ns_machina remake
SamusDroid
Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
I've started working on a Machina remake, so far it's an identical port with exact geo from the ns1 map.
(Yes even the minimap has been ported)
I've made a dynamically moving sun that moves slowly across space, which surprisingly with a giant spot light that emits shadows and has atmospherics doesn't affect performance... Giant laser beam More of skybox
So far the only game that has been played on it lasted 40 minutes with the Alien team conceding.
Marine Start is a fixed spawn with Mausoleum having double the chance of Alien start than Angel's Grave and Tau Ceti spawns.
(Yes even the minimap has been ported)
I've made a dynamically moving sun that moves slowly across space, which surprisingly with a giant spot light that emits shadows and has atmospherics doesn't affect performance... Giant laser beam More of skybox
So far the only game that has been played on it lasted 40 minutes with the Alien team conceding.
Marine Start is a fixed spawn with Mausoleum having double the chance of Alien start than Angel's Grave and Tau Ceti spawns.
Comments
There was some occlusion problems. If you go from Mausoleum to West approach (if my memory serves me well) using the vent you end up having flickering walls.
Mausoleum vent can be used by marines.
Mausoleum can be naded from the other end of the map.
Circumn : Deadly ambush land.
A little difficult to find its way around.
There were a few occlusion issues I found. I'll link the video when I get it uploaded...
Please remember, I am not only the world's worst NS2 player, I also have no spatial awareness and Can't follow a map, even when it is open on screen in front of me. Occlusion issues are towards the end of the video. :P
Incidently, that still in the video screenshot is a window, but I flew into it thinking it was a hallway out of the room :P