<!--quoteo(post=1824454:date=Jan 14 2011, 07:05 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 14 2011, 07:05 PM) <a href="index.php?act=findpost&pid=1824454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need another exit from the MS<!--QuoteEnd--></div><!--QuoteEEnd-->
You may find that will severely unbalance the level but hey, you're welcome to experiment. A really easy observation is marines can get trapped very quickly and easily on round start with one exit.
<!--quoteo(post=1824526:date=Jan 14 2011, 11:08 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 14 2011, 11:08 PM) <a href="index.php?act=findpost&pid=1824526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You may find that will severely unbalance the level but hey, you're welcome to experiment. A really easy observation is marines can get trapped very quickly and easily on round start with one exit.<!--QuoteEnd--></div><!--QuoteEEnd-->
i mean, there are things i can do to open a third up, but won't that make it imbalanced late game?
looks epic. gradients are such a a pain trying to make a box look round. I dunno, i was thinking maybe try to make the gradient match by rounding the gradient to the the corners of the upper image or darkening up the side images near the top. I like that it looks as if casting a glow from a large light source from beyond the mountainous range though. I hope it won't be to painful to make it work seamless.
Will world relative fog controls soften skybox gradients?
<!--quoteo(post=1824696:date=Jan 15 2011, 09:32 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 15 2011, 09:32 PM) <a href="index.php?act=findpost&pid=1824696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks epic. gradients are such a a pain trying to make a box look round. I dunno, i was thinking maybe try to make the gradient match by rounding the gradient to the the corners of the upper image or darkening up the side images near the top. I like that it looks as if casting a glow from a large light source from beyond the mountainous range though. I hope it won't be to painful to make it work seamless.
Will world relative fog controls soften skybox gradients?<!--QuoteEnd--></div><!--QuoteEEnd-->
not painful at all. ns2 updates textures real time, so you just start your own map and swap out .dds files with the same names and you get instant results. it's temp for now, i'll play around with it later, but that's how it's gonna stay for the beta version of the map.
I didn't know they loaded real time. thinking.... If a script was written for a server to swap in textures triggered by certain events taking place would the client see the changes in real time? Wouldn't be totally animated but be a step in that direction.
Anyways, back on topic. Lookin' great, I can't wait to fall to my death!!!
<!--quoteo(post=1824707:date=Jan 15 2011, 11:15 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 15 2011, 11:15 PM) <a href="index.php?act=findpost&pid=1824707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyways, back on topic. Lookin' great, I can't wait to fall to my death!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
it's more frustrating than fun right now until i get some collisiongeometry up on the rocks
Oh that is looking good. Is it a working conveyer belt?! The best thing is that it feels like a real place that people work in, not a room in a video game :)
Is it possible to show us how it will look when the power is cut? That would be interesting.
<!--quoteo(post=1827028:date=Jan 25 2011, 01:19 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 25 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1827028"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh that is looking good. Is it a working conveyer belt?! The best thing is that it feels like a real place that people work in, not a room in a video game :)
Is it possible to show us how it will look when the power is cut? That would be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
no, the conveyer belt doesn't work :(, and most likely never will (the model wasn't set up to be moving, blame cory).
i will get you pictures of the room with lights off when i finish the rest of the location
<!--quoteo(post=1827343:date=Jan 26 2011, 07:00 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Jan 26 2011, 07:00 AM) <a href="index.php?act=findpost&pid=1827343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no, the conveyer belt doesn't work :(, and most likely never will (the model wasn't set up to be moving, blame cory).<!--QuoteEnd--></div><!--QuoteEEnd--> Heh. Actually, we still intend to have those moving at some point, but we would use scrolling textures to make it look like the belt is moving, rather then trying to actually animate the belt part of the model. But scrolling textures is still on the list for later (but will be needed for other things as well, such as the treads on the ARC Cannon).
<!--quoteo(post=1829361:date=Feb 3 2011, 04:13 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 3 2011, 04:13 AM) <a href="index.php?act=findpost&pid=1829361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heh. Actually, we still intend to have those moving at some point, but we would use scrolling textures to make it look like the belt is moving, rather then trying to actually animate the belt part of the model. But scrolling textures is still on the list for later (but will be needed for other things as well, such as the treads on the ARC Cannon).
Anyway, some nice shots, Tig.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
tyvm! i'll get some more shots of the deep lake (now southeast node) soon!
<!--quoteo(post=1830070:date=Feb 6 2011, 02:19 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 6 2011, 02:19 PM) <a href="index.php?act=findpost&pid=1830070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine comm builds 2 sentries in the out door area - how can aliens beat that? Aren't alien structures extremely vulnerable in this big open areas?
Also what happens if an alien goes down that ravine? Whats to stop a lerk from hovering below and firing spores at marines above? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
are you referring to the helipad? you can jump from waterfall node to the helipad through the waterfall to avoid any sentries placed facing the cargo hold door.
there will also be access to the helipad from the bridge from mess hall to waterfall node.
i am also going to put in another walkway for marines to be able to get directly into the waterfall node.
what happens if a lerk hovers and fires spores through the grates at marines above? the marines should probably move.
<!--quoteo(post=1830110:date=Feb 7 2011, 01:28 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Feb 7 2011, 01:28 AM) <a href="index.php?act=findpost&pid=1830110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what happens if a lerk hovers and fires spores through the grates at marines above? the marines should probably move.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was just worrying it would be like when a lerk glitches out a map and attacks freely from above the map. Besides that it looks bloody amazing :D
the red lights i'm using to signify vent openings like a throwback to some ns1 levels. i'll bring the intensity down on them i think, they're a little bright.
I'm really enjoying the creativity here Tig, keep it up! When I see maps like this under construction I get all excited about the possibilities of NS2 play...
<!--quoteo(post=1830252:date=Feb 7 2011, 12:52 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Feb 7 2011, 12:52 PM) <a href="index.php?act=findpost&pid=1830252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm really enjoying the creativity here Tig, keep it up! When I see maps like this under construction I get all excited about the possibilities of NS2 play...<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks man, keep the videos coming, i'm a big fan.
very good work. i like this environment,... i would love to see more light-play... i already see a second version of this map.. jungle like.. with a lot of plants and ropes and fog everwhere ^^
you are master... go on and finish your masterpiece :)
Map looks awesome, it would be good if when complete could use it on a regular server. The Hologram? / Alien Freeze thing at the end of the vid looks awesome. Wish i could get my head around doing something like this :P
Comments
there's two if you have jetpacks.
i mean, there are things i can do to open a third up, but won't that make it imbalanced late game?
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_new_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/ms_new_02.jpg" border="0" class="linked-image" />
Will world relative fog controls soften skybox gradients?
Will world relative fog controls soften skybox gradients?<!--QuoteEnd--></div><!--QuoteEEnd-->
not painful at all. ns2 updates textures real time, so you just start your own map and swap out .dds files with the same names and you get instant results. it's temp for now, i'll play around with it later, but that's how it's gonna stay for the beta version of the map.
Anyways, back on topic. Lookin' great, I can't wait to fall to my death!!!
it's more frustrating than fun right now until i get some collisiongeometry up on the rocks
thank you!
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_02.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_03.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_04.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_05.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/SE_Chamber_06.jpg" border="0" class="linked-image" />
Is it possible to show us how it will look when the power is cut? That would be interesting.
Is it possible to show us how it will look when the power is cut? That would be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
no, the conveyer belt doesn't work :(, and most likely never will (the model wasn't set up to be moving, blame cory).
i will get you pictures of the room with lights off when i finish the rest of the location
Heh. Actually, we still intend to have those moving at some point, but we would use scrolling textures to make it look like the belt is moving, rather then trying to actually animate the belt part of the model. But scrolling textures is still on the list for later (but will be needed for other things as well, such as the treads on the ARC Cannon).
Anyway, some nice shots, Tig.
--Cory
Anyway, some nice shots, Tig.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
tyvm! i'll get some more shots of the deep lake (now southeast node) soon!
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_02.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_03.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_04.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_05.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_06.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_07.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_08.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_09.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_10.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_11.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_12.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_13.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_14.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/se-node_15.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/progress_01.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/progress_02.jpg" border="0" class="linked-image" />
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/progress_03.jpg" border="0" class="linked-image" />
Also what happens if an alien goes down that ravine? Whats to stop a lerk from hovering below and firing spores at marines above? :P
Also what happens if an alien goes down that ravine? Whats to stop a lerk from hovering below and firing spores at marines above? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
are you referring to the helipad? you can jump from waterfall node to the helipad through the waterfall to avoid any sentries placed facing the cargo hold door.
there will also be access to the helipad from the bridge from mess hall to waterfall node.
i am also going to put in another walkway for marines to be able to get directly into the waterfall node.
what happens if a lerk hovers and fires spores through the grates at marines above? the marines should probably move.
I was just worrying it would be like when a lerk glitches out a map and attacks freely from above the map. Besides that it looks bloody amazing :D
What is the small area with bright red lights?
thanks man, keep the videos coming, i'm a big fan.
you are master... go on and finish your masterpiece :)
here's what i'm workin on now.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Ip7iGH7JX18"></param><embed src="http://www.youtube.com/v/Ip7iGH7JX18" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<div align='center'><a href="http://www.youtube.com/watch?v=Ip7iGH7JX18" target="_blank">http://www.youtube.com/watch?v=Ip7iGH7JX18</a></div>
The Hologram? / Alien Freeze thing at the end of the vid looks awesome.
Wish i could get my head around doing something like this :P