WhiteDevil
Reactions
Comments
-
Yeah, same happens for me too. Everything looks OK in the workshop folder, all the files are in place. But once I try to run the map it just says "file not found"
-
It's shaping up nicely. More focused game this time and fun to play.
I'm with Howser about hollow it doesn't seem to work well. Not only is it open and deadly but it also forces the player to flail around a lot when trying to keep it secured. … -
Thanks for giving Colony a run for no apparent reason. I got to see it in a new light since I haven't touched the map for a while. I was so happy for the big layout changes from the last builds that I started to get blind for the more obvious flaws.…
-
It was fun as always. Time flew by and it felt like we just started when it was over. Veil especially felt so wrong but then again so right.
-
Good proposal. But your response... just take it easy dude not every idea is the best one at first.
-
@JimWest That would be awesome. I hope that's not too hard to make.
I wouldn't mind getting my map depended on ExtraEntitiesMod if I'd get some cool animated lights. -
I took a little run around after the play tests and I think the map "being too big" isn't the issue but I guess the aliens are left a bit open in the corridors. You can pretty much reach every part of the map in about 22-30 secs, so the bases and re…
-
New update

Layout changes:
- simplified the routes leading from club to infirmary
- added some vents
- prevented ARCing f… -
Well the playtest showed there are problems with the layout which did not came by surprise. Some of the areas are also too easy for the marines to just spam phase gates and storm the hives. I don't know if this is necessarily a bad thing since the …
-
I'm not completely sure but I think the aliens are getting resources too easily now, the games has been most of the time about aliens getting 4 onos pushes and marines just barely holding their RTs and 2nd base.
I like how the map is goi… -
I only played the last 30 mins of that 70 min game but what I noticed is that the fighting focused a lot in specific choke points and did not encourage for much of movement because the long corridors kept the aliens seeking for cover.
-
(Quote)
I think the stream was overall was great and entertaining to watch. Given to the fact that these aren't some big televised things made by media pros. I enjoyed it really.
Hugh did a great job bringing up some silly stuff at t… -
Looks incredible, awesome job!
-
(Quote)
Because this way you retain the random bases on the map, instead of having aliens only random spawn or marine only random spawn. You can still have the spawns any where in the map but also control the unwanted spawn setups where th… -
@howser
The club area and the uplink/garage areas have been on my mind what I think needs improving on the layout side but it was hard to see what the problem t… -
Colony has now been updated.

So what is new?
Everything.
It might not look like much has changed … -
Club got a little facelift. I swear the shape of it was totally unintentional

I might have seal off those upper levels w… -
@oldassgamers
The specular map goes to the alpha channel of the albedo texture. Save it as DXT5 as you have earlier.
If want the texture to not refl… -
Dunno about the server settings but a vote system is a must if you're going to have custom maps only for the server map rotation. Splitting the testing to 2 days or having the sunday 4+1 and some smaller tests along the week sounds great, I'd happy …
-
The latest playtest was awesome, the map was playable now and it showed me that the club vs uplink bases are too close. It gives a upper hand for the marines to rush in early so this gave me an idea. Since the first build had a pretty nice distances…
-
Thanks for the feedback.
This redesign had actually very little impact to the spaces, I used the same shape as in the first build but I also narrowed the street down to the same proportions what I had in the re-scaled version, there's on… -
I redesigned one of the street sections of the map and played around with some lights.

in ns2_colony Comment by WhiteDevil March 2013
-
I gave it a little runaround and the map is taking up shape nicely, but there are a lot of places that cause concern here.
- Main reactor is now better for a base but it only has one route to it. It needs another route so it won't cause … -
Was a great test again and I noticed a ton of problems although the round was quite brief. I saw everything I wanted to know about the new build. I liked that the map played more quicker and that's where I was aiming for.
The re-scale di… -
The overall gameplay seems nice although I've only played it two times and haven't explored the whole map through yet. I haven't played the original map also so I don't know how true to the original it is.
It felt a bit too narrow at some hall… -
Pretty fun to play. It now feels very dynamic and the battlefield keeps changing although people seemed to favor hydroponics a lot now. Could be nice to get more action to the biodome area too, people tend to avoid the place.
nitpicking:… -
Would be awesome to get some more testing with Colony.
-
Well I worked on it a bit today and it's now updated in workshop. I reduced the whole map about 20% just for test sake. I wasn't comfortable about the size and it now reflects more what I intended. Also added some props for cover and some additional…
-
As I'm currently on my grey boxing phase I follow those rules with my mapping, great tips for new mappers. Thanks for the information about the performance also, it will come in handy later. I didn't know how ns2 handles draw calls until now.
-
Running around alone in the map just doesn't say the whole picture, the map test was really a eye opener. I learned so much from that.
I was surprised how comfortable it played but was really shocked the huge scale of the map. It was a g…