xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
Great to see you are back again mapping.
Origin was a fantastic map. Two notes to consider:
1. The siege locations were always well balanced. For example the middle hive could be sieged from the little nook in the room SW from the hive room. I also remember the little nook had a vent that lead to the hive. Also furnace could be sieged from the room to the south. Biodome could only be siege from around the stair case to the west. I recommend keeping these siege locations consistent as they always played a huge role in NS1 origin.
2. Jetpacks were always the optimal choice given the large nature of the map and the size of the hive rooms.
I'm 100% convinced he's already finished the level, and he's just releasing older revisions... that's some super-human mapping speed otherwise.
I'm challenging myself to get this done before summer.
Your trim tool gives me superpowers
Plus lot of inspiration and fitting props from offical maps.
But the real secret is...
If you load up all the offical maps in spark and shake ur monitor really hard, a new room comes out. Really
Ooh, I'm excited for you taking on this one, @pSyk0mAn
Killer Monkey did this version of the map a long time ago that we played as SCC regularly for a while. Might be worth looking at (if you haven't yet) to see some of his choices.
@pSyk0mAn I could probably let you know ahead of time what kind of problems we ran into in testing, probably help you look out for it when you get around to testing. In other news, I am incredibly happy to see someone else take a crack at one of my favourite NS1 maps. I really look forward to your take on it.
Edit: I just checked the version Flat posted and thats pretty old. I mustv'e kept working on it but never released the newer versions. I could show them to you (or probably just release them) if you wanted to see it.
If anyone could get this map to work it'll be you. My most recent version actually looks quite similar to yours (most of the differences are between vent and furnace tbh) which is why I made a point of saying that version on the workshop is old but I respect your choice to balance your own way. Best wishes dude.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
always loved origin in ns1, seeing what you are doing with it for ns2 kinda makes me want to get back to work on ayumi lol! (or some other map I have that starts with a H )
always loved origin in ns1, seeing what you are doing with it for ns2 kinda makes me want to get back to work on ayumi lol! (or some other map I have that starts with a H )
Please do... we need a flourishing mapping community again... it being pretty much just me and meph for the past few months was really boring :P
also, if you could get the one starting with an H done asap that would be great :P
Those screenshots have me excited man. Didn't think I'd want to get back into spark again but something about seeing Origin being given the remake it deserves is getting me in the mood.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Lol!
I think a lot about an area before i start. What is the center element (eye catcher), geometry and layout for gameplay. Then I kinda break down the area into multiple parts using pillar elements. Lot of copy paste flip/rotate after figuring out and building the main elements of an area.
There are still a lot of bare walls tho that need the "extrude and insert prop treatment" and greybox corridors with just textures and overall geometry isn't that complex. Mainly props to distract the eye.
So, are we reviving SCC to test this, once it's ready?
Well, with Mesh, Trash, Origin, Fracture being worked on (maybe, not heard for a while), Loki potentially tweaking some maps or potentially working on others and Deburred, there are plenty of maps that are coming that can be tested... just needs someone to organize it that is willing to put the work in and stick at it.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited March 2017
Biodome hive
..not sure where to put the vent exits yet, because the vent system around Biodome was very complex
..not much left to do
new overview:
oh yeah, you can also see the area between Biodome and Ventilation, which is called Water Treatment.
Left to do: Power Core, Xenoform Research and Coolant Monitoring
Comments
Origin was a fantastic map. Two notes to consider:
1. The siege locations were always well balanced. For example the middle hive could be sieged from the little nook in the room SW from the hive room. I also remember the little nook had a vent that lead to the hive. Also furnace could be sieged from the room to the south. Biodome could only be siege from around the stair case to the west. I recommend keeping these siege locations consistent as they always played a huge role in NS1 origin.
2. Jetpacks were always the optimal choice given the large nature of the map and the size of the hive rooms.
Your trim tool gives me superpowers
Plus lot of inspiration and fitting props from offical maps.
But the real secret is...
If you load up all the offical maps in spark and shake ur monitor really hard, a new room comes out. Really
Don't listen to him folks, I tried this once and my computer died... it just... stopped living. It was a sad day.
@pSyk0mAn I could probably let you know ahead of time what kind of problems we ran into in testing, probably help you look out for it when you get around to testing. In other news, I am incredibly happy to see someone else take a crack at one of my favourite NS1 maps. I really look forward to your take on it.
Edit: I just checked the version Flat posted and thats pretty old. I mustv'e kept working on it but never released the newer versions. I could show them to you (or probably just release them) if you wanted to see it.
Lets see how playtests will go.
..leading to Generator/Ventilation:
Ore Extraction, Furnace to the left, Route to Cargo to the right:
Generator:
new Overview:
Please do... we need a flourishing mapping community again... it being pretty much just me and meph for the past few months was really boring :P
also, if you could get the one starting with an H done asap that would be great :P
I think a lot about an area before i start. What is the center element (eye catcher), geometry and layout for gameplay. Then I kinda break down the area into multiple parts using pillar elements. Lot of copy paste flip/rotate after figuring out and building the main elements of an area.
There are still a lot of bare walls tho that need the "extrude and insert prop treatment" and greybox corridors with just textures and overall geometry isn't that complex. Mainly props to distract the eye.
How do you squeeze yourself into there?
I'm a machine, you said it.
..with the same vent system as in the original map.
Plus it shows the players that they are getting closer to biodome area.
Well, with Mesh, Trash, Origin, Fracture being worked on (maybe, not heard for a while), Loki potentially tweaking some maps or potentially working on others and Deburred, there are plenty of maps that are coming that can be tested... just needs someone to organize it that is willing to put the work in and stick at it.
..not sure where to put the vent exits yet, because the vent system around Biodome was very complex
..not much left to do
new overview:
oh yeah, you can also see the area between Biodome and Ventilation, which is called Water Treatment.
Left to do: Power Core, Xenoform Research and Coolant Monitoring