NS2_Goliath
Blasphemy
Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">mapas has returned!</div>Hello again everyone!
After what feels like almost a year of nothing, I have returned with an update to the map that was so large, it needed a name. For the longest time, I was working on this and thinking I should update the thread, but I kept procrastinating because there was something over here and there that I should fix before I commit. Well enough stalling. With great anticipation, I present to you, NS2_Goliath!
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->!!Disclaimer!! I have the map greyed out, with only a couple rooms with some polish. I constantly keep changing the general layout, so until I feel satisfied, only then will I work on detailing.<!--colorc--></span><!--/colorc--> (At least, that is what I am trying to do. Sometimes you need that little bit of props in your work schedule.) That doesn't mean I wont try to make nooks and crannies to make early testing interesting. Will probably take a couple builds though.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Public alpha status<!--colorc--></span><!--/colorc-->: Released. <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->It is also available on Steamworks now!<!--colorc--></span><!--/colorc--><a href="http://www.duplexgaming.co.uk/downloads/maps/80/NS2_Goliath/" target="_blank"> Older build on Duplex Gaming.co.uk</a> -- I have been adding some occlusion geometry in some of the more finished rooms. Other rooms are tuned around a bit. So far so good!
Goliath Map Testing group here: <a href="http://steamcommunity.com/groups/GoliathMapTest" target="_blank">http://steamcommunity.com/groups/GoliathMapTest</a>
Layout: 10 Resource Nodes, 5 Tech Points. Two resource nodes and a Tech point in middle are something I am unsure about, and might change.
<a href="http://i.imgur.com/VS2nK.jpg" target="_blank"><img src="http://i.imgur.com/VS2nKl.jpg" border="0" class="linked-image" /></a>
Development Photos (I'll try to cycle these around throughout development, replacing older ones with newer ones):
<a href="http://i.imgur.com/Hho0a.jpg" target="_blank"><img src="http://i.imgur.com/Hho0al.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/YddS9.jpg" target="_blank"><img src="http://i.imgur.com/YddS9l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/p8CI7.jpg" target="_blank"><img src="http://i.imgur.com/p8CI7l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/GPX67.jpg" target="_blank"><img src="http://i.imgur.com/GPX67l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/hDukY.jpg" target="_blank"><img src="http://i.imgur.com/hDukYl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/tgi4h.jpg" target="_blank"><img src="http://i.imgur.com/tgi4hl.jpg" border="0" class="linked-image" /></a>
Also, here is an album showing other parts of the map that didn't get into my showcase.
<a href="http://imgur.com/a/hM43F#0" target="_blank">http://imgur.com/a/hM43F#0</a>
As usual, comments, concerns and criticism are all welcome.
After what feels like almost a year of nothing, I have returned with an update to the map that was so large, it needed a name. For the longest time, I was working on this and thinking I should update the thread, but I kept procrastinating because there was something over here and there that I should fix before I commit. Well enough stalling. With great anticipation, I present to you, NS2_Goliath!
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->!!Disclaimer!! I have the map greyed out, with only a couple rooms with some polish. I constantly keep changing the general layout, so until I feel satisfied, only then will I work on detailing.<!--colorc--></span><!--/colorc--> (At least, that is what I am trying to do. Sometimes you need that little bit of props in your work schedule.) That doesn't mean I wont try to make nooks and crannies to make early testing interesting. Will probably take a couple builds though.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Public alpha status<!--colorc--></span><!--/colorc-->: Released. <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->It is also available on Steamworks now!<!--colorc--></span><!--/colorc--><a href="http://www.duplexgaming.co.uk/downloads/maps/80/NS2_Goliath/" target="_blank"> Older build on Duplex Gaming.co.uk</a> -- I have been adding some occlusion geometry in some of the more finished rooms. Other rooms are tuned around a bit. So far so good!
Goliath Map Testing group here: <a href="http://steamcommunity.com/groups/GoliathMapTest" target="_blank">http://steamcommunity.com/groups/GoliathMapTest</a>
Layout: 10 Resource Nodes, 5 Tech Points. Two resource nodes and a Tech point in middle are something I am unsure about, and might change.
<a href="http://i.imgur.com/VS2nK.jpg" target="_blank"><img src="http://i.imgur.com/VS2nKl.jpg" border="0" class="linked-image" /></a>
Development Photos (I'll try to cycle these around throughout development, replacing older ones with newer ones):
<a href="http://i.imgur.com/Hho0a.jpg" target="_blank"><img src="http://i.imgur.com/Hho0al.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/YddS9.jpg" target="_blank"><img src="http://i.imgur.com/YddS9l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/p8CI7.jpg" target="_blank"><img src="http://i.imgur.com/p8CI7l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/GPX67.jpg" target="_blank"><img src="http://i.imgur.com/GPX67l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/hDukY.jpg" target="_blank"><img src="http://i.imgur.com/hDukYl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/tgi4h.jpg" target="_blank"><img src="http://i.imgur.com/tgi4hl.jpg" border="0" class="linked-image" /></a>
Also, here is an album showing other parts of the map that didn't get into my showcase.
<a href="http://imgur.com/a/hM43F#0" target="_blank">http://imgur.com/a/hM43F#0</a>
As usual, comments, concerns and criticism are all welcome.
Comments
Looks great, keep up the good work.
I have 2 concerns with this map.
Firstly it looks like it's too easy to fall off the map, particularly when blinking etc, just looks like a lot of platforms you could potentially fall off while fighting.
Secondly, 10 res nodes? Considering currently Aliens need to hold 4 and Marines 3 res nodes to progress at a decent rate, 10 res nodes does mean a potential to tech up very quickly.
I'm glad you think its too easy to fall off in that part of the room, because that is exactly what I was trying to go for. A network of catwalk over a long fall is just what I need to impose vertigo and to make them watch their footing. I was actually thinking of making the catwalks smaller and more precarious, but then I remember the Onos can knock people around, and didn't want things to get too frustrating for Marines. Whether I add railings or not will have to be determined when I can get a play test of it going.
As for the amount of res nodes, I don't know whether 10 is enough or too much or what. Summit has 9 res nodes if you count them all, and Mineshaft has 11 so I think that 10 should be a decent amount. This is including the nodes in the base, of course.
Of course, all will be revealed in the playtest. And I definitely need people to participate. If all goes perfectly, I could probably get four of my friends to participate, but a 2v3 just wouldn't be enough.
This map is going to turn out sick.
Look forward to seeing more. Keep up the good work.
Then I will have to manually change your membergroup to map/mod maker.
Then you will be able to add your map by going to "Admin" in the top left, then "Downloads", then the "Maps" button to add your map.
Most of the community mappers use our database, hope you will use it too.
Looking forward for more updates on this map, and of course, the playtest version. :)
If the whole map is greyboxed out and with nodes & RTs placed, we can try this in the ensl.org 6vs6 gathers, just like all the other maps.
Yes, we are kind to help out get some 6v6 testing on your map.
We mostly use the duplexgaming database for maps and mods, for convienience. Not everyone uses these forums :P
DO A BARREL ROLL! (sorry I couldn't help my self)
You should be able to add your map whenever you want :)
<img src="http://i.imgur.com/lH0xM.jpg" border="0" class="linked-image" />
I signed up to that site. It is probably better that I host it from there than try to get people to use my public dropbox.
It is now available for download. Installation instructions are in the readme, as well as a general sitrep of the map. Download link is in the OP.
There are 3 files to go in /overviews ?
All the other maps have 2 files for /overview. One hmp and one TGA, you've got 2 TGAs.
ns2_goliath TGA, ns2_goliath_hmp TGA
Am I supposed to install both?
My impression is pretty good...walking into that central area leaves you awe struck. No other map in NS2 has anything like it.
BUT there are problems. In the middle the 2 res nodes and hive/cc spot are incredibly vulnerable to sniping. I think you would find its impossible for teams to defend well.
Suggest you put transparent windows around the central structure to make it defensible while not losing the sense of it being suspended in space.
There's also issues with players falling down on to the lower areas and not having any way to climb up. Use ladders or ramps to make that central spot tiered. 3 tiers would work well, give players more space to contest.
You also need to think about those very long beams which hang above the empty space below. If a marine camps there, how can aliens get him? A skulk would have to walk along the straight narrow beam making it really easy for the marine to kill it. and Sentries could be placed there too with the same problem.
The other rooms which have been worked on are very good visually. I don't know maybe they are too basic for good gameplay. There aren't many places for aliens to find cover.
You need to make sure those areas around the edge are interesting visually and gameplay wise. It would be a shame if there was a huge contrast between the spectacular central area and the rest of the map.
I'm sure it's fairly obvious about which rooms I've invested my time in over the others. So it's only a matter of time before more complex geometry in the more greyed out rooms.
One of the things I was planning to add before release, but forgot, was a couple ladders in the middle point to get people back up to the main area if they fell off. I don't particularly understand what you mean by tiered, if you are meaning the middle area to have an upper area to fight over, or the scaffolding. I think it does need some kind of vertical diversity. The only problem I think I would have, though, is commander camera placement. I would have to make it so the commander can see all three stories of the level, without being too close or too far away from the other ones.
Also, what do you mean by the very long beams? Do you mean the large girder scaffolding that keeps the central structure suspended, or do you mean the catwalks that players use to traverse the map? If you are actually meaning the catwalks, then I was having a similar issue, with kind of the same relation. I found the design of the middle room to be very similar and symmetrical, leaving much confusion of direction if you lose orientation. The catwalks are completely similar on both sides, and the dark of the room does not provide any identifiable landmarks. In order to deal with this, I was considering trying to make a more angular approach to make it less confusing. Possibly having stairways and hallways move about at 45 degrees in places here and there. But I don't know if that would ruin the general feel of order and complexity that I wanted to impose.
I was also considering making some of the walkways, like the one in the south which can look down at the hive, have windows and other obstructions. While I do want players to see the center, and possibly even tell if there is a base there, sniping from long ranges such as that just isn't part of my game plan.
WOW!
I can't offer any advice because I am still reeling by the beauty and level changes and everything. WOW!
When I've run around it a few more times, I'll try and offer some constructive criticism, but wow, at the moment, my head is just blown away.
When you walk out and see the centre piece suspended there, it's almost like a movie cutscene. WOW!
I'll try and be less Wow'ed by the time I next post.
WOW!
Yea I mean it might be better with different levels. I forgot the commander's view issue. They could be like steps then, so you'd still have the vertical diversity, without obstructing the commanders view. Players could use ramps to go up and down levels.
If ladders are the only way for marines to access an area, then the area favours aliens so I think it's best to limit the number of ladders as much as you can. They're not much fun to use anyway.
<!--quoteo(post=1908543:date=Mar 1 2012, 05:08 AM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Mar 1 2012, 05:08 AM) <a href="index.php?act=findpost&pid=1908543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, what do you mean by the very long beams? Do you mean the large girder scaffolding that keeps the central structure suspended, or do you mean the catwalks that players use to traverse the map? If you are actually meaning the catwalks, then I was having a similar issue, with kind of the same relation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I'm referring to the long narrow girders rather than the catwalks. But I can see the catwalks could suffer the same problem. You could add some crates and things like that to brake it up, while at the same time keeping the very ordered architecture.
<!--quoteo(post=1908543:date=Mar 1 2012, 05:08 AM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Mar 1 2012, 05:08 AM) <a href="index.php?act=findpost&pid=1908543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I found the design of the middle room to be very similar and symmetrical, leaving much confusion of direction if you lose orientation. The catwalks are completely similar on both sides, and the dark of the room does not provide any identifiable landmarks. In order to deal with this, I was considering trying to make a more angular approach to make it less confusing. Possibly having stairways and hallways move about at 45 degrees in places here and there. But I don't know if that would ruin the general feel of order and complexity that I wanted to impose.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes players would have to rely on the minimap heavily, which isn't ideal. I think colouring the different sides with light could ruin the feel of the room. I would focus on differentiating the catwalks around the central structure. Make some parts of them covered, others littered with objects, others with stairs, or broken catwalks that require players to jump across. That would really build on the feeling of being on a suspended structure.
One other thing I think I forgot to mention is the shallow depth at which marines are killed from falling. It's quite jarring to see a ragdoll marine all crumpled in mid air, not very far down at all.
I just had that hurt entity there to try to signify fall damage from the upper highs. I know you can just walk down the ramps at the side of the room, and instantly die, which breaks immersion. I think we're just going to have to wait for them to implement proper fall damage, and then I can add ways to get back in the fight if you survive the fall.
After I change the layout of the catwalks, I'll see about making the more accessible scaffolding less campy.
I was intending the ladders to be used just as marines to get back up to the proper level, but I suppose if an Onos were to fall down in the same way, it would be rather silly to see him slide up that same ladder. I'll have to figure out a way to fix that.
I thought it was dry ice until I went higher and saw it's just a lit room
<img src="http://i43.tinypic.com/6e10td.jpg" border="0" class="linked-image" />
When playtesting an early version of one of my maps, I had to texture the hive because marines were being blinded the the muzzle flashes from tehir guns.
I't may need the light turned down a bit, but I would wait until that is textured to see if it still has the same problem :)
I'm wondering if I should even bother trying to make that room look like that. I was hoping to try to make it look like that was a large reservoir of water, but I don't really know how I would go about doing it.
My only real complaint at this point is that a lot of the corridors seem to large. I'm not suggesting you make them all smaller, but some more variation would be nice, a few tighter corridors in place of some of the large ones would help.
Also, I was wondering what Storage is storing exactly. It feels like there should be something massive or technologically impressive being contained.
The jack platform in Workshop looks like a brilliant place to spam some hydras if you could get up there as a gorge. Great detail overall in that room too, I like how you combine models.
Overall it's a pretty original map idea, and I think you could make it work with more cover for aliens. Can't wait to see Storage textured :)
<img src="http://gajitz.com/wp-content/uploads/2009/10/large-hadron-collider.jpg" border="0" class="linked-image" />
I was thinking of opening up Workshop vertically as geometrically it is very basic and honestly, doesn't look like there are many places to hide/fly as a Lerk or Jetpacker.
<a href="http://i.imgur.com/WFSLC.jpg" target="_blank"><img src="http://i.imgur.com/WFSLCl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/IHKrE.jpg" target="_blank"><img src="http://i.imgur.com/IHKrEl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/I0Ql0.jpg" target="_blank"><img src="http://i.imgur.com/I0Ql0l.jpg" border="0" class="linked-image" /></a>