Most interesting part was at the end, is that biodome? Mineshaft doesn't seem to deviate from the existing industrial-theme that much, but the bit at the end does.
Great work UWE - wish I was working in your art department!
Looking more solid and professional with every update with a real attention to detail. I thought the new logo animation was fantastic, and I haven't even mentioned the map!
Very cool i like the onos hint ^^ Mineshaft look nice, very "alive" i am very excited to see how big it is, its the first official "real" map right? <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->But i would love to see some ship map or<!--sizec--></span><!--/sizec-->
Map looks great, I am assuming this level will be aimed at a larger player group if it's that much <b>larger</b> than current maps. Are we going to lean towards ns1 size maps?
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1882993:date=Nov 1 2011, 08:35 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Nov 1 2011, 08:35 AM) <a href="index.php?act=findpost&pid=1882993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mineshaft look nice, very "alive" i am very excited to see how big it is, its the first official "real" map right?<!--QuoteEnd--></div><!--QuoteEEnd--> Nope, Tram is also an official map.
a map? :( I was hoping for +20fps. That would actually make me play the game again.
I hope this time mineshaft will acutally be a fun and playable map :S if you are unsure whether a map will be successful or not compare the general brightness to other maps. good maps: veil, tanith, eclipse, hera, lucid (+nearly all of the rest) bad maps: mineshaft, altair they were never played and by never i mean NEVER
<!--quoteo(post=1882996:date=Nov 1 2011, 08:21 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Nov 1 2011, 08:21 AM) <a href="index.php?act=findpost&pid=1882996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks great, I am assuming this level will be aimed at a larger player group if it's that much <b>larger</b> than current maps. Are we going to lean towards ns1 size maps?
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, I think mineshaft is definitely aimed at bigger servers with probably 20 players being minimum for decent games (of course it may still play ok with smaller numbers of players but I think it will shine once we can get more people playing it at once).
<!--quoteo(post=1883001:date=Nov 1 2011, 09:10 AM:name=Skipjack)--><div class='quotetop'>QUOTE (Skipjack @ Nov 1 2011, 09:10 AM) <a href="index.php?act=findpost&pid=1883001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a map? :( I was hoping for +20fps. That would actually make me play the game again.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't worry, while Marc has been working on Mineshaft, Max has been working on other things engine related that will help things, hopefully these will be in the 188/189 patch (depending on whether there is a smaller 188 bugfix patch before the ns2 tourney or not I guess).
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1882996:date=Nov 1 2011, 08:21 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Nov 1 2011, 08:21 AM) <a href="index.php?act=findpost&pid=1882996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks great, I am assuming this level will be aimed at a larger player group if it's that much <b>larger</b> than current maps. Are we going to lean towards ns1 size maps?
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a cinematic. Don't worry about the collision though, that's being looked at right now, so you should see something more sophisticated than a big box.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
Oh! Looking pretty awesome! Too bad it is so big and contains 6 tech points. Sounds like doesn't suit competetive play, atleast not 6v6 very well. Hoping to see Mineshaft and map rotation in the next patch. :)
Your atmospheric lighting looks very nice, and I am also interested to see how the game plays out on a bigger map.
The map looks good, although if I had a suggestion, it'd be more particle effects. The paintings have a lovely sort of washed out look to them, which the map sort of lacks, although obviously it might not be good for gameplay to make it too obstructive.
Mappers did a good job from the concepts to implementation, especially Central Drilling. Marine Spawn felt a little less detailed than the concept (floor textures giving that impression) -- do you have any technical art tricks to add some additional detail to certain areas?
I really enjoyed the reveal video. A couple things caught my eye in particular:
The atmospheric lighting being cast from behind the drill bit/assembly. It looked very nice. Is this any hint to the implementation/optimization of atmospherics (Can I call it that? Is this what volumetrics falls under?).
The vertical conveyor system. Very cool. I read Insane's post about part of the video being rigged cinematics. Is it planned for there to be actual movement with props? I remember talk about conveyor belt systems before and movement. I did notice the belt conveyor was static. The pulverizer I assume was also rigged?
The last little bit in the clean looking corridor with the Fade. I'm really liking that look and feel. It's a nice switch from the worn and dirty look of the other maps. Is that 'outer space' I see through the window panes in the ceiling?
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I read Insane's post about part of the video being rigged cinematics. Is it planned for there to be actual movement with props?<!--QuoteEnd--></div><!--QuoteEEnd-->
I may have misunderstood you but I want to clarify anyway. When I said "cinematic" I didn't mean that it's something that's been set up purely for the video. I mean that it's a dynamic prop with pre-configured animations. Earlier this morning I decided that the cinematic editor was a step in getting that into the level, but now that I've woken up a bit I've remembered that it's a prop_dynamic, just like the spinning fans in the levels that have already been released. We do use custom cinematics for some animated pieces though, such as the spinning warning light.
So you'll see the drill swaying in-game. We've been creating a number of different animated environment pieces that you'll see in Mineshaft and in other, un-revealed maps.
The atmospherics (what we call the volumetric light effects) have been hugely optimised and now look superb in-game. They should turn up in an upcoming build, certainly by the time Mineshaft is released.
<!--quoteo(post=1882994:date=Nov 1 2011, 07:36 AM:name=Sansa)--><div class='quotetop'>QUOTE (Sansa @ Nov 1 2011, 07:36 AM) <a href="index.php?act=findpost&pid=1882994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has to be a readyroom implementation where everybody can hang out and just chill with eachother, instead of all the senseless killing :)
Some drinks and of course gorges for bartenders (Onos topless on a strippole maybe? :)<!--QuoteEnd--></div><!--QuoteEEnd--> The Thirsty Onos Bar is actually in our other map, NS2_Docking. And it's actually in the gameplay part of the map, not the readyroom. It looks very cool, and we can't wait to show it off. <!--quoteo(post=1882996:date=Nov 1 2011, 08:21 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Nov 1 2011, 08:21 AM) <a href="index.php?act=findpost&pid=1882996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks great, I am assuming this level will be aimed at a larger player group if it's that much <b>larger</b> than current maps. Are we going to lean towards ns1 size maps?
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, this map is much larger in size, and closer to NS1 maps, so it is aimed at larger player groups, of about 16-20. As Insane already mentioned, the Drill does sway like that in game, but it's an animation, not interactive physics. But we still have plans to have that at some point, so cables can sway when hit, crates and barrels can move, and hopefully this hanging drill could also be moved from player interaction eventually as well. <!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mappers did a good job from the concepts to implementation, especially Central Drilling. Marine Spawn felt a little less detailed than the concept (floor textures giving that impression) -- do you have any technical art tricks to add some additional detail to certain areas?<!--QuoteEnd--></div><!--QuoteEEnd--> One thing that can help with that, which is on the feature request list, is the implementation of decals in the level editor. So, the dirt patches and streaks and the stuff like that could be placed as decals, which will add an extra level of detail. <!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The atmospheric lighting being cast from behind the drill bit/assembly. It looked very nice. Is this any hint to the implementation/optimization of atmospherics<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, the atmospheric lighting has been optimized and will be in the next patch. <!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The vertical conveyor system. Very cool. I read Insane's post about part of the video being rigged cinematics. Is it planned for there to be actual movement with props? I remember talk about conveyor belt systems before and movement. I did notice the belt conveyor was static. The pulverizer I assume was also rigged?<!--QuoteEnd--></div><!--QuoteEEnd--> The crusher part of the machine is animated to smash up and down once in a while. Eventually we'd like to make it so that it can hurt or kill players if they get caught when the crusher drops down as they are going through there (its a secondary route to the hallway next door). The conveyor belt itself will also eventually be moving, but we need to use scrolling textures, which is tech we don't have yet, but is coming soon. <!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The last little bit in the clean looking corridor with the Fade. I'm really liking that look and feel. It's a nice switch from the worn and dirty look of the other maps. Is that 'outer space' I see through the window panes in the ceiling?<!--QuoteEnd--></div><!--QuoteEEnd--> No, that is not outer space. The hallway, as mentioned before, is from the Docking map, which is also part of the same Refinery art set, and shares the same skybox as Tram, as its meant to be part of the same facility. However, the map has a very different look, since half of it is meant to be the living and leisure part of the facility for the employees, so it is cleaner and less industrial then the Mineshaft and Tram.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1883072:date=Nov 1 2011, 05:33 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 1 2011, 05:33 PM) <a href="index.php?act=findpost&pid=1883072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Thirsty Onos Bar is actually in our other map, NS2_Docking. And it's actually in the gameplay part of the map, not the readyroom. It looks very cool, and we can't wait to show it off.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> I guessed that :P
Given the size of this map, how long would it take for a gorge to get to where the action is, or would they be better off skulking to where they want to be and gestating ?
(it could be an awful lot of running around for a very short lifespan where the action is)
Nice ,thanks for the "to the point" replies!! I was losing interest as i felt that i way overshot map size but now i'm thinking i can have another go and re-evaluate my levels and find some happy mediums.
Comments
The maps look pretty good :)
I just hope a map cycle is in place BEFORE they release any new maps :-)
Looking more solid and professional with every update with a real attention to detail. I thought the new logo animation was fantastic, and I haven't even mentioned the map!
Happy Birthday and good luck with everything!
Mineshaft look nice, very "alive" i am very excited to see how big it is, its the first official "real" map right?
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->But i would love to see some ship map or<!--sizec--></span><!--/sizec-->
Oh and Happy anniversary
This had me almost jizz in a certain place, especially when i saw that bar!
Has to be a readyroom implementation where everybody can hang out and just chill with eachother, instead of all the senseless killing :)
Some drinks and of course gorges for bartenders (Onos topless on a strippole maybe? :)
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.
Nope, Tram is also an official map.
Oh, and happy birthday! Can't believe it's been nine years.
I was hoping for +20fps. That would actually make me play the game again.
I hope this time mineshaft will acutally be a fun and playable map :S
if you are unsure whether a map will be successful or not compare the general brightness to other maps.
good maps: veil, tanith, eclipse, hera, lucid (+nearly all of the rest) bad maps: mineshaft, altair they were never played and by never i mean NEVER
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, I think mineshaft is definitely aimed at bigger servers with probably 20 players being minimum for decent games (of course it may still play ok with smaller numbers of players but I think it will shine once we can get more people playing it at once).
I was hoping for +20fps. That would actually make me play the game again.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't worry, while Marc has been working on Mineshaft, Max has been working on other things engine related that will help things, hopefully these will be in the 188/189 patch (depending on whether there is a smaller 188 bugfix patch before the ns2 tourney or not I guess).
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.
I would be disappointed if it where to end up like killing floor where everything that is animated is enclosed by invisible walls <i>(collision_geometry)</i> so you can't interact with it <i>(big gears in foundry level)</i>, not like the world would end, it would still be pleasing to the eye but none the less misrepresenting the capabilities of the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a cinematic. Don't worry about the collision though, that's being looked at right now, so you should see something more sophisticated than a big box.
Too bad it is so big and contains 6 tech points. Sounds like doesn't suit competetive play, atleast not 6v6 very well.
Hoping to see Mineshaft and map rotation in the next patch. :)
The map looks good, although if I had a suggestion, it'd be more particle effects. The paintings have a lovely sort of washed out look to them, which the map sort of lacks, although obviously it might not be good for gameplay to make it too obstructive.
I really like the atmosphere of the alien's spawn area.
I really enjoyed the reveal video. A couple things caught my eye in particular:
The atmospheric lighting being cast from behind the drill bit/assembly. It looked very nice. Is this any hint to the implementation/optimization of atmospherics (Can I call it that? Is this what volumetrics falls under?).
The vertical conveyor system. Very cool. I read Insane's post about part of the video being rigged cinematics. Is it planned for there to be actual movement with props? I remember talk about conveyor belt systems before and movement. I did notice the belt conveyor was static. The pulverizer I assume was also rigged?
The last little bit in the clean looking corridor with the Fade. I'm really liking that look and feel. It's a nice switch from the worn and dirty look of the other maps. Is that 'outer space' I see through the window panes in the ceiling?
Great looking map btw.
I may have misunderstood you but I want to clarify anyway. When I said "cinematic" I didn't mean that it's something that's been set up purely for the video. I mean that it's a dynamic prop with pre-configured animations. Earlier this morning I decided that the cinematic editor was a step in getting that into the level, but now that I've woken up a bit I've remembered that it's a prop_dynamic, just like the spinning fans in the levels that have already been released. We do use custom cinematics for some animated pieces though, such as the spinning warning light.
So you'll see the drill swaying in-game. We've been creating a number of different animated environment pieces that you'll see in Mineshaft and in other, un-revealed maps.
The atmospherics (what we call the volumetric light effects) have been hugely optimised and now look superb in-game. They should turn up in an upcoming build, certainly by the time Mineshaft is released.
Some drinks and of course gorges for bartenders (Onos topless on a strippole maybe? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
The Thirsty Onos Bar is actually in our other map, NS2_Docking. And it's actually in the gameplay part of the map, not the readyroom. It looks very cool, and we can't wait to show it off.
<!--quoteo(post=1882996:date=Nov 1 2011, 08:21 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Nov 1 2011, 08:21 AM) <a href="index.php?act=findpost&pid=1882996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map looks great, I am assuming this level will be aimed at a larger player group if it's that much <b>larger</b> than current maps. Are we going to lean towards ns1 size maps?
The giant drill bit swaying..... a cinematic or is there actually user interactive physics on props? I would hate to see a video aimed at selling to be misleading on what the engine can really do.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, this map is much larger in size, and closer to NS1 maps, so it is aimed at larger player groups, of about 16-20. As Insane already mentioned, the Drill does sway like that in game, but it's an animation, not interactive physics. But we still have plans to have that at some point, so cables can sway when hit, crates and barrels can move, and hopefully this hanging drill could also be moved from player interaction eventually as well.
<!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mappers did a good job from the concepts to implementation, especially Central Drilling. Marine Spawn felt a little less detailed than the concept (floor textures giving that impression) -- do you have any technical art tricks to add some additional detail to certain areas?<!--QuoteEnd--></div><!--QuoteEEnd-->
One thing that can help with that, which is on the feature request list, is the implementation of decals in the level editor. So, the dirt patches and streaks and the stuff like that could be placed as decals, which will add an extra level of detail.
<!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The atmospheric lighting being cast from behind the drill bit/assembly. It looked very nice. Is this any hint to the implementation/optimization of atmospherics<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, the atmospheric lighting has been optimized and will be in the next patch.
<!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The vertical conveyor system. Very cool. I read Insane's post about part of the video being rigged cinematics. Is it planned for there to be actual movement with props? I remember talk about conveyor belt systems before and movement. I did notice the belt conveyor was static. The pulverizer I assume was also rigged?<!--QuoteEnd--></div><!--QuoteEEnd-->
The crusher part of the machine is animated to smash up and down once in a while. Eventually we'd like to make it so that it can hurt or kill players if they get caught when the crusher drops down as they are going through there (its a secondary route to the hallway next door). The conveyor belt itself will also eventually be moving, but we need to use scrolling textures, which is tech we don't have yet, but is coming soon.
<!--quoteo(post=1883039:date=Nov 1 2011, 01:19 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Nov 1 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1883039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The last little bit in the clean looking corridor with the Fade. I'm really liking that look and feel. It's a nice switch from the worn and dirty look of the other maps. Is that 'outer space' I see through the window panes in the ceiling?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, that is not outer space. The hallway, as mentioned before, is from the Docking map, which is also part of the same Refinery art set, and shares the same skybox as Tram, as its meant to be part of the same facility. However, the map has a very different look, since half of it is meant to be the living and leisure part of the facility for the employees, so it is cleaner and less industrial then the Mineshaft and Tram.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I guessed that :P
(it could be an awful lot of running around for a very short lifespan where the action is)