ns2_trash
Kasharic
Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
The time has come to unveil.... trash... *\o/*
This is a custom map i've been working on, the hope is that the map will play similarly to maps like Jambi or Tram, but with a hint of pinwheel to it too.
The theme of the map is a waste disposal facility.
Layout:
The map can be found here
Mod id - 2e57564f
This is a custom map i've been working on, the hope is that the map will play similarly to maps like Jambi or Tram, but with a hint of pinwheel to it too.
The theme of the map is a waste disposal facility.
Layout:
The map can be found here
Mod id - 2e57564f
Comments
Definitely an interesting idea I will keep in mind. I think Central will be an important room, I hope it isn't ridiculously imbalanced from the start, but i'm prepared to make pretty large changes if needed... we are in layout testing after all XD
HE LIVES! HELIVESHELIVESHELIVESHELIVES!!!
- Started basic detailing in north-west RT
- Added connection from east routing to eastern RT
- Added additional ceiling cover in eastern RT
- Added ceiling cover and props to the hallway connection Eastern RT, Far east and south east TP.
- Added a vent connecting Eastern RT, Far east and the hallway that connects the two.
- Increased the floor height of half of Far East.
Thanks to everyone that has provided feedback so far, keep it coming, its really helpful!
Basic Detailing on the hallway between marine start and southern expansion.
South Routing has been rebuilt from scratch.
Alien Expansion has been rebuilt from scratch. (Thank you @Mephilles )
Altered the connection from east routing to eastern RT.
- Altered the entrances (and connecting rooms) to North West RT
- Continued to do some basic detailing
- Fixed some commander invisible and pathing issues throughout the map
- Added a few props to marine start
- rerouted the connection from north west RT to north west TP (now called "the pass")
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Please note that all areas that are detailed are still in very early detailing stages.
Everything can and likely will be changed by the time the map is "released"
- Rebuilt West routing from scratch.
- Renamed west routing to "routing".
- Added basic detailing to some of east routing.
- Altered the lighting of the whole map to stop it being so dark and flat.
- Fixed some commander invisible issues.
Pics no longer exist...
Get this ready for sunday!
There is no "Hopefully" meph, i've been waiting for you to do that 1 room for months, i've managed to rebuild, theme and texture 4 whole rooms and redo the lighting of the whole map in that time... c'mon man, get yo shit together! :P
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But yeah, as meph has said above. I'm just waiting on him to finish work on central and then i'll do commander invis etc, the map WILL be published by sunday SCC... I'll make sure of it.
Rooms are now named (testing and mo0h are temporary names)
A minor layout change has split the middle of the map a little to make it less marine OP
Central has been rebuilt from scratch (thanks Meph)
South routing has been rebuilt from scratch
Applied basic detailing to the rooms formally known as, east routing, eastern RT and south east TP.
Other than that it looked solid.
well, I released the big change 4 - 5 hours ago, so its possible that you played the updated version... was the center of the map a blueish colour with insanely basic textures?
so, if you played on the updated version, do you think central needs updating more? if so in what way? (you'll also notice your own influence on Trashs most recent update... it is pretty obvious XD )
He means the north-west TP. We were forced to relocate there after a baserush, and our slim chance of coming back evaporated when two gorges appeared in each vent and pwnd our structures
Also, the minimap is equal in all directions beige (relating to what you said in the video) so, I'm not sure what i'm supposed to do to change the sync (the hole that is in routing has been fixed for the next build, which shouldn't be too long away)
I wouldn't say that yet. We haven't really played the map yet at all.
yeah, but from watching, I saw a lot of issues or maybe "potential" issues that haven't arisen yet. The vents are nasty, but moving them down to the floor would likely fix that for the most part, they would still function the same, but they would prevent that situation occuring again. and thats what i'm going to try first. mainly because i'm working on the other side of the map at the moment trying to get rid of the blue-lighting Grey walled rooms, making them thematically the same as the rest of the map so that it isn't so jarring moving from room to room.
No, not a clue why that happens. I'll investigate when I get some time.
Make sure the location entities are high enough and cover everything in the map (they are huge in my map).
Don't forget commander_camera.
In the readyroom i put:
-fog_control
-gamerules
-pathing
-skybox
plus all the readyroom entities needed of course
Nothing more annoying than checking out another map and flying through it searching for that pathing entity in a random room.
Altered the vents in Testing, should no longer be so easy for aliens to assault in the event of a marine relocate.
Removed the underfloor vent in Transfer.
Added vent from Routing to Transfer.
Rebuilt Mo0H from scratch and renamed to Waste Pipes.
Replaced a few props in The Pass to make the room less strong for marines.