ns2_tengu
hookeyed
Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->NS2 TENGU DEVELOPMENT THREAD<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Current Design Goals: </b><!--colorc--></span><!--/colorc-->
<i>- Redesigning Comm Operations and Particle Accelerator
- Creating a new skybox
- Adding cinematics and sounds for atmosphere
- Improving overall gameplay balance and improving combat</i>
The <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Tengu Signal Station</b><!--colorc--></span><!--/colorc--> is located in remote space, orbiting a sun on the verge of going supernova. The 6 crew members on rotation ensure the facility is always transmiting useful navigational data to trade caravans lost in the region.
According to transmissions obtained by the TSA, the station drifted into a sizeable debris field, and shortly after the personnel seem to have disappeared. We have reason to believe that the Kharaa are involved, approach with extreme caution.
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=96232694&searchtext=" target="_blank">Now conveniently available on Steam Workshop.</a>
<img src="http://imageshack.us/a/img94/1015/2012121900007.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img819/8489/2012121900005.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img10/5248/2012121900006.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img812/3289/2012121900008.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img835/6478/2012121900001a.jpg" border="0" class="linked-image" />
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Current Design Goals: </b><!--colorc--></span><!--/colorc-->
<i>- Redesigning Comm Operations and Particle Accelerator
- Creating a new skybox
- Adding cinematics and sounds for atmosphere
- Improving overall gameplay balance and improving combat</i>
The <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Tengu Signal Station</b><!--colorc--></span><!--/colorc--> is located in remote space, orbiting a sun on the verge of going supernova. The 6 crew members on rotation ensure the facility is always transmiting useful navigational data to trade caravans lost in the region.
According to transmissions obtained by the TSA, the station drifted into a sizeable debris field, and shortly after the personnel seem to have disappeared. We have reason to believe that the Kharaa are involved, approach with extreme caution.
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=96232694&searchtext=" target="_blank">Now conveniently available on Steam Workshop.</a>
<img src="http://imageshack.us/a/img94/1015/2012121900007.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img819/8489/2012121900005.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img10/5248/2012121900006.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img812/3289/2012121900008.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img835/6478/2012121900001a.jpg" border="0" class="linked-image" />
Comments
Stick to it!
I can give you access to our map database, that most the community mappers already use, when you're ready for a playtest release.
Just sign up on <a href="http://www.duplexgaming.co.uk" target="_blank">www.duplexgaming.co.uk</a>
And then I will have to change your membergroup to map/mod maker, so you can add your map in the database.
You will be able to go to "Admin", "Downloads", "Maps" to add/edit your map.
I can give you access to our map database, that most the community mappers already use, when you're ready for a playtest release.
Just sign up on <a href="http://www.duplexgaming.co.uk" target="_blank">www.duplexgaming.co.uk</a>
And then I will have to change your membergroup to map/mod maker, so you can add your map in the database.
You will be able to go to "Admin", "Downloads", "Maps" to add/edit your map.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks swalk, I'll probably have a playtest map done up this weekend if anyone would be interested in hosting a game.
Wasn't satisfied with marine start so I did it over <!--coloro:#696969--><span style="color:#696969"><!--/coloro-->(twice)<!--colorc--></span><!--/colorc--> and this is what I came up with:
<img src="http://img11.imageshack.us/img11/8979/2012022700003.jpg" border="0" class="linked-image" />
<img src="http://img836.imageshack.us/img836/9638/2012022700005q.jpg" border="0" class="linked-image" />
<img src="http://img403.imageshack.us/img403/7418/2012022700008.jpg" border="0" class="linked-image" />
Wasn't satisfied with marine start so I did it over <!--coloro:#696969--><span style="color:#696969"><!--/coloro-->(twice)<!--colorc--></span><!--/colorc--> and this is what I came up with:
<img src="http://img11.imageshack.us/img11/8979/2012022700003.jpg" border="0" class="linked-image" />
<img src="http://img836.imageshack.us/img836/9638/2012022700005q.jpg" border="0" class="linked-image" />
<img src="http://img403.imageshack.us/img403/7418/2012022700008.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Seems very exposed, but I don't want to offer any suggestions because it would essentially be the map I'm creating :P. Good work so far, make sure to let some people play before you start putting in most of the props and textures so you're able to change things up more easily if there are issues :).
It looks to me like the only area you can build on is the upper strip, leaving all that space in the lower middle wasted. Are there any ramps or stairs to connect the two?
In terms of making effective use of the space, I suggest moving the command station to the center of the room, with entrances to the room on the upper level, and have circular stairs for vertical transition.
It looks to me like the only area you can build on is the upper strip, leaving all that space in the lower middle wasted. Are there any ramps or stairs to connect the two?
In terms of making effective use of the space, I suggest moving the command station to the center of the room, with entrances to the room on the upper level, and have circular stairs for vertical transition.<!--QuoteEnd--></div><!--QuoteEEnd-->
The lower level will have a staircase going down to it, but I think you're right about there not being enough building space. I moved the tech point a bit and gave it a stage to fix that a little bit. The idea was to have a decent amount of building area while encouraging some unique structure placement.
<img src="http://img857.imageshack.us/img857/540/screenshot001nv.jpg" border="0" class="linked-image" />
Working away to try and get a playtest build for this weekend.. so far I've encountered two problems. One is I can't get the minimap to generate, not sure if the mapping guideline tutorial is up to date. Secondly putting in location entities seems to break the map. I think it may have something to do with not having all the proper entites.
The guideline is up to date - the generated minimaps have to be moved into the overview directory, it won't do it automatically.
On a side note I'm aware of the ceilings being visible to the commander.. for some reason I can't get the commandinvisible group to work and right now I just want to get 'er out there and start testing.
In docking, it looked to me as though an alien would get trapped in hiding in the upper or lower part of the room, as once you get a marine or two watching the room lengthways, area of movement looks restricted. Maybe a stealthy escape vent or something to connect the two hide areas together might do the trick.
I don't believe the long ramp over at Coolant Tanks ( Cooling Towers?) is in a very optimal spot. I don't see why I would want to go down that large ramp to get an angle of the hive, when I could just pop around the corner at the same junction and shoot it from there. Maybe if you shifted Comm Operations and maybe Signal Emissions down a bit, then you could have that large ramp start at Comm Operations. Also, there didn't look to be too much room for the hive in Comm Operations. I can't imagine an Onos having a very easy time trying to hide and heal in there. Maybe to use the space of the room more effectively, you could move the hive further into the center, lower it, have the original bridge a ramp down to it, and have other ramps from below going up.
Also in Comm operations, that large ramp looked kind of awkward with the arches being at the angle they were. The positioning seemed fine, so maybe having the arches upright might fix it.
In Biodome, I noticed my attention kept being drawn to the center of the room. I also noticed some clipping at the tech point. What if you moved the tech point to the center of the room, and replaced the windows with passages in the northwest, northeast, and south segments. That way, the hive would be visible at first, but not able for sniping, and it would open up the room itself into something much larger, while keeping obstructions. I have a feeling that room would become very popular for combat.
I like in Living Quarters how you have windows looking at other parts of the ship. I have a feeling that will be very useful in establishing both an identify for the map, but also identities of the other rooms.
Overall, I really like what you have so far. I like the Bioshock feel to Comm Operations. The architectural design for all the rooms is unique and easily identifiable. And I have a feeling the map is going to be great fun and a crowd favorite.
As for the central part of Biodome, I was thinking of turning that into a connection to Heavy Reactor similar to the one with Signal Emission.. but moving the tech point there might indeed make for some great combat.
<a href="http://www.youtube.com/watch?v=thnhIleUaeo&feature=youtu.be" target="_blank">Tengu Heavy Reactor Core</a>
My only question, is it possible to get the ambient sound louder than 1?
Would look more effective if the pale purplish light fell on surfaces around the room to really enhance the atmosphere.
<a href="http://www.youtube.com/watch?v=thnhIleUaeo&feature=youtu.be" target="_blank">Tengu Heavy Reactor Core</a>
My only question, is it possible to get the ambient sound louder than 1?<!--QuoteEnd--></div><!--QuoteEEnd-->
That reactor core reminded me of this scene somehow.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/vod9DL4IhBM"></param><embed src="http://www.youtube.com/v/vod9DL4IhBM" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Edit: I just took a tour around your map.
Very nice use of height differences, I really like that!
Cargo and Docking needs something that breaks the large lines of sights in those rooms.
Maybe even vents leading there, taking the large room sizes into account.
I think it would be a good idea to put resource points at the tech points in the sides.
It would make Signal room and Biodome more important locations earlier in the game. An alternative to double res in the middle.
Break the long line of sight from Signal room entrance to the tech point, similar to Biodome tech point. It seems too easily sniped from the entrance.
edit: swalk that's pretty funny. the reactor also kills skulks.
I know .zip and .rar formats are allowed, would you mind to re-upload? I would really like a run around and see your changes.
Screens look awesome!
I know .zip and .rar formats are allowed, would you mind to re-upload? I would really like a run around and see your changes.
Screens look awesome!<!--QuoteEnd--></div><!--QuoteEEnd-->
Whoops! Fixed and uploaded :)
Only concern I've come across is the lack of space in cooling towers, seems a bit cramped to build in.
Otherwise, a very promising map so far, looks to be among the best, visually if nothing else.
Only concern I've come across is the lack of space in cooling towers, seems a bit cramped to build in.
Otherwise, a very promising map so far, looks to be among the best, visually if nothing else.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the feedback. The curvy tube is probably my favourite part.
Here's the new skybox I made with a few screens
<img src="http://img710.imageshack.us/img710/442/skybox.jpg" border="0" class="linked-image" />
<img src="http://img204.imageshack.us/img204/399/2012031800001.jpg" border="0" class="linked-image" />
<img src="http://img823.imageshack.us/img823/9641/2012031800002l.jpg" border="0" class="linked-image" />
Also put an occlusion culling brush face box around the ready room so you don't see the actual map, unless that is the plan for the map.
P.S it's good to see that people are using brush geometry more :)
Also put an occlusion culling brush face box around the ready room so you don't see the actual map, unless that is the plan for the map.
P.S it's good to see that people are using brush geometry more :)<!--QuoteEnd--></div><!--QuoteEEnd-->
My technique for the skybox is pretty simple. Made a 4096 x 1024 file in photoshop and painted only the left/front/right/back. Once I had that done and running, I made the top and bottom by copying random bits and blending it to the corresponding edges of the main painting. Kind of a quick fix that isn't too visible when working with stars or nebulae.
Overall it took a lot of tweaking, rotating and flipping to get everything working. Would've taken forever except you can preview it in the cinematic editor. Gotta love the UW team for that sort of thing.
I was wondering Remedy, the lighting in your map is pretty impressive. Definitely where Tengu is lacking right now. What combination of lights do you prefer? More omnis or regular lights?