its staying as a double RT, but the room will be 100% different from what it is now
Great, double RT is what this map needs, but I hope that it won't look like summit with double RT instead of TP. That big room is very nice, but it need some changes. Anyway good job, I hope update will be ready for this Sunday tests
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Hey Loki! I'm getting back into stuff. Just saw the screens of the one detailed room. Looks awesome so far! Looking forward to playing this some time in the near future(hopefully). Keep it up!
Hey Loki! I'm getting back into stuff. Just saw the screens of the one detailed room. Looks awesome so far! Looking forward to playing this some time in the near future(hopefully). Keep it up!
It's even better when you run around on it. Just... don't touch the walls... you can fall through them sometimes.
wow, just playtested the map on scc and it definitely looks like we have another official map here in the making. even tho it is alpha 0.3/0.4? it is already fun to play and if i had a server, i definitely would add this map to the rotation. just love the setting of nature taking it all back. and the unfinnished state is making the effect even stronger, from goin to grey box to these zones of "infinite" detail.
and one more thing: i hope we still will be able to see the ready room from the map in the final version. this sort of continuity and attention to detail is what i love.
Invisible thing here, it's on the other side of the room too, same spotyou can climb on to of this thing in Garage, it's a mix of rumble, tree, and concrete I guess, anyway, you can climb your way up there and just hide behid leaves
your using somthing that makes the plants there invisible.
On the first screenshot ?
What could it be ? I know I play on low settings and shit (NS2 and NS2+ options), for competitive purposes. But there's an option that gets rid of the plants that are there ?
Weird
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
I wish there was a different way to make something as valuable as a Double Res Node, but not so obvious.
I'm shooting in the dark here, but I think it would be cool to have a special res node that has big pay off or lump sum, but once you capture it, it exhausts that node, then pops up randomly someplace else. (maybe the node itself doesn't disappear, just it's "resources". Therefore overall map control becomes more important than a specific room control.
I imagine it sort of like "crates" from C&C, but instead of just picking it up, you gotta build an extractor on it, Loki knows what I'm talking about.
It doesn't need to be restricted to just this map either! Again, I don't know if this is even doable, but it would really shake up gameplay and make it more dynamic.
I wish there was a different way to make something as valuable as a Double Res Node, but not so obvious.
I'm shooting in the dark here, but I think it would be cool to have a special res node that has big pay off or lump sum, but once you capture it, it exhausts that node, then pops up randomly someplace else. (maybe the node itself doesn't disappear, just it's "resources". Therefore overall map control becomes more important than a specific room control.
I imagine it sort of like "crates" from C&C, but instead of just picking it up, you gotta build an extractor on it, Loki knows what I'm talking about.
It doesn't need to be restricted to just this map either! Again, I don't know if this is even doable, but it would really shake up gameplay and make it more dynamic.
Or I've even thought it'd be great if there was a special "half" node. Double rez sometimes seems too powerful, but a single rez node wouldn't be powerful enough.
Comments
not posting any screen shots as if you want to see it you got to download it + give me feedback!
Lazy...
LOOKOUT BENEATH THE WINDOW
GEOTHERMAL IN THE CORNER DOWN THE PIPES
It's even better when you run around on it. Just... don't touch the walls... you can fall through them sometimes.
Sortof OT, but I saw it on this thread. I've never seen that before.
You broke something, well done. Blame @Derelict
those holes in the map will be fixed on sunday + a few other small issues
2 New Messages - for some reason it seems to be posting the variable name rather than the value 'messages'.
That is what I expect to be happening anyway...
Doesn't it always say "new"?
Btw, sorry loki for derailing
sounds like somebody messed up and accidentally used php for something!
Update time!
Version 0.3
Some Room Reworked the lights in this room (I need a name that fits, taking suggestions)
Fixed cysting issues around this area
Alley Fixed get out of map spots
Replaced geo truck with, drum roll please....... MASSIVE THANKS TO @howser FOR THIS!!!!!!!!!!!!!!!
Garage A whole new finished room / area has been added!
Turbines Fleshed out the greybox in this area to give a feel as to what the final room "MAY" look / be like.
Atmospheric processing
Blocked the long LOS with some crates for now
Geothermal
lowered the large pipes in this room for now
Layout as of version 0.4
Change log
Western entrance
New los blocking scaffolding
New vent routes
Atmospheric seeding to some corridor
Geothermal to road with no name
Tree to "atmospheric seeding"
Geothermal has been somewhat updated with a new geo layout
Nursery has had a change to its geo layout
Garage has had the lighting tweaked and improved occlusion geo to boost fps
and one more thing: i hope we still will be able to see the ready room from the map in the final version. this sort of continuity and attention to detail is what i love.
What could it be ? I know I play on low settings and shit (NS2 and NS2+ options), for competitive purposes. But there's an option that gets rid of the plants that are there ?
Weird
its a comp mod it removes certain plants for more fps (I think). What should be there is bamboo. I think ns2+ removes these
I'm shooting in the dark here, but I think it would be cool to have a special res node that has big pay off or lump sum, but once you capture it, it exhausts that node, then pops up randomly someplace else. (maybe the node itself doesn't disappear, just it's "resources". Therefore overall map control becomes more important than a specific room control.
I imagine it sort of like "crates" from C&C, but instead of just picking it up, you gotta build an extractor on it, Loki knows what I'm talking about.
It doesn't need to be restricted to just this map either! Again, I don't know if this is even doable, but it would really shake up gameplay and make it more dynamic.
Or I've even thought it'd be great if there was a special "half" node. Double rez sometimes seems too powerful, but a single rez node wouldn't be powerful enough.