Actually it makes me think that an 8 bit themed room could have been very cool. Blocky 8 bit looking textures with 8 bit music - would have been awesome.
Check out Guild Wars 2 for inspiration. For April they added a minigame namend "Super Adventure Box", which is basically a chain of retro platformer themes jumping puzzles.
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
Like Rudy I will make a test version of my hive room once it's more or less done by copying the whole thing and connecting the portals, so you'll be able to test my portion by itself (hopefully) soon.
Awesome Carnage! I think everything is still mostly on track, though 246 threw a wrench in the gears a little. I'm still really hoping later this month I can assemble the pieces.
Love those chandeliers, very nice blend of classical and sci-fi design. They seem to hang quite low though, I would put them on about the same level than the "windows" or Onos heads, but that's personal taste.
Love those chandeliers, very nice blend of classical and sci-fi design. They seem to hang quite low though, I would put them on about the same level than the "windows" or Onos heads, but that's personal taste.
Yeah, I intentionally placed them between the beams at roof level and the floor, as I wanted to give the aliens (specifically skulks) mobility at that height. Something to land on after jumping off the ceiling before hitting the ground.
lol oh man. i don't know if i should even be part of this, my room is going to look like shit compared to flaterectomy's xD i literally have no idea what i'm doing and my room looks fucking terrible lol. I think i'm just going to have to steal stuff from some of the default maps -_-
lol oh man. i don't know if i should even be part of this, my room is going to look like shit compared to flaterectomy's xD i literally have no idea what i'm doing and my room looks fucking terrible lol. I think i'm just going to have to steal stuff from some of the default maps -_-
Haha don't trip chocolate chip! I'm jealous of Flat's skills as well, but let's stick to your original plan: exterior landing pad + lobby. I personally am a little shameless about copying small portions of UWE maps because that's the instance that the tilesets were made for, why not reproduce that look? In your shoes I'd look at landing pad & shuttlebay, and then whatever you want for interior influence. Just make sure you give it a bit of your own personal flair!
Oh, I already know what I'm doing xD gonna steal the elevator door from tram, use it as an airlock for the landing pad which will have a glass dome similar to atrium covering it, and will lead into the main lobby portion which will also have a domed glass roof, with a portal where the elevators would have been in the matrix, and maybe one on a catwalk above the middle of the room or something. Going to rely on lots of glass + cool looking skyboxes to make my room look less shitty lmao.
Oh dear. This is what happens when you're not used to level-over-level.
Haha I think this is common as I noticed the same thing in the original co_angst - the creator actually moved the centerpiece of sewer to one side to make room for the area I've dubbed Castle Anthrax (the ladder to sewer). It was so awkward looking! I made a slight change so sewer is at least centered now.
What you can do is shorten the length of that tall end of the stair hall and lengthen your curved entry way to be longer. That's an easy fix, but the entry way won't match others. Or just cut the corner out of the foyer! Maybe create a skulk baptism station? )
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
What I ended up doing was moving the new upstairs area further away from the main church hall, enlarging the little chamber in between the two, and thickening the walls in between as well. It was the simplest fix I could think of without mangling the downstairs area.
Okay, I have just published new version of my room onto Workshop. I hope we will manage to test it out tonight so if there will be no bugs I think it will be ready for inclusion in the map itself.
You can test the room by yourself by subscribing to this
Ok, here download my room. Its nearly finished, I will just attempt to add the cel-shaded outlines to some objects as static models. But that will be just easy copy/paste for you once it will be ready.
PM if there will be any problem with my files, but I hope I have included all files and done everything in-editor properly.
I believe the textures should still be on my tablet. Would it be out of order if i collected them and gave them a new material file?
If that's too naughty I could also just remake them for you from the originals. Give me the material names and I'll have a look
Okay, I think I have 2 rooms ready to go so far. Please start turning in the file version of your room and I will put it together; I'll keep republishing every time I add a room after the first 3.
@Howser I'm not sure, I don't really like the thought of using stuff that UWE doesn't have available yet, but I really don't see any harm if its a texture that will come out in a few months anyways.
If you lost your entities. (greeds was good enough to write a quick fix for me.) I've a quick editor.file fix I'll upload it later today ( At work atm). Just swap the editor.file in your ns2 folder.
I then opened and old version of my map, selected all the EEM entities - Copy - Open latest version of map - Paste.
If you cant see the extra entities in the editor, just copy "editor_setup.xml" and "models/system/editor" from Extra entities mod to your output folder.
Okay, I think I have 2 rooms ready to go so far. Please start turning in the file version of your room and I will put it together; I'll keep republishing every time I add a room after the first 3.
Woot, looking forward for release! Just note one thing, I have some collision geometry in my room, I hope you have noticed that (it has checkerboards texture).
I believe the textures should still be on my tablet. Would it be out of order if i collected them and gave them a new material file?
If that's too naughty I could also just remake them for you from the originals. Give me the material names and I'll have a look
Thank, but is is OK. I have replaced it with almost identical material from Descent.
Comments
Check out Guild Wars 2 for inspiration. For April they added a minigame namend "Super Adventure Box", which is basically a chain of retro platformer themes jumping puzzles.
Yeah, I intentionally placed them between the beams at roof level and the floor, as I wanted to give the aliens (specifically skulks) mobility at that height. Something to land on after jumping off the ceiling before hitting the ground.
What you can do is shorten the length of that tall end of the stair hall and lengthen your curved entry way to be longer. That's an easy fix, but the entry way won't match others. Or just cut the corner out of the foyer! Maybe create a skulk baptism station? )
You can test the room by yourself by subscribing to this
Ok entitied and sent to Seraph Can't wait for the full playtest
PM if there will be any problem with my files, but I hope I have included all files and done everything in-editor properly.
Cheers
If that's too naughty I could also just remake them for you from the originals. Give me the material names and I'll have a look
@Howser I'm not sure, I don't really like the thought of using stuff that UWE doesn't have available yet, but I really don't see any harm if its a texture that will come out in a few months anyways.
download
Just copy/paste. Comes with a box that can be added to your occlusion group
I'll do the occlusion geometry - it will be fairly easy since all I have to do is separate things that are already separated.
In addition I know some of you have lost your teleport entities during mapping. If you can just replace them I can rename them - it's no problem.
@Evil_bOb1 looking good, please post the file when it's fixed!
I then opened and old version of my map, selected all the EEM entities - Copy - Open latest version of map - Paste.
Woot, looking forward for release! Just note one thing, I have some collision geometry in my room, I hope you have noticed that (it has checkerboards texture).
Thank, but is is OK. I have replaced it with almost identical material from Descent.
https://dl.dropboxusercontent.com/u/32942522/ns2_co_portals_room2.level