Yet another vacation is going to interfere with my work on prison, sadly for you, but bonus for me the next week
When I get back home I will continue to strive towards a completly detailed map, I'll start numbering my builds from 0.1 - 1 (final) and do a road-map of the areas that needs detailing still. Hope you all have a great week as I will be traversing deserts and canyons in Jordan!
New build is out! Surveillance is finally complete, there's a few issues that will be corrected in the coming days, hard at work on version 0.2 already!! This will feature a fully detailed Quarry as stated on the road map I made over version 0.1 - 1 on the first page, please enjoy and continue to provide valuable feedback!
LATEST CHANGES 11/05-2014:
- Detailed Surveillance.
- Optimized the previous detailed rooms.
- Moved the cosmetics around the Surveillance RT to ensure free 360' movement around it.
- Fixed a few props and faces obscuring commanders vision / drops.
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
Was a long time I didn't test this map, I really would like to give you feedbacks. I'll certainly try to contact you asap, I really want to help to improve your map.
FInished detailing Quarry and did various things to improve the map, you can keep track of the version road map in the first post of this thread, the mini map is also updated there for each build Please continue to enjoy and improve prison through feedback!
You're going to jail son, see you there
LATEST CHANGES 23/05-2014:
- Detailed Quarry.
- Made the geo encasing the TP entity in isolation, go into the ceiling, you're no longer able to stand up there.
- Finally fixed the flickering red spotlight in Alien start, infestation covering it was the issue.
- Moved the access point to the vent in Alien start, it was previously located in the ceiling of the coridor into Quarry, It's now inside the wall going towards ventilation from Alien start.
- The landscape outside the window of Alien start has returned; no more wild floating rocks will appear.
- Made 3 NEW!! start entities in the RR, people shouldn't pile on top of each other anymore. In addition they are now also closer to the team / spec join entities
- Renamed mod to the standard ns2_prison, instead of the previous mod name Ns2_Prison.
You heard a lot of feedbacks in voice as well, not sure I need to add some new informations. Your map is very interesting, some rooms need to get a roof higher or something, especially the corridors near the Marine start.
In the road map Med Bay. was slated to be published alongside Cantina in 0.3, but these last weeks I have recieved alot of feedback, I just had to address, I'll split it up into a half build, and call this one 0.2.5, as I feel these changes, will make the map more enjoyable right now.
As always the mini-map in the first post of this thread, have been updated to its current state.
0.3 will still hit, when cantina is completed!
LIST TLDR;
FInished detailing Med Bay and did various things to improve the map, these changes are based on great feedback, gained from the last weeks playtests. A full list with all the changes can be found below, there's also a few screenshots of Med Bay. and a few of the changes. I hope you keep to enjoy prison and provide the great feedback I'm getting. I will work hard towards completing it!
See you in prison!
LATEST CHANGES; 04/06-2014.
- Detailed Med Bay.
- Optimized occu geo for Quarry and Med Bay. Thanks Flaterectomy, for doing all the hard work! :bz
- Added a new vent going from Quarry to Med Bay.
-Edited a vent already on the map, the vent going from Checkpoint to Armory is now split into two, with a pipe crossing in the room it previously overlapped.
- Relocated RT in Quarry, it swapped places with the big drill.
- Removed props from the ground in Surveillance and Quarry.
- Raised the ceiling of the "underpass" in Quarry. I also fixed the passage in the rocks, near the ceiling, in there.
- Changed the corridor; Staging Area (Marine Start) -> Armory. The ramp was made wider, made more cuts in to the walls and raised the ceiling near Armory.
- Changed the corridor; Prison Defenses (Alien Start) -> Ventilation. Removed alot of the props on the ground, and I raised the height of the section, coming from ventilation
- Fixed two stuck spots on the ramps in Surveillance, the ramps were extended completely into the wall on both sides.
- Fixed the props that were glitching, either due to misplacement or occu geo errors.
- Added alot of faces near the mid section of the map to comminvisible. They were way to high before and it was hard to drop stuff for your team.
- Somewhat removed the boundaries in the RR, you can now jump into the pit and run around, ladders were added to climb back up. The "zone-wall" now runs directly under Staging Area window. Some players expressed they wanted complete limitless movement, for the time being, the art around it and the potential of disturbing the marine start, that will not be an option. I'm not intending to let you near the window, that's part of the game area.
Screenshots of Med Bay:
Screenshots of Quarry RT / vent & corridor changes:
Had to do a quick hotfix tonight, to fix a few issues, generated from yesterdays big build
LATEST CHANGES; 04/06-2014.
- Optimized area location names, they no longer cover entities. They are also more centered.
- Fixed even more faces / props stuttering.
- Added some missed occu geo to the occu geo grp.
- Increased the height of the new vent going from Quarry to Med. Bay, you can now actually use it, even if you're not a slim lerk.
- Opened up the two small vent entrances in Med. Bay and connected the ends, it's now added to the map.
- Lowered the reflection, on the glass, that is on the surgery rooms window / door for easier viewability, also replaced the grate in the vent with glass.
New mini map (Area text optimized + small vent in Med. Bay):
Build 0.3 has arrived, it features a fully detailed cantina, along various improvements around the map.
A updated minimap can be found in the first post of this thread, and you will find the changelog of 0.3 there aswell as below! I hope you keep playing prison and find it enjoyable, I have recieved lots of great feedback and kind words and hope that stream of goodwill continues
See you in prison!
LATEST CHANGES; 26/06-2014.
- Detailed Cantina.
- Fixed various faces / props stuttering.
- Optimized occu geo around cantina to account for the new detail.
- Added red line textures, at various ground points, to represent off limit areas to prisoners.
Build 0.3 has arrived, it features a fully detailed cantina, along various improvements around the map.
A updated minimap can be found in the first post of this thread, and you will find the changelog of 0.3 there aswell as below! I hope you keep playing prison and find it enjoyable, I have recieved lots of great feedback and kind words and hope that stream of goodwill continues
See you in prison!
LATEST CHANGES; 26/06-2014.
- Detailed Cantina.
- Fixed various faces / props stuttering.
- Optimized occu geo around cantina to account for the new detail.
- Added red line textures, at various ground points, to represent off limit areas to prisoners.
A small update for prison, before tonights SCC test This is primarely a cosmetic upgrade to cantina, I wanted to have a new greybox in place for Isolation aswell, but it was rushed and not very good. Will try to have a new build out soon, got some stuff from ATF to fix I didn't make for tonight along with that new box.
Hope you enjoy the new cantina, can't wait to see some action in there!!
LATEST CHANGES; 29/06-2014.
- Made new platforms for the tables in Cantina. (Thanks Flat for making the suggestion ^^)
- Fixed various faces / props stuttering (Based on screenshots from ATF, thanks!)
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
As usual, looks very nice, I'm so impatient to play it on public servers and, why not? in competitive scene. Anyway, I'm convinced your map will be played in the next NSL Custom Maps Cup. Prison really needs more attention from the whole community because it has a good potential & a huge work had been done here.
Really really liked this map. It's really awesome, nice props, layout. But I found the Tool Booth #1 & 2 really aweful. This big box of a wall in the middle on top of which skulks can climb, it feels weird and unfinished (of course it's unfinished, but I mean like it feels like roughly done, which contrasts with the rest of the map). However, everything else is really good and beautiful.
I strongly agree with Pelargir here. I'm so looking forward to playing this on a public server and also - mostly - in competitive games.
Some minor issue to report. There seems to be an invisible solid thing between the wall and the pipe in Surveillance, at a certain point.
Here's some screenshots to help you out
I finished detailing of checkpoint, the entire area, besides its new corridor, that in addition now holds the area vent. Before, the vent entrance, was just a part of the room itself, but I wanted to detail an outdoor piece for the area (window vantage point, IE: alien / marine start). So for easier occulusion (performance), I decided to place a door entity and have a seperate corridor with the vent and that piece. That corridor is still only box and the piece + corridor detail will be added after the 1. sep. I just got a new job and started classes, so the rest of this month is fully booked for irl.
I also finished the new box for Isolation (TP Room) and carved a path through the toll booths, to remove that "just two boxes" feeling, they are still unfinished in their current box form, I'd like to add a door and another means of entrance besides the two windows, It'll do for now.
Latest changes and an updated mini-map can be found in the first post of this thread. Please continue to play the map, and provide great feedback here or @ steam! Hope you continue to enjoy your time in prison, I'll see you there!
LATEST CHANGES; 11/08-2014.
- Detailed Checkpoint (except its external vent corridor & outdoor art piece).
- Fixed even more faces / props stuttering. (Thanks ATF, keep those visual reports coming )
- Added some missing collision geo to the RR. You should no longer be able to crawl / fly out of the RR, through the alien / marine join "gates", if the teams are full.
- Finished Isolations new greybox.
- Increased the height of the new vent going from an upper cell in isolation, to a lower cell. Marines should no longer be missing their head, when they traverse it.
- Added 42 RR start entities, to support up to 42 players spawning together, this should prevent mass cluster spawning in the RR, where people are stuck in each other, even on a 42 slot.
- Both Toll Booths now have a path going through 'em.
It's been what feels like ages, since I last had time to update this thread or work on my project. Since August, I've been going through one of the most stressing periods, I've ever lived through. I started a new job and new studies, and just as I was getting into the routine, I had a big fight with my mom and sister.. I won't share to much about what happened, but my mom had me evicted from my flat, since she knew my landlord, and thought it was a clever way to win the argument...
Lost the new job because of my living situation, and since I lost that, I've been trying to take care of my studies. My classes just ended and I've found a new place to be, which is why I can now finally resume my work on ns2_prison.
I've gotten in a few hours the last two days, and I've nearly completed one connection to Isolation. My plan is so have isolation done before new year, and then have a period where I work hard to get as far as possible before febuary.
I don't know how many of the guys, that I know, that are still around here, but I hope you know that I've been missing this community like hell, and I really really would like to finish up prison for all of you out there!
Due to half a year of inactivity because of irl, I am now further behind on developing prison, than I ever wanted to be, going 2 years and strong. The build number might have some digits left, but there is really not that much left to detail, the next areas a very small compared to, what has come before them. The middle room, ofc, will be a huge undertaking aswell.
Isolation has been fully detailed, I've remade armory greybox and moved the RT, fixed ladders and overall improved lightning in multiple rooms. I hope you continue to enjoy prison!
LATEST CHANGES; 13/03-2015.
- Detailed Isolation + the little side-path with a vent.
- Fixed all ladders on the map, you may now climb again!
- Remade Armory greybox a bit and moved the RT.
- Fixed a few cosmetic things, mostly regarding lighting, in multiple rooms.
Isolation:
As you can see Isolation was a pretty big area to cover in eye candy. The room is massive and it also has a side feature in form of a path and six cells, two cells are open and house a unique vent route.
Cell + Vent:
There have also been a little change to armory. I put up an experimental prop, to house some guns. It will most likely be deleted, but it's at the old RT location for reference and fun. The RT have been moved so marines can get access to it earlier and defend it better. The two walls have also been made into one, to reduce juking from the skulks in there, now they have to climb over. The node is still easy to access from the vent, but aliens now have to run a bit to get to the rt. The pillar at the walls have been removed as well, this leaves quite a bit of space open atm, but I intend to make it better for gameplay with my detailing of the room, which will be build 0.5!!
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
I thought this map was more or less not active anymore. I'm just happy that you're still working on it. One of the best maps I've ever seen, good job man!
I'm looking forward to test your map once again.
Comments
8->
When I get back home I will continue to strive towards a completly detailed map, I'll start numbering my builds from 0.1 - 1 (final) and do a road-map of the areas that needs detailing still. Hope you all have a great week as I will be traversing deserts and canyons in Jordan!
So long bros!
Sneap peak of next big build:
LATEST CHANGES 11/05-2014:
- Detailed Surveillance.
- Optimized the previous detailed rooms.
- Moved the cosmetics around the Surveillance RT to ensure free 360' movement around it.
- Fixed a few props and faces obscuring commanders vision / drops.
- Fixed cyst / infestation issues near Quarry.
Screenshots of the new Surveillance room:
FInished detailing Quarry and did various things to improve the map, you can keep track of the version road map in the first post of this thread, the mini map is also updated there for each build Please continue to enjoy and improve prison through feedback!
You're going to jail son, see you there
LATEST CHANGES 23/05-2014:
- Detailed Quarry.
- Made the geo encasing the TP entity in isolation, go into the ceiling, you're no longer able to stand up there.
- Finally fixed the flickering red spotlight in Alien start, infestation covering it was the issue.
- Moved the access point to the vent in Alien start, it was previously located in the ceiling of the coridor into Quarry, It's now inside the wall going towards ventilation from Alien start.
- The landscape outside the window of Alien start has returned; no more wild floating rocks will appear.
- Made 3 NEW!! start entities in the RR, people shouldn't pile on top of each other anymore. In addition they are now also closer to the team / spec join entities
- Renamed mod to the standard ns2_prison, instead of the previous mod name Ns2_Prison.
Screenshots of Quarry:
MrOizo: http://www.twitch.tv/mister_oizo/b/533417275
Cr4zy: http://www.twitch.tv/cr4zyb4st4rd/b/533409137
Vindaloo: http://www.twitch.tv/vindalo0/b/533401580
You heard a lot of feedbacks in voice as well, not sure I need to add some new informations. Your map is very interesting, some rooms need to get a roof higher or something, especially the corridors near the Marine start.
In the road map Med Bay. was slated to be published alongside Cantina in 0.3, but these last weeks I have recieved alot of feedback, I just had to address, I'll split it up into a half build, and call this one 0.2.5, as I feel these changes, will make the map more enjoyable right now.
As always the mini-map in the first post of this thread, have been updated to its current state.
0.3 will still hit, when cantina is completed!
LIST TLDR;
FInished detailing Med Bay and did various things to improve the map, these changes are based on great feedback, gained from the last weeks playtests. A full list with all the changes can be found below, there's also a few screenshots of Med Bay. and a few of the changes. I hope you keep to enjoy prison and provide the great feedback I'm getting. I will work hard towards completing it!
See you in prison!
LATEST CHANGES; 04/06-2014.
- Detailed Med Bay.
- Optimized occu geo for Quarry and Med Bay. Thanks Flaterectomy, for doing all the hard work! :bz
- Added a new vent going from Quarry to Med Bay.
-Edited a vent already on the map, the vent going from Checkpoint to Armory is now split into two, with a pipe crossing in the room it previously overlapped.
- Relocated RT in Quarry, it swapped places with the big drill.
- Removed props from the ground in Surveillance and Quarry.
- Raised the ceiling of the "underpass" in Quarry. I also fixed the passage in the rocks, near the ceiling, in there.
- Changed the corridor; Staging Area (Marine Start) -> Armory. The ramp was made wider, made more cuts in to the walls and raised the ceiling near Armory.
- Changed the corridor; Prison Defenses (Alien Start) -> Ventilation. Removed alot of the props on the ground, and I raised the height of the section, coming from ventilation
- Fixed two stuck spots on the ramps in Surveillance, the ramps were extended completely into the wall on both sides.
- Fixed the props that were glitching, either due to misplacement or occu geo errors.
- Added alot of faces near the mid section of the map to comminvisible. They were way to high before and it was hard to drop stuff for your team.
- Somewhat removed the boundaries in the RR, you can now jump into the pit and run around, ladders were added to climb back up. The "zone-wall" now runs directly under Staging Area window. Some players expressed they wanted complete limitless movement, for the time being, the art around it and the potential of disturbing the marine start, that will not be an option. I'm not intending to let you near the window, that's part of the game area.
Screenshots of Med Bay:
Screenshots of Quarry RT / vent & corridor changes:
LATEST CHANGES; 04/06-2014.
- Optimized area location names, they no longer cover entities. They are also more centered.
- Fixed even more faces / props stuttering.
- Added some missed occu geo to the occu geo grp.
- Increased the height of the new vent going from Quarry to Med. Bay, you can now actually use it, even if you're not a slim lerk.
- Opened up the two small vent entrances in Med. Bay and connected the ends, it's now added to the map.
- Lowered the reflection, on the glass, that is on the surgery rooms window / door for easier viewability, also replaced the grate in the vent with glass.
New mini map (Area text optimized + small vent in Med. Bay):
Build 0.3 has arrived, it features a fully detailed cantina, along various improvements around the map.
A updated minimap can be found in the first post of this thread, and you will find the changelog of 0.3 there aswell as below! I hope you keep playing prison and find it enjoyable, I have recieved lots of great feedback and kind words and hope that stream of goodwill continues
See you in prison!
LATEST CHANGES; 26/06-2014.
- Detailed Cantina.
- Fixed various faces / props stuttering.
- Optimized occu geo around cantina to account for the new detail.
- Added red line textures, at various ground points, to represent off limit areas to prisoners.
Added a custom cinematic to cantina aswell, will improve the cinematic itself later on - -
small 1,7mb video: http://speedy.sh/kNxcr/NS2-2014-06-26-02-26-43-28.wmv
Area screenshots, Cantina:
Team screenshots, Cantina:
- Marine occupation.
- Alien occupation.
"Racial" screenshots?
Changed it to team screenshots I-)
Hope you enjoy the new cantina, can't wait to see some action in there!!
LATEST CHANGES; 29/06-2014.
- Made new platforms for the tables in Cantina. (Thanks Flat for making the suggestion ^^)
- Fixed various faces / props stuttering (Based on screenshots from ATF, thanks!)
- Further work on the occu geo in cantina.
- Removed and added new props to cantina.
Area screenshots:
EXCEPT THAT ONE LITTLE SHIT!
looks like a great map!
I strongly agree with Pelargir here. I'm so looking forward to playing this on a public server and also - mostly - in competitive games.
Keep up the excellent work
Here's some screenshots to help you out
I finished detailing of checkpoint, the entire area, besides its new corridor, that in addition now holds the area vent. Before, the vent entrance, was just a part of the room itself, but I wanted to detail an outdoor piece for the area (window vantage point, IE: alien / marine start). So for easier occulusion (performance), I decided to place a door entity and have a seperate corridor with the vent and that piece. That corridor is still only box and the piece + corridor detail will be added after the 1. sep. I just got a new job and started classes, so the rest of this month is fully booked for irl.
I also finished the new box for Isolation (TP Room) and carved a path through the toll booths, to remove that "just two boxes" feeling, they are still unfinished in their current box form, I'd like to add a door and another means of entrance besides the two windows, It'll do for now.
Latest changes and an updated mini-map can be found in the first post of this thread. Please continue to play the map, and provide great feedback here or @ steam! Hope you continue to enjoy your time in prison, I'll see you there!
LATEST CHANGES; 11/08-2014.
- Detailed Checkpoint (except its external vent corridor & outdoor art piece).
- Fixed even more faces / props stuttering. (Thanks ATF, keep those visual reports coming )
- Added some missing collision geo to the RR. You should no longer be able to crawl / fly out of the RR, through the alien / marine join "gates", if the teams are full.
- Finished Isolations new greybox.
- Increased the height of the new vent going from an upper cell in isolation, to a lower cell. Marines should no longer be missing their head, when they traverse it.
- Added 42 RR start entities, to support up to 42 players spawning together, this should prevent mass cluster spawning in the RR, where people are stuck in each other, even on a 42 slot.
- Both Toll Booths now have a path going through 'em.
Isolations new greybox:
- Before
- After
Checkpoint:
Toll Booth, "path":
LATEST CHANGES; 24/08-2014.
- Detailed Checkpoint's external coridor + art piece. (THANK YOU Howser!! He let me use his truck
- Fixed various faces / props stuttering.
- Optimized occu geo around Checkpoint to account for the new detail.
- Fixed a hole in the RR, making it possible to leave the map.
Checkpoint coridor + art piece:
LATEST CHANGES; 05/09-2014.
- Detailed a small section
Screenshots:
It's been what feels like ages, since I last had time to update this thread or work on my project. Since August, I've been going through one of the most stressing periods, I've ever lived through. I started a new job and new studies, and just as I was getting into the routine, I had a big fight with my mom and sister.. I won't share to much about what happened, but my mom had me evicted from my flat, since she knew my landlord, and thought it was a clever way to win the argument...
Lost the new job because of my living situation, and since I lost that, I've been trying to take care of my studies. My classes just ended and I've found a new place to be, which is why I can now finally resume my work on ns2_prison.
I've gotten in a few hours the last two days, and I've nearly completed one connection to Isolation. My plan is so have isolation done before new year, and then have a period where I work hard to get as far as possible before febuary.
I don't know how many of the guys, that I know, that are still around here, but I hope you know that I've been missing this community like hell, and I really really would like to finish up prison for all of you out there!
See you in jail son!
Best christmas wishes, Vert^ !!
Glad to hear you've come through, we've been missing you, too!
Some build broke ladders, might wanna check into that :P
On a side note : Don't rush it... this build 272 has, somehow, a Steam Workshop issue or maybe Steam has a NS2 issue... dunno... we'll see.
Due to half a year of inactivity because of irl, I am now further behind on developing prison, than I ever wanted to be, going 2 years and strong. The build number might have some digits left, but there is really not that much left to detail, the next areas a very small compared to, what has come before them. The middle room, ofc, will be a huge undertaking aswell.
Isolation has been fully detailed, I've remade armory greybox and moved the RT, fixed ladders and overall improved lightning in multiple rooms. I hope you continue to enjoy prison!
LATEST CHANGES; 13/03-2015.
- Detailed Isolation + the little side-path with a vent.
- Fixed all ladders on the map, you may now climb again!
- Remade Armory greybox a bit and moved the RT.
- Fixed a few cosmetic things, mostly regarding lighting, in multiple rooms.
Isolation:
As you can see Isolation was a pretty big area to cover in eye candy. The room is massive and it also has a side feature in form of a path and six cells, two cells are open and house a unique vent route.
Cell + Vent:
There have also been a little change to armory. I put up an experimental prop, to house some guns. It will most likely be deleted, but it's at the old RT location for reference and fun. The RT have been moved so marines can get access to it earlier and defend it better. The two walls have also been made into one, to reduce juking from the skulks in there, now they have to climb over. The node is still easy to access from the vent, but aliens now have to run a bit to get to the rt. The pillar at the walls have been removed as well, this leaves quite a bit of space open atm, but I intend to make it better for gameplay with my detailing of the room, which will be build 0.5!!
Armory:
See you in jail son
I'm looking forward to test your map once again.