fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876433:date=Sep 22 2011, 07:49 PM:name=Hackepeter)--><div class='quotetop'>QUOTE (Hackepeter @ Sep 22 2011, 07:49 PM) <a href="index.php?act=findpost&pid=1876433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->oh man, don't mind about my awful game play and the stupid Mumble talking :D but there a lot of comments about the map while playing it.
We had some problems with syncing because of lags but should be still okay. I'll post the Marines side tomorrow its much more fun with that commander view and better synced :)<!--QuoteEnd--></div><!--QuoteEEnd-->
You guys rule. That video was very entertaining. I'm not sure if it's related to buggy commander stuff that's my fault, or if marines are just disadvantaged, because they seem to lose on this map. Maybe when I fix a few things it'll be more even.
On a side note, I may or may not have broken my awesome computer. If I did, well. Bad news if I did. But I'm getting a replacement part and well see.
Omg Hacke ^^. totally confused most of the time :-). And you love Circles :-). But nice game to watch! Btw if you look up and press CTRL as skulk you can do powerleaps.
Video with side by side comparison: <a href="http://www.jodriscoll.com/Gaming/NS2/NS2_VEIL_2.mp4" target="_blank">http://www.jodriscoll.com/Gaming/NS2/NS2_VEIL_2.mp4</a><!--QuoteEnd--></div><!--QuoteEEnd-->
So, with my bad computer, I did a hack job and totally shrunk the map 75%. Guess what?
NS1 Skulk @ 1:36; NS1 Marine @2:17
NS2 Skulk @ 1:36.9; NS2 Marine @2:16.9
I don't think you can get any closer than that. Just by shrinking what I had 75% I got an exact duplicate of NS1 Veil, considering the new player speeds O_O
---- So where do I go from here?
This will be a perfect template to build on. I'll get my pc back in proper order, make this version playable, release it, test it, and I think it will be perfect. Spot on. If I'm correct and you guys agree, I'll start detailing it. We could have a fully detailed playable map in ~a months time.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876467:date=Sep 22 2011, 11:15 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Sep 22 2011, 11:15 PM) <a href="index.php?act=findpost&pid=1876467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw a server running veil_alpha or something similar tonight. Was that you testing?<!--QuoteEnd--></div><!--QuoteEEnd-->
no. This new version is ceremoniously called "d", and I'm happy to say it solves 100% of scale issues. The map feels great now. It is literally Veil of old. Its just ugly because I had to revert to an older save-file in order to make the scale perfect.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1876434:date=Sep 23 2011, 02:05 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Sep 23 2011, 02:05 AM) <a href="index.php?act=findpost&pid=1876434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lol, love you too Gh0ti :P (@ 4mins)<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha! That was Gh0ti's way to give you a shoutout for respect. :D
<!--quoteo(post=1876447:date=Sep 23 2011, 03:09 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Sep 23 2011, 03:09 AM) <a href="index.php?act=findpost&pid=1876447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Omg Hacke ^^. totally confused most of the time :-). And you love Circles :-). But nice game to watch! Btw if you look up and press CTRL as skulk you can do powerleaps.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the best parts are when Hacke is lost in the double res vents and at the south hive (can't remember the name) as fade.
I was totally lost as a comm too. Not having played the map in years and the whole idea of Cysts and weird placement of tech points made strategically a totally different experience than in ns1.
fmpone: Do you have any plans how to open more possibilities for aliens to expand to? At this moment it seems the only direction worth building Cysts is the double res. Having only one viable strategy makes the map much less interesting that it was in ns1.
Also, have you thought about making the corridors shorter? I think it would be possible to shorter the running times, make it more interesting to play and still retain the ns_veil feeling in it by making some of the corridors shorter.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1876437:date=Sep 23 2011, 02:27 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 23 2011, 02:27 AM) <a href="index.php?act=findpost&pid=1876437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You guys rule. That video was very entertaining. I'm not sure if it's related to buggy commander stuff that's my fault, or if marines are just disadvantaged, because they seem to lose on this map. Maybe when I fix a few things it'll be more even.
On a side note, I may or may not have broken my awesome computer. If I did, well. Bad news if I did. But I'm getting a replacement part and well see.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines seem to be very disadvantaged in team matches played in Summit too. I wouldn't be too worried if the balance is not the perfect at this point. And here's a video of round where we played as marines. I don't want to spoil the winner to you, but both of the rounds very pretty balanced and even if you ask me. <a href="http://www.youtube.com/watch?v=b-neUC-ZKv8" target="_blank">http://www.youtube.com/watch?v=b-neUC-ZKv8</a>
Just by watching the first 10 seconds of the video it looks like Hackepeter is much better at editing videos than orienteering. ;) Hilarious moments. :D
do you just started working with props and the other stuff like in marine spawn? Or are you fixing map issues at the moment. Iam so excited to see the reworked hallways. :)
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876482:date=Sep 23 2011, 02:27 AM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Sep 23 2011, 02:27 AM) <a href="index.php?act=findpost&pid=1876482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haha! That was Gh0ti's way to give you a shoutout for respect. :D
I think the best parts are when Hacke is lost in the double res vents and at the south hive (can't remember the name) as fade.
I was totally lost as a comm too. Not having played the map in years and the whole idea of Cysts and weird placement of tech points made strategically a totally different experience than in ns1.
fmpone: Do you have any plans how to open more possibilities for aliens to expand to? At this moment it seems the only direction worth building Cysts is the double res. Having only one viable strategy makes the map much less interesting that it was in ns1.
Also, have you thought about making the corridors shorter? I think it would be possible to shorter the running times, make it more interesting to play and still retain the ns_veil feeling in it by making some of the corridors shorter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here are my plans with regard to changes from here:
-The scale has been reduced 25%. This feels great. -RT in System Waypointing and The Dome. -Add pillars flush with both walls of the long hallway in Subsector. -Add more vent exits to the room between System Waypointing and West Junction -Move the tech point from overlook to Subsector, and from C-12 to pipeline. -Move the powermode in MS, Pipeline, Topo, West Skylights and Overlook. -Remove ALL unwanted geometry from commander view. -Fix waypointing.
The downside of all these changes is that the next alpha will be extremely ugly. Uglier than the last.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Have you tried random start hives?
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".<!--QuoteEnd--></div><!--QuoteEEnd--> psyko! Great idea! fmpone wasn't sure if that was possible when we were testing out the new size last night. If you can help him, that would be awesome!
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, why not. I'll add this feature into the next release and see if it works and people like it
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876563:date=Sep 23 2011, 01:56 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Sep 23 2011, 01:56 PM) <a href="index.php?act=findpost&pid=1876563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you rotate the map 90° to the left? Its weird marine start is right and alien start left.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1876447:date=Sep 23 2011, 03:09 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Sep 23 2011, 03:09 AM) <a href="index.php?act=findpost&pid=1876447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Omg Hacke ^^. totally confused most of the time :-). And you love Circles :-). But nice game to watch!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just by watching the first 10 seconds of the video it looks like Hackepeter is much better at editing videos than orienteering. ;) Hilarious moments. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
haha yeah I have no idea what was wrong with me, one those days you just standing besides your self ^^ I hope you liked the editing with the embedded commander, besides showing fmpones great map it was a proof of concept to see how that looks. We are making probably more videos of this kind, so check out the Marine video above and give us some comments if you like or dislike that way of records :)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1876563:date=Sep 23 2011, 05:56 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Sep 23 2011, 05:56 PM) <a href="index.php?act=findpost&pid=1876563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you rotate the map 90° to the left? Its weird marine start is right and alien start left.<!--QuoteEnd--></div><!--QuoteEEnd--> Heh, yeah I was getting lost on veil, which is quite something. Remembering a map like it was only to see the map show something else messes with your mind :P
<!--quoteo(post=1876538:date=Sep 24 2011, 12:21 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 24 2011, 12:21 AM) <a href="index.php?act=findpost&pid=1876538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here are my plans with regard to changes from here:
-The scale has been reduced 25%. This feels great. -RT in System Waypointing and The Dome. -Add pillars flush with both walls of the long hallway in Subsector. -Add more vent exits to the room between System Waypointing and West Junction -Move the tech point from overlook to Subsector, and from C-12 to pipeline. -Move the powermode in MS, Pipeline, Topo, West Skylights and Overlook. -Remove ALL unwanted geometry from commander view. -Fix waypointing.
The downside of all these changes is that the next alpha will be extremely ugly. Uglier than the last.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey fmpone, do you have any plan or interests to convert ns_bast as NS2 map just like this? It would take long, however it would gonna look nice because current ns_bast looks very good with geometries. Of cource, so do hera, origin and any other maps for NS1... but bast looks still very special map.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1876611:date=Sep 23 2011, 05:41 PM:name=Classic319)--><div class='quotetop'>QUOTE (Classic319 @ Sep 23 2011, 05:41 PM) <a href="index.php?act=findpost&pid=1876611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey fmpone, do you have any plan or interests to convert ns_bast as NS2 map just like this? It would take long, however it would gonna look nice because current ns_bast looks very good with geometries. Of cource, so do hera, origin and any other maps for NS1... but bast looks still very special map.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey man, one at a time :P
In all seriousness, after minor alterations, it turns out that I eyeballed nearly the exact size of veil, with no mathematical figures or exact data to look at. I'm not terribly interested in repeating that same process again without major help from the devs with programs or apps for porting geometry. It's just stupid hard.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1876625:date=Sep 23 2011, 06:42 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Sep 23 2011, 06:42 PM) <a href="index.php?act=findpost&pid=1876625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you gonna post a link to the alpha2 one or are you gonna wait till you get to alpha3?<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
<a href="http://www.youtube.com/watch?v=rWcjv518Kh0" target="_blank">http://www.youtube.com/watch?v=rWcjv518Kh0</a>
Funny stuff :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol, love you too Gh0ti :P (@ 4mins)
We had some problems with syncing because of lags but should be still okay. I'll post the Marines side tomorrow its much more fun with that commander view and better synced :)<!--QuoteEnd--></div><!--QuoteEEnd-->
You guys rule. That video was very entertaining. I'm not sure if it's related to buggy commander stuff that's my fault, or if marines are just disadvantaged, because they seem to lose on this map. Maybe when I fix a few things it'll be more even.
On a side note, I may or may not have broken my awesome computer. If I did, well. Bad news if I did. But I'm getting a replacement part and well see.
<a href="http://www.youtube.com/watch?v=rWcjv518Kh0" target="_blank">http://www.youtube.com/watch?v=rWcjv518Kh0</a>
Funny stuff :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Omg Hacke ^^. totally confused most of the time :-). And you love Circles :-). But nice game to watch!
Btw if you look up and press CTRL as skulk you can do powerleaps.
<b>Here are the numbers:</b>
NS1 Skulk @ 1:36; NS1 Marine @ 2:17
NS2 Skulk @ 2:10; NS2 Marine (Walk) @ 3:02; NS2 Marine (Run) @ 2:33
Video with side by side comparison:
<a href="http://www.jodriscoll.com/Gaming/NS2/NS2_VEIL_2.mp4" target="_blank">http://www.jodriscoll.com/Gaming/NS2/NS2_VEIL_2.mp4</a><!--QuoteEnd--></div><!--QuoteEEnd-->
So, with my bad computer, I did a hack job and totally shrunk the map 75%. Guess what?
NS1 Skulk @ 1:36; NS1 Marine @2:17
NS2 Skulk @ 1:36.9; NS2 Marine @2:16.9
I don't think you can get any closer than that. Just by shrinking what I had 75% I got an exact duplicate of NS1 Veil, considering the new player speeds O_O
---- So where do I go from here?
This will be a perfect template to build on. I'll get my pc back in proper order, make this version playable, release it, test it, and I think it will be perfect. Spot on. If I'm correct and you guys agree, I'll start detailing it. We could have a fully detailed playable map in ~a months time.
no. This new version is ceremoniously called "d", and I'm happy to say it solves 100% of scale issues. The map feels great now. It is literally Veil of old. Its just ugly because I had to revert to an older save-file in order to make the scale perfect.
Haha! That was Gh0ti's way to give you a shoutout for respect. :D
<!--quoteo(post=1876447:date=Sep 23 2011, 03:09 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Sep 23 2011, 03:09 AM) <a href="index.php?act=findpost&pid=1876447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Omg Hacke ^^. totally confused most of the time :-). And you love Circles :-). But nice game to watch!
Btw if you look up and press CTRL as skulk you can do powerleaps.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the best parts are when Hacke is lost in the double res vents and at the south hive (can't remember the name) as fade.
I was totally lost as a comm too. Not having played the map in years and the whole idea of Cysts and weird placement of tech points made strategically a totally different experience than in ns1.
fmpone: Do you have any plans how to open more possibilities for aliens to expand to? At this moment it seems the only direction worth building Cysts is the double res. Having only one viable strategy makes the map much less interesting that it was in ns1.
Also, have you thought about making the corridors shorter? I think it would be possible to shorter the running times, make it more interesting to play and still retain the ns_veil feeling in it by making some of the corridors shorter.
where is the link for alpha2 that the inversion server is running?
On a side note, I may or may not have broken my awesome computer. If I did, well. Bad news if I did. But I'm getting a replacement part and well see.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines seem to be very disadvantaged in team matches played in Summit too. I wouldn't be too worried if the balance is not the perfect at this point.
And here's a video of round where we played as marines. I don't want to spoil the winner to you, but both of the rounds very pretty balanced and even if you ask me.
<a href="http://www.youtube.com/watch?v=b-neUC-ZKv8" target="_blank">http://www.youtube.com/watch?v=b-neUC-ZKv8</a>
Just by watching the first 10 seconds of the video it looks like Hackepeter is much better at editing videos than orienteering. ;) Hilarious moments. :D
I think the best parts are when Hacke is lost in the double res vents and at the south hive (can't remember the name) as fade.
I was totally lost as a comm too. Not having played the map in years and the whole idea of Cysts and weird placement of tech points made strategically a totally different experience than in ns1.
fmpone: Do you have any plans how to open more possibilities for aliens to expand to? At this moment it seems the only direction worth building Cysts is the double res. Having only one viable strategy makes the map much less interesting that it was in ns1.
Also, have you thought about making the corridors shorter? I think it would be possible to shorter the running times, make it more interesting to play and still retain the ns_veil feeling in it by making some of the corridors shorter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here are my plans with regard to changes from here:
-The scale has been reduced 25%. This feels great.
-RT in System Waypointing and The Dome.
-Add pillars flush with both walls of the long hallway in Subsector.
-Add more vent exits to the room between System Waypointing and West Junction
-Move the tech point from overlook to Subsector, and from C-12 to pipeline.
-Move the powermode in MS, Pipeline, Topo, West Skylights and Overlook.
-Remove ALL unwanted geometry from commander view.
-Fix waypointing.
The downside of all these changes is that the next alpha will be extremely ugly. Uglier than the last.
But the video of zeikko is nice.
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".<!--QuoteEnd--></div><!--QuoteEEnd-->
psyko! Great idea! fmpone wasn't sure if that was possible when we were testing out the new size last night. If you can help him, that would be awesome!
I messed around with that in Summit and it kinda worked in my own created game, but I'm not sure if it really was random or wether the engine just used the last dropped hive as the start hive in the new round.
If you want to try, you can just place player starts in all 3 hive locations and add that team location entity to all 3 hive rooms aswell with "Alien only".<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, why not. I'll add this feature into the next release and see if it works and people like it
Its weird marine start is right and alien start left.
Its weird marine start is right and alien start left.<!--QuoteEnd--></div><!--QuoteEEnd-->
No problem.
<!--quoteo(post=1876517:date=Sep 23 2011, 03:39 PM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Sep 23 2011, 03:39 PM) <a href="index.php?act=findpost&pid=1876517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=b-neUC-ZKv8" target="_blank">http://www.youtube.com/watch?v=b-neUC-ZKv8</a>
Just by watching the first 10 seconds of the video it looks like Hackepeter is much better at editing videos than orienteering. ;) Hilarious moments. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
haha yeah I have no idea what was wrong with me, one those days you just standing besides your self ^^
I hope you liked the editing with the embedded commander, besides showing fmpones great map it was a proof of concept to see how that looks. We are making probably more videos of this kind, so check out the Marine video above and give us some comments if you like or dislike that way of records :)
Its weird marine start is right and alien start left.<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, yeah I was getting lost on veil, which is quite something. Remembering a map like it was only to see the map show something else messes with your mind :P
-The scale has been reduced 25%. This feels great.
-RT in System Waypointing and The Dome.
-Add pillars flush with both walls of the long hallway in Subsector.
-Add more vent exits to the room between System Waypointing and West Junction
-Move the tech point from overlook to Subsector, and from C-12 to pipeline.
-Move the powermode in MS, Pipeline, Topo, West Skylights and Overlook.
-Remove ALL unwanted geometry from commander view.
-Fix waypointing.
The downside of all these changes is that the next alpha will be extremely ugly. Uglier than the last.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey fmpone, do you have any plan or interests to convert ns_bast as NS2 map just like this? It would take long, however it would gonna look nice because current ns_bast looks very good with geometries. Of cource, so do hera, origin and any other maps for NS1... but bast looks still very special map.
Hey man, one at a time :P
In all seriousness, after minor alterations, it turns out that I eyeballed nearly the exact size of veil, with no mathematical figures or exact data to look at. I'm not terribly interested in repeating that same process again without major help from the devs with programs or apps for porting geometry. It's just stupid hard.
The former