I just installed the latest version from the Workshop, and it looks like the alien harvester in Cargo is too far from the hive so it starts dying, since the infestation doesn't reach. Am I just running an outdated version of the map, or is this a new issue?
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
You are running the current released version which is somewhat outdated due to the changes NS2 has gone through since.
Anyway, I am working on a significant update to the map. This issue is already solved on my working version which is somewhat gameplay complete but I still have a lot of work and polish before I am ready to release. I am very exited about the new version seeing the consequences of the changes already and I think you guys are going to love this too :)
here's the first test for the custom signs for your tech points.
Drop the howser folder in ns2/models/props. and give me feedback I'll get the rest up once you're happy
still needs the colours tweaking but once you're happy with the colours in the map let me know and I'll fix it up to match.
It was only meant to take a few hours but I decided to learn how to bake emissive maps down using mental ray and glow materials in 3d max... It's pretty much a waste of time, much faster to do it in photoshop and you probably wouldn't notice the difference.but oh well.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
I like it a lot and can't wait for the others. I've pretty much set myself a style and color at this point. If you look at the various screens on this page I think you should get a feel for where I'm going. I use a green, a purple, and a maroon/brown.
Here a nice view in the middle of bridge. Apart from the top one, all screens are of around bridge/gate. WIP
looking sweet! I'll drop fix the colours, add phyics and finish the rest this weekend (should take about 10 minutes). really looking forward to the new build. seems like a lot has changed since the last release. How much as been reworked, roughly speaking?
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
I've ran around in the previous and my work build and they feel very similar. The bones are the same and people who know it will feel very comfortable. What I'm reworking is the placement of tps and rts and changed the rooms to accommodate that. Going from 6tp to 5 and 10rts to 8. Static spawns to 2 aliens and 2 marine. Most tangible changes are on the alien side but even the marine side has seen a lot of rework. The layout is more simple, more straightforward. The textures have changed, the lighting has changed, general polish and detail. Its the continuation of the evolution, so you could say 100% has been reworked, but its still turtle.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
evilbob gave me the huge honor of presenting you all the new version of ns2_turtle!
The map is a bit smaller than the previous version and the gameplay is faster. The map has two cross spawn positions Bridge(m)/Engine(a) and Gate(m)/Cargo(a). We played a single round on it before going to bed last night, right after evilbob released it. He is already making changes on feedback from us. Like, fixing stairs in engine and making the map a bit brighter. It was definitely fun to play this map again and the new version is much improved over the old one. We had the Bridge/Engine spawns and it worked out pretty neatly. This is the most intense map I've ever played in ns2. Go play it! http://steamcommunity.com/sharedfiles/filedetails/?id=75943673
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
edited September 2013
I will try to join you guys when I get back home later on. Now that v1 of turtle is released I hope to spend more time on the SCC server instead of spending all my free time frantically mapping
And a big thanks to everyone that has made this possible! The update is the sum of the the many contributions in this thread, other words that have got to me and a lot of meditation to make sense of all that. It has become something very peculiar and I am very humbled to be able to offer this to the community. And a special thanks to Swalk for being patient yet present and of course a big thanks to UWE, who have offered us this wonderful game and continue to make it better still. I hope all of the best for everyone and that this game continues to grow exponentially.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
We had a go on ns2_turtle tonight. One of the things that stood out to me was that marines could hear the Tech hive being dropped from inside marine start. That's worrying.
We also found some occlusion issues in the vent behind the alien start hive (also, I feel there are too many vents around that hive):
And marine start was fairly easily biled from just around its corner, through the crossbeams:
Also, Decoy posted some detailed feedback on the ENSL forums. In case you don't visit that, here's a link:
There are alot of things to like about the new turtle, it feels cleaner, flows better and the spaces are easier to read than the previous version.
I do, however, have a feeling that due to the size of the map there are going to be some awkward arcing and obs positions. Time will tell on this. We will test again and see if we can find any.
It is going to take us sometime to really learn this map, longer than usual certainly, due to all the alternative routes. It's going to be a really interesting and educating experience for many of us, I'm sure.
Looking forward to playing more and hopefully will be able to give some real feedback and opinion after a few more matches.
Comments
Anyway, I am working on a significant update to the map. This issue is already solved on my working version which is somewhat gameplay complete but I still have a lot of work and polish before I am ready to release. I am very exited about the new version seeing the consequences of the changes already and I think you guys are going to love this too :)
Patience and thanks for the input :)
( Heres a little WIP screen to help you wait :p )
<img src="http://dl.dropbox.com/u/42877240/tv3.jpg" border="0" class="linked-image" />
(edit.bilge lives)
One was spotted coming from a long voyage, carrying some sort of nuisance.
As we can see a TSF team has been dispatched from their dropship, coming from the nearby descent station.
We are still waiting on news from the team.
With the content patch and the many other community maps and mods coming around, seams like we going to have some good fun.
(p.s. screens WIP and do not represent the final product estimated release when it's done)
this is probably one of the only maps that actually feels different to play
all of the official maps seem like its the same map with different themes
wait..
for..
update!
It is looking to become really great!
Drop the howser folder in ns2/models/props. and give me feedback I'll get the rest up once you're happy
still needs the colours tweaking but once you're happy with the colours in the map let me know and I'll fix it up to match.
It was only meant to take a few hours but I decided to learn how to bake emissive maps down using mental ray and glow materials in 3d max... It's pretty much a waste of time, much faster to do it in photoshop and you probably wouldn't notice the difference.but oh well.
Here a nice view in the middle of bridge. Apart from the top one, all screens are of around bridge/gate. WIP
The map is a bit smaller than the previous version and the gameplay is faster. The map has two cross spawn positions Bridge(m)/Engine(a) and Gate(m)/Cargo(a). We played a single round on it before going to bed last night, right after evilbob released it. He is already making changes on feedback from us. Like, fixing stairs in engine and making the map a bit brighter. It was definitely fun to play this map again and the new version is much improved over the old one. We had the Bridge/Engine spawns and it worked out pretty neatly. This is the most intense map I've ever played in ns2. Go play it!
http://steamcommunity.com/sharedfiles/filedetails/?id=75943673
And a big thanks to everyone that has made this possible! The update is the sum of the the many contributions in this thread, other words that have got to me and a lot of meditation to make sense of all that. It has become something very peculiar and I am very humbled to be able to offer this to the community. And a special thanks to Swalk for being patient yet present and of course a big thanks to UWE, who have offered us this wonderful game and continue to make it better still. I hope all of the best for everyone and that this game continues to grow exponentially.
Enjoy yourselves!
We also found some occlusion issues in the vent behind the alien start hive (also, I feel there are too many vents around that hive):
And marine start was fairly easily biled from just around its corner, through the crossbeams:
Also, Decoy posted some detailed feedback on the ENSL forums. In case you don't visit that, here's a link:
http://www.ensl.org/topics/922?page=2
There are alot of things to like about the new turtle, it feels cleaner, flows better and the spaces are easier to read than the previous version.
I do, however, have a feeling that due to the size of the map there are going to be some awkward arcing and obs positions. Time will tell on this. We will test again and see if we can find any.
It is going to take us sometime to really learn this map, longer than usual certainly, due to all the alternative routes. It's going to be a really interesting and educating experience for many of us, I'm sure.
Looking forward to playing more and hopefully will be able to give some real feedback and opinion after a few more matches.