripping it apart and spacing it would at least have me starting at 50%. i don't know where to put my effort. maybe i can help jambi get finished. i think i remember him saying he needed help.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I think you definitely have a good shot at balancing the map properly if you "space" the map out anew. There are plenty of chambers, hallways, and junctions that you could re-use or perhaps rebuild in a more spacious way (keep in mind some of the suggested corridor widths from the guidelines). My suggestion is stick with Skyfalls until it's truly complete.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    It sounds like you need to keep working on skyfalls! Like i said the changes would fix all the issues! I was just speaking from my own experience and personal preference. working a few months/years on a project just to have to rework parts is soul destroying for me. but doing so is probably the only way to make something exceptional. Don't be disheartened, skyfalls is one hell of a map. the changes will be well worth the effort.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=2060857:date=Jan 15 2013, 11:57 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Jan 15 2013, 11:57 AM) <a href="index.php?act=findpost&pid=2060857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->keep in mind some of the suggested corridor widths from the guidelines<!--QuoteEnd--></div><!--QuoteEEnd-->

    The corridors should be good, they're all onosable (192 or wider) but they still need widening, i remember someone complaining about fading and not having a comfortable amount of shadowstep fighting room.

    <!--quoteo(post=2060865:date=Jan 15 2013, 12:12 PM:name=Howser)--><div class='quotetop'>QUOTE (Howser @ Jan 15 2013, 12:12 PM) <a href="index.php?act=findpost&pid=2060865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the changes will be well worth the effort.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i hope so, i don't think i'll have a new greyboxed build for sunday, but i'll give it a shot. i'll show up anyway for the playtests though, it will be a good way to learn jambi before it mainstreams.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 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=2060870:date=Jan 15 2013, 06:21 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Jan 15 2013, 06:21 PM) <a href="index.php?act=findpost&pid=2060870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(...) i remember someone complaining about fading and not having a comfortable amount of shadowstep fighting room.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that was me. :D Though I intended it to be more constructive-feedbacky than complainy. ;) Right now many hallways are short and snaky, making it difficult to get around fast with shadowstep.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=2060872:date=Jan 15 2013, 12:33 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Jan 15 2013, 12:33 PM) <a href="index.php?act=findpost&pid=2060872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, that was me. :D Though I intended it to be more constructive-feedbacky than complainy. ;) Right now many hallways are short and snaky, making it difficult to get around fast with shadowstep.<!--QuoteEnd--></div><!--QuoteEEnd-->

    it was completely constructive! by complaining i meant reporting :)
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    At current situation I think it will be best for you to continue Skyfalls. Just greybox new areas and we will give it rigorous testing before you proceed with detailing.
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    If you do start a new level I would suggest teaming up with someone. Idk who but someone lol.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I took a look around the other day and you have definitely put a lot of work into this. You probably got loads of feedback, more than I could give, so I won't add there.

    But I would let my thoughts rest a bit and not take too quick decisions. You now know what you need to work on, but you have yet to find the simple, elegant solution.

    You have already worked a lot on this, have let it rested before, and carried on. And things have been figured out when the time was right.

    Now your map is public, and you have the whole NS2 community on your side. Understand what it is you are to bring to the community.

    Keep experiencing your layout and see what it is to bring. I have seen the one on your recent sketch before.

    Thanks. :)
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Is it me, or is there a really loud and annoying fan noise throughout the entire map? I think the map is excellent in it's use of vertical scale, I wish more maps attempted it in fact. Looking forward to future texture and balance passes.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Jekt wrote: »
    Is it me, or is there a really loud and annoying fan noise throughout the entire map? I think the map is excellent in it's use of vertical scale, I wish more maps attempted it in fact. Looking forward to future texture and balance passes.

    Then you sir will enjoy ns2_hellavator :) coming soon! seriously though i am working on a elevator map - its just a greybox atm so nothing to see really

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    The sounds did need serious work. They will be sorted out when i go back over it. Still greyboxing hallways (40% done) then i have to remake collision and fix my cinematics, i'll do a sound check when i do cinematics. The vertical nature of the map has not been lost, there is just going to be more space between the rooms (except messhall, central and access hallway - they are now considered one giant central "room")
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    Tig wrote: »
    The sounds did need serious work. They will be sorted out when i go back over it. Still greyboxing hallways (40% done) then i have to remake collision and fix my cinematics, i'll do a sound check when i do cinematics. The vertical nature of the map has not been lost, there is just going to be more space between the rooms (except messhall, central and access hallway - they are now considered one giant central "room")

    did you mod some elevator code? if so, please share!
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