Dr_Random

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Dr_Random
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  • A long overdue upliftdate this weekend (posting now because I may not have time before Sunday). Work has been a bit intense lately, so even though it's been a while, most of the updates this round are relatively minor retexturings and relightings (…
  • Well lucky for you Troop, I totally bricked it on Sunday. So you didn't miss any actual play on it, just evidence of me punching holes in my own map :…            </div>
            <div class= in ns2_uplift Comment by Dr_Random October 2013
  • Upliftdate! Added a bunch of detail in the hall next to maintenance, some detail in fuel room, and a couple other small tweaks here and there. Also swapped out all the dev textures for temporary stand-ins because of editor issues. Also, the vent …
  • I may be some degree of late tomorrow, but there is an uplift update. Whoever's managing maps this week, mind sticking it at the end of the testing queue so I have more chance to make it?
  • So I found a kinda fix for this. I posted earlier that there were still lighting issues when I swapped out the default dev textures for other ones which at least kinda showed up. As it turns out, those lighting issues seem to be exclusive to the d…
  • I'm having this problem too-- I've seen it temporarily load black textures before everything loads up properly, but now it's just sticking that way. I did try replacing textures by material (swapping out the dev_floor_grid and dev_1024x1024 for de…
  • 1: Looks very nice! 2: Did you build a robot out of the dropship and exo models in the second to last image? And does it have ARCs for feet? Because I approve.
  • If I remember my graphics classes correctly, I might be able to shed a bit of light here regarding complexity at least (please correct me if I misspeak). Beige, you're absolutely right in that there's diminishing returns on precision in occlusion g…
  • Whoops, fixed. Thanks Rellik!
  • This week on Upliftdate: the editor crashes a lot in an attempt to give DrRandom an aneurysm, biodome props are fun to play with, and Gilligan tries to build a tech point out of nothing but bananas. Landing Pad, Phlebotinum, and the hall out…
  • I've seen a similar thing happen occasionally, both on my map and others. A drifter will end up on top of a pillar or arch or something (so it might not be vent-specific) and then go back down when I order it elsewhere. Dunno about a fix though, n…
  • Updatelift (finally)! Nothing too huge, but some changes in Control Room and annex, along with a sight blocker in Service Entrance. I'm hoping to make control room somewhat less awkward to defend, what with it being at a height disadvantage. To t…
  • Ha! This is the NS2 equivalent of losing something between the couch cushions, isn't it?
  • Updatelift! Last week played around with loading a bit, by bringing a wall in closer (still feels big and awkward though), and tried adding a couple little halls between warehouse and loading in an effort to increase traffic through loading. They …
  • Upliftdate, seeing as I actually didn't have issues publishing this week like I did last. Updated sections are a little bit of texture in Shaft and Inventory, a light meddling with the Lobby TP platform thing, a vent along Lobby's hall so it isn't …
  • @hozz: Yeah, I've been lazy about the thing in shaft (sometimes it has blocked cysting in an odd way, too.); I'll probably have that properly invisibled by the next build. A…
  • Hokay, a few things:
    1) Thanks for taking all the videos Daan, they're good to watch and very useful!
    2) Updates to the map itself: Not too much this week: a fix to commander view in Control, and some tweaking in lobby and Parts room. K…
  • (Quote) Or at least a nanosheild! Hope you're feeling better soon, Flat!

    in ns2_caged Comment by Dr_Random June 2013
  • Okay, uplift update. upliftdate. updatelift. Anyway, major changes are:
    (last week) The layout of halls between Generator and Lobby in order to keep Generator and Lobby form being too close to everything.
    (last week) Loading has been …
  • Okay, so I've been playing with these when I get the chance, and while I still need to fix Docking, Mineshaft, and Refinery, here's some spreadsheeted (spreadshot?) data: in Map Timings and Routes Comment by Dr_Random June 2013
  • You could not have timed that better, Oblivious; thanks! By those numbers, it looks like I might try spacing out the southwest corner of the map differently so that generator isn't so close to everything-- especially service entrance (and by associ…
  • I think this falls under the category of super minor issue, but I did find a spot you can hit the medical hive from on the other side of the "screen": http://imgur.com/86LEEMZ

    The hiv…
  • This week had updates in Control Room and Annex, as well as some experimentation with the lighting in shaft. We played around with the spawns a bit (starting Marines in maintenance and aliens elsewhere), and it sounded like a team starting anywhere…
  • This is both very cool and quite handy! I might throw some of these numbers into a spreadsheet to analyze if you don't mind/would be interested in that?
  • ns2_fissure?

    This was quite fun to play the other day, and I like watching the developments you've made/are making!
  • I just realized I forgot to actually update this thread last week. Whups. Anyway, here's this weeks changes in preparation for the next playtest (published on workshop, too). They mostly involve improving interesting combat and basic aesthetics in…
  • I'm pretty sure they represent smooth edges. Pressing S or N with edges selected with the select tool turn them on or off respectively.
  • When we were playing this today, a couple of us found that you could hit the storage RTs from the tech point. This picture kinda shows where, if comments in mumble weren't clear.

    Also…
  • Alright, so I've cut down on the vents some, and fixed a couple spots with issues (notably on top of fuel room). I also agree with Howser, that vents are a pain to balance. Other than simply taking advice, trial-and-error, or "it looks right," I'm…
    in ns2_uplift Comment by Dr_Random May 2013
  • Ugh-- please ignore the format-hell that happened in the OP.

    I've since fleshed out most of the rooms a little, and the map is more-or less functional.  I got some good feedback during the play, but if anyone wanted to men…
    in ns2_uplift Comment by Dr_Random May 2013