I'm not completely sure but I think the aliens are getting resources too easily now, the games has been most of the time about aliens getting 4 onos pushes and marines just barely holding their RTs and 2nd base.
I like how the map is going along. The biodome is looking awesome now with those trees.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited April 2013
thanks peeps @relilik_pt lol I will see if I can do somthing
@WhiteDevil Got several changes in mind to try to solve this - stay tuned
its nearly finished northern biodome that is, just several more bits (detailing to add) but got the roofing done with textures, working on yet another tree geo model lol there are 3 different ones so far in the picture above . Manged to do get some optimisation done and got a whole 5 more FPS in that room (on my PC) but still got a lot more I can do.
I like the Biodome, but could I suggest that you put a path leading trough the Biodome. This path could be illuminated along with small omni lights, providing some contrast to the scene.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited April 2013
@xarius thankyou @DarkSeraph I have but I doubt it would happen as I have been meaning to I think the hangar bay will eventually end up going and just leave that one you can see into from marine start @rudy.cz thankyou , There was a picture, like id like to do somthing similar but unsure how to start it atm but I do know what you mean
There will not be any more updates for kodiak for the next few weeks as will be moving house / loss of the internet etc etc but when I return there will be a fairly large one.
so for version 8
Massive overhaul of the north side of the map to try to balance it out more
Cool, looking better. Maybe some light color variation could spice up the scene bit more, but that is up to your artistic intention or maybe its just WIP:)
Also another idea. Put some spots lights duplicates under the ceiling lights (as you already have), give them high atmospherics and no specular. Make them just 1/3 long as is the ceiling height. Could create nice cone effect.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited June 2013
Updated the map yet again version 1.8 includes
A new marine start ! Sheild generator has been removed and in its place is the current placeholder name of observation Hangar bay has been redesigned and still subject to changes (its now much smaller, mainly a placeholder) Northern Biodome has been improved More vents added Astroid tracking moved and changed back to basic geo Production has been alterted New route from central biodome to / production + wepons labs Service tunnels / reactor (lol forgot the name) has been removed and replaced with elevators - placeholder geo
v8.2 (today) - Planted more trees! / plants more rocks more improvments to northern biodome -Changed observation yet again - now looks more like some cargo transit corridor - Removed the segregating wall in marine start (its now much larger and open due to this change)
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
updated
changed some items in production
fixed the missing textures (Devs removed biodome textures) replaced with temp ones untill I get time to redo those areas
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I had attempted to get an updated out for today, however I want to get a lot more done on some other sections first. The next update which is coming soon will feature some massive overhauls as well as some changes in other sections. However in the mean time here are some pictures of the newly redone central biodome!!!!!!!!!!!!!
Before pictures
After !
This section of the map + 3 others will be updated and added to the workshop soonish.
Awesome map design! Played it for a few rounds and am really enjoying the flow. Of course all in all it feels not completly done yet, but what is there already looks very promising indeed.
wow! some serious changes have gone down since i last saw the map. While some issues cropped up here and there I felt the new layout and changes make for a much better layout than the previous version. Apart from the FPS killer shadows and the sniped hive, I don't have any complaints at this point.
I look forward to the next game.
Gee whizz mister, biodome sure is pretty. Those flowers are really cool and I enjoyed looking around in there while rampaging on marines.
As an Onos, I did find a few points in the map where I kept colliding with the ceiling or a prop that was a bit low hanging. The staircase from Control down to the corridor between Central Biodome and Hydroponics, the corridor leading out of Water Production to Labs and the doorway in Docking that leads to the stairs to Observation.
I feel that Aliens should have lost last night, it felt cheap coming back from so far behind. I don't know how others feel about it though.
All in all, while it was yet another alien win, it was a more frantic and stressful one than I've had on the map in a while.
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited June 2013
It was a fun game even if we did lose in the end!
Some of those issues will be address when those sections get some love
1.12
Fixed various bugs in current map
Added additional route in and out of hangar
Moved "labs techpoint" further north shrinking the south of the map a little more
Renamed Lab reception to Surface Access
Renamed weapons labs to repair
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
It has been a while since I posted anything! I Not had much time of late but still been working on the map. Here is a screenshot of the soon to be added ready room. Hope you like it!
Looking sexy. Also I think when Biodome will get released, you will get a lot of sexy assets ideal for your map to toy with. There will be practically two Biodome maps
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Version 1.13
Ready room added!
Surface Access has been remade!
New Route - External Walkway
New Route - Tunnel B5 - (Replaced Weapons Labs)
Few ambient sounds added to the map
Small geo change in Techpoint - Control
Texture fix / bug fixing in the map
External Map has been extended
Lighting fixed on railgun cannon in C Biodome
-- next update will be done around junction tunnel b5 + other areas New Minimap
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited July 2013
Were those custom light models I saw, as well as the flowers? And that tree you made is awesome. You are a very skilled mapper. Maybe you could add more
Seemed to be well balanced too.
Comments
I like how the map is going along. The biodome is looking awesome now with those trees.
@relilik_pt lol I will see if I can do somthing
@WhiteDevil Got several changes in mind to try to solve this - stay tuned
its nearly finished northern biodome that is, just several more bits (detailing to add) but got the roofing done with textures, working on yet another tree geo model lol there are 3 different ones so far in the picture above . Manged to do get some optimisation done and got a whole 5 more FPS in that room (on my PC) but still got a lot more I can do.
@DarkSeraph I have but I doubt it would happen as I have been meaning to I think the hangar bay will eventually end up going and just leave that one you can see into from marine start
@rudy.cz thankyou , There was a picture, like id like to do somthing similar but unsure how to start it atm but I do know what you mean
There will not be any more updates for kodiak for the next few weeks as will be moving house / loss of the internet etc etc but when I return there will be a fairly large one.
so for version 8
Massive overhaul of the north side of the map to try to balance it out more
Also another idea. Put some spots lights duplicates under the ceiling lights (as you already have), give them high atmospherics and no specular. Make them just 1/3 long as is the ceiling height. Could create nice cone effect.
A new marine start !
Sheild generator has been removed and in its place is the current placeholder name of observation
Hangar bay has been redesigned and still subject to changes (its now much smaller, mainly a placeholder)
Northern Biodome has been improved
More vents added
Astroid tracking moved and changed back to basic geo
Production has been alterted
New route from central biodome to / production + wepons labs
Service tunnels / reactor (lol forgot the name) has been removed and replaced with elevators - placeholder geo
v8.1 (monday) - fixed occlusion issues
- additional vent added
v8.2 (today) - Planted more trees! / plants more rocks more improvments to northern biodome
-Changed observation yet again - now looks more like some cargo transit corridor
- Removed the segregating wall in marine start (its now much larger and open due to this change)
Due to the recent changes to the launch pad I have had to create a new workshop entry for kodiak it can be found here
http://steamcommunity.com/sharedfiles/filedetails/?id=143649973
Pictures!
New marine start (started out as a hommage to ns1 ayumi, but the influences can still clearly be seen when walking around)
Minimap correct as of 6 May 2013
Northern Biodome
and the water is wadeable
Production has been revamped and I now consider this room 95% complete ( along with NBiodome at 90% done / hydroponics 65%)
not much else for changes this time around
the old room
and the new room
changed some items in production
fixed the missing textures (Devs removed biodome textures) replaced with temp ones untill I get time to redo those areas
Before pictures
After !
This section of the map + 3 others will be updated and added to the workshop soonish.
The following sections are now finished (pending very minor changes for balance / performance)
Northern Biodome
Central Biodome
Southern Biodome
A new vent between N bio to Command
Improved occlusion geo around the entire biodome
Small changes to control techpoint
Southern Biodome
-Fixed a hole in biodome roof
I look forward to the next game.
As an Onos, I did find a few points in the map where I kept colliding with the ceiling or a prop that was a bit low hanging. The staircase from Control down to the corridor between Central Biodome and Hydroponics, the corridor leading out of Water Production to Labs and the doorway in Docking that leads to the stairs to Observation.
I feel that Aliens should have lost last night, it felt cheap coming back from so far behind. I don't know how others feel about it though.
All in all, while it was yet another alien win, it was a more frantic and stressful one than I've had on the map in a while.
Some of those issues will be address when those sections get some love
1.12
Fixed various bugs in current map
Added additional route in and out of hangar
Moved "labs techpoint" further north shrinking the south of the map a little more
Renamed Lab reception to Surface Access
Renamed weapons labs to repair
Ready room added!
Surface Access has been remade!
New Route - External Walkway
New Route - Tunnel B5 - (Replaced Weapons Labs)
Few ambient sounds added to the map
Small geo change in Techpoint - Control
Texture fix / bug fixing in the map
External Map has been extended
Lighting fixed on railgun cannon in C Biodome
-- next update will be done around junction tunnel b5 + other areas
New Minimap
Ready Room
Seemed to be well balanced too.