i think you should keep the map the way it is and just add that idea in to a new map! make another map with that as the map you have now is great and does not need any more rooms.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
<!--quoteo(post=1889923:date=Dec 12 2011, 11:29 AM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Dec 12 2011, 11:29 AM) <a href="index.php?act=findpost&pid=1889923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> I love this room: Dome.<!--QuoteEnd--></div><!--QuoteEEnd--> I like the look of it too. The style feels good and it is quite neutral in balance. Marines cannot see too far, but there isn't much height for aliens to use. Keep up the good work!
I like the architecture in the 4th and last shot quite a bit. Honestly a lot of it does remind me of summit but that's not exactly a bad thing and of course we only have limited resources right now so that is bound to happen. Perhaps you could find a way to work in some more set pieces or landmarks to help new players navigate the map. Overall it feels very consistent and believable as a real place rather than a level in a video game. One criticism I'll throw out is in the big window room, the platform the rt is on just looks off for some reason. I can't think of any reason that the platform wouldn't extend out from the other side opposite the windows instead. I'm assuming you did it that way for game play purposes tho. Maybe it could use some supports underneath it?
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Wow, looks really great alex! I liked the previous version of triad, but this is a massive improvement! Did you fix the 3hive siege spot yet? :) If you did fix it, as GohanZeta also said, we would love to have an updated version for the gathers. We can give you massive feedback from 6v6's.
Alex you dont have to wait for the fixed overview.exe. just visit this forum <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115829" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115829</a> and download the old working file
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
edited March 2012
Love the map! Love it to death! Its awesome, way better than summit. cant wait till you finish it. ANYWAY Playing with my friend atm and i'm sad to say that GALLERY res node is bugged, i.E it wont be powered. Even if its right next to it, connect this please? ALSO< built an armory next to it, it is also unpowered.
Just had a quick flyaround of the map, it looks incredible. Fantastic work on taking the huge time investment to revamp this map. The one suggestion I have, having not actually played a game on it yet is that it requires more vents, though I can see you're already working on that. Speaking of which, there's an unfinished vent I think to the West of central that allows you to exit the map, I'll check up on the location again tomorrow.
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
edited March 2012
<!--quoteo(post=1912525:date=Mar 13 2012, 10:06 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Mar 13 2012, 10:06 AM) <a href="index.php?act=findpost&pid=1912525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Love the map! Love it to death! Its awesome, way better than summit. cant wait till you finish it. ANYWAY Playing with my friend atm and i'm sad to say that GALLERY res node is bugged, i.E it wont be powered. Even if its right next to it, connect this please? ALSO< built an armory next to it, it is also unpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello! Thanks for downloading my map! Yes, it was the last part where i was working, it's already fixed for the next vercion.
<!--quoteo(post=1912558:date=Mar 13 2012, 11:16 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 13 2012, 11:16 AM) <a href="index.php?act=findpost&pid=1912558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just had a quick flyaround of the map, it looks incredible. Fantastic work on taking the huge time investment to revamp this map. The one suggestion I have, having not actually played a game on it yet is that it requires more vents, though I can see you're already working on that. Speaking of which, there's an unfinished vent I think to the West of central that allows you to exit the map, I'll check up on the location again tomorrow.
Can't wait to play a game on this.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2012
I get around 30FPS (~40FPS on a dedicated), when walking around on my own. The other maps hover around 50-60FPS, when doing that. Not sure why this is as the wireframe looks good and running it without atmospherics also doesn't really have an impact on the FPS.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
We played a couple of gathers on ns2_triad_alpha35 today and I must say they were incredibly fun!
There were a few niggling bugs, spawning from IPs/beacons sometimes dropped you to your death. But mostly the gameplay was very fun.
The biggest issue was that the top left room (I forget its name now) is not linked to the power node, so it was impossible for marines to build there.
Someone mentioned that the play feels very similar to ns2_summit and I agree. Overall I really enjoyed the general layout and room/hallway layout, as both marines and aliens it feels good.
Keep up the good work and I look forward to playing more triad in the future. I will try and record a match soon so you can see triad in action!
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
<!--quoteo(post=1912691:date=Mar 13 2012, 08:56 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Mar 13 2012, 08:56 PM) <a href="index.php?act=findpost&pid=1912691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get around 30FPS (~40FPS on a dedicated), when walking around on my own. The other maps hover around 50-60FPS, when doing that. Not sure why this is as the wireframe looks good and running it without atmospherics also doesn't really have an impact on the FPS.
Are you using highly detailed occlusion geometry?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, but not too detailed. If you open the spark, you will see that it is not very different from other official maps.
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
<!--quoteo(post=1919029:date=Mar 28 2012, 04:10 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Mar 28 2012, 04:10 PM) <a href="index.php?act=findpost&pid=1919029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We played a couple of gathers on ns2_triad_alpha35 today and I must say they were incredibly fun!
There were a few niggling bugs, spawning from IPs/beacons sometimes dropped you to your death. But mostly the gameplay was very fun.
The biggest issue was that the top left room (I forget its name now) is not linked to the power node, so it was impossible for marines to build there.
Someone mentioned that the play feels very similar to ns2_summit and I agree. Overall I really enjoyed the general layout and room/hallway layout, as both marines and aliens it feels good.
Keep up the good work and I look forward to playing more triad in the future. I will try and record a match soon so you can see triad in action!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you very much for playing my map!
Yes, there are bugs like the power in the Gallery that are already fixed for the next verciónn and several vents to connect remote areas.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
I was also in the gather yesterday, and wanted to voice a concern. Right now, your map suffers alot from the same symptoms as summit does. With this I mean the spawning locations. Spawning at "close" tech points disrupts the flow of the map, and large parts of the map easily become very deserted. Also, ventilation is a very bad spawning location for marines, there is very little space(ie. line of sight), and beacon causes marines to fall in the pit. I would suggest static spawns in north/south tech points for now, at least until we have some kind of distance requirement for spawning locations.
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
edited March 2012
<!--quoteo(post=1919302:date=Mar 29 2012, 10:00 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 29 2012, 10:00 AM) <a href="index.php?act=findpost&pid=1919302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was also in the gather yesterday, and wanted to voice a concern. Right now, your map suffers alot from the same symptoms as summit does. With this I mean the spawning locations. Spawning at "close" tech points disrupts the flow of the map, and large parts of the map easily become very deserted. Also, ventilation is a very bad spawning location for marines, there is very little space(ie. line of sight), and beacon causes marines to fall in the pit. I would suggest static spawns in north/south tech points for now, at least until we have some kind of distance requirement for spawning locations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good tips, but do not want static spawns in north / south tech points. Random strarts make the game more interesting. Work to fix the bugs and as I said before I added some changes to the map.
The map looks really good and there is a lot of funny geometry, I'm not sure about the gameplay, it's maybe a bit big for 6v6, I would like to try it on a public server with more people.
Your map deserves to be getting a lot more attention and playtime than it is Alex! It's incredibly detailed with a lot of potential for some sneaky tactics to be developed upon it. None of your rooms feel bland and unlively, and the ceilings are never just a simple plane.
As Yuuki has said though, it might require larger teams for competitive play but it's a bit difficult to judge with our currently limited experience on it. The one suggestion I do have is to try and make the lighting a little more cohesive, a good example of what I'm referring to is simply looking at the thumbnail for my video above and how radically disparate the lighting colours are throughout.
Some server should add it, it's too bad there is some almost finished map like this that are not played at all because of the lack of map download. Maybe an event, like a triad week-end or something.
<!--quoteo(post=1923187:date=Apr 8 2012, 09:56 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 8 2012, 09:56 AM) <a href="index.php?act=findpost&pid=1923187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some server should add it, it's too bad there is some almost finished map like this that are not played at all because of the lack of map download. Maybe an event, like a triad week-end or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
have the devs ever mentioned when map download will be coming?
Edit: holy ###### this map is awesome!
Edit2: there are a lot of places where if you are a marine or a gorge and you go into them you can't get out, is that intentional? also regarding the fixed/random spawn points, is it technically possible to make it so the only spawn points are in the north/south/east/west and make them opposite eachother? so that the only combinations are north+south and east+west, any others make the teams too close to eachother, and this still provides randomness.
<!--quoteo(post=1923237:date=Apr 9 2012, 06:25 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 9 2012, 06:25 AM) <a href="index.php?act=findpost&pid=1923237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is it technically possible to make it so the only spawn points are in the north/south/east/west and make them opposite eachother? so that the only combinations are north+south and east+west, any others make the teams too close to eachother, and this still provides randomness.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117643" target="_blank">It's possible now.</a>
Comments
<img src="http://img171.imageshack.us/img171/6163/screenshot001dp.jpg" border="0" class="linked-image" />
You also have a lot of layers... a LOT.
I love this room: Dome.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the look of it too. The style feels good and it is quite neutral in balance. Marines cannot see too far, but there isn't much height for aliens to use. Keep up the good work!
<img src="http://img267.imageshack.us/img267/3466/2012012100028.jpg" border="0" class="linked-image" />
Shot at 2012-01-21
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What do you think?
Edit: I hope it works soon the overview.exe, so I can show the progress and the GREATE change in my map. :)
I liked the previous version of triad, but this is a massive improvement!
Did you fix the 3hive siege spot yet? :)
If you did fix it, as GohanZeta also said, we would love to have an updated version for the gathers.
We can give you massive feedback from 6v6's.
hope to see your map soon :)
However, the boxes in over can be exploited. You can gorge inside them and bilebomb the CC/base.
ANYWAY
Playing with my friend atm and i'm sad to say that GALLERY res node is bugged, i.E it wont be powered. Even if its right next to it, connect this please?
ALSO< built an armory next to it, it is also unpowered.
Can't wait to play a game on this.
ANYWAY
Playing with my friend atm and i'm sad to say that GALLERY res node is bugged, i.E it wont be powered. Even if its right next to it, connect this please?
ALSO< built an armory next to it, it is also unpowered.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello! Thanks for downloading my map! Yes, it was the last part where i was working, it's already fixed for the next vercion.
<!--quoteo(post=1912558:date=Mar 13 2012, 11:16 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Mar 13 2012, 11:16 AM) <a href="index.php?act=findpost&pid=1912558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just had a quick flyaround of the map, it looks incredible. Fantastic work on taking the huge time investment to revamp this map. The one suggestion I have, having not actually played a game on it yet is that it requires more vents, though I can see you're already working on that. Speaking of which, there's an unfinished vent I think to the West of central that allows you to exit the map, I'll check up on the location again tomorrow.
Can't wait to play a game on this.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ops ... I completely forgot that vents ...
edit: It's already fixed for the next vercion.
However, the boxes in over can be exploited. You can gorge inside them and bilebomb the CC/base.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you! I put a ladder to climb the scaffolding.
Is solved for the next vercion.
Are you using highly detailed occlusion geometry?
There were a few niggling bugs, spawning from IPs/beacons sometimes dropped you to your death. But mostly the gameplay was very fun.
The biggest issue was that the top left room (I forget its name now) is not linked to the power node, so it was impossible for marines to build there.
Someone mentioned that the play feels very similar to ns2_summit and I agree. Overall I really enjoyed the general layout and room/hallway layout, as both marines and aliens it feels good.
Keep up the good work and I look forward to playing more triad in the future. I will try and record a match soon so you can see triad in action!
Are you using highly detailed occlusion geometry?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, but not too detailed. If you open the spark, you will see that it is not very different from other official maps.
There were a few niggling bugs, spawning from IPs/beacons sometimes dropped you to your death. But mostly the gameplay was very fun.
The biggest issue was that the top left room (I forget its name now) is not linked to the power node, so it was impossible for marines to build there.
Someone mentioned that the play feels very similar to ns2_summit and I agree. Overall I really enjoyed the general layout and room/hallway layout, as both marines and aliens it feels good.
Keep up the good work and I look forward to playing more triad in the future. I will try and record a match soon so you can see triad in action!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you very much for playing my map!
Yes, there are bugs like the power in the Gallery that are already fixed for the next verciónn and several vents to connect remote areas.
Here some changes for the new vercion:
<img src="http://img7.imageshack.us/img7/2/2012032100001f.jpg" border="0" class="linked-image" />
Thanks again for playing my map!
Right now, your map suffers alot from the same symptoms as summit does.
With this I mean the spawning locations.
Spawning at "close" tech points disrupts the flow of the map, and large parts of the map easily become very deserted.
Also, ventilation is a very bad spawning location for marines, there is very little space(ie. line of sight), and beacon causes marines to fall in the pit.
I would suggest static spawns in north/south tech points for now, at least until we have some kind of distance requirement for spawning locations.
Right now, your map suffers alot from the same symptoms as summit does.
With this I mean the spawning locations.
Spawning at "close" tech points disrupts the flow of the map, and large parts of the map easily become very deserted.
Also, ventilation is a very bad spawning location for marines, there is very little space(ie. line of sight), and beacon causes marines to fall in the pit.
I would suggest static spawns in north/south tech points for now, at least until we have some kind of distance requirement for spawning locations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good tips, but do not want static spawns in north / south tech points. Random strarts make the game more interesting.
Work to fix the bugs and as I said before I added some changes to the map.
I hope it's more playable.
Updte Vercion: ns2_triad_beta1 30/03/2012
<img src="http://img706.imageshack.us/img706/1385/2012033000002.jpg" border="0" class="linked-image" />
Download : <a href="http://www.duplexgaming.co.uk/downloads/maps/2/ns2_triad/" target="_blank">ns2_triad_beta1</a>
Greetings!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/_elydWsdixo"></param><embed src="http://www.youtube.com/v/_elydWsdixo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
The map looks really good and there is a lot of funny geometry, I'm not sure about the gameplay, it's maybe a bit big for 6v6, I would like to try it on a public server with more people.
As Yuuki has said though, it might require larger teams for competitive play but it's a bit difficult to judge with our currently limited experience on it. The one suggestion I do have is to try and make the lighting a little more cohesive, a good example of what I'm referring to is simply looking at the thumbnail for my video above and how radically disparate the lighting colours are throughout.
Keep up the great work!
have the devs ever mentioned when map download will be coming?
Edit: holy ###### this map is awesome!
Edit2: there are a lot of places where if you are a marine or a gorge and you go into them you can't get out, is that intentional? also regarding the fixed/random spawn points, is it technically possible to make it so the only spawn points are in the north/south/east/west and make them opposite eachother? so that the only combinations are north+south and east+west, any others make the teams too close to eachother, and this still provides randomness.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117643" target="_blank">It's possible now.</a>