Ns_shaft
Ekaj
Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
<div class="IPBDescription">nearing completion</div> Ns shaft is pretty close to being playable, probably 1 or 2 weeks, but don’t be surprised if I get lazy and take a while longer ;/ Anyways here’s 5 screens, first is of the sewer hive. Most screens are taken in noclip and therefore do not directly represent the scale of these areas.
Comments
That looks like a truly amazing map, I hope you get officaly included <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
You have the same texture on the floor an ceiling in some of those shots, this can be confusing for skulks.
I'm glad your <b>finally</b> getting there with this map Ekaj. It looks awesome ... architecture is great, lighting is spot on. Very much like how I originally imagined/wanted Caged. From these pics alone the atmosphere is great and with some good ambient sounds it’ll be excellent (in a bad, moody, NS kinda way <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->).
It does look pretty un-Skulk friendly though and slightly cramped but like you say, the scale is skewed, so I’ll withhold judgement until I see it in-game. For which I can't wait.
<b>/me gets inspired and runs off in a Caged tweaking and new map building frenzy.</b>
Way to go Ekaj, I just can't wait to see Shaft return in all its glory.
And isn't Half-Life a worked upon version of the Quake 2 engine? Not the original Quake...?
No, no, no, no, NO!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
How many times do we really have to go through this? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Of course the link where Valve states clearly that Half-Life was almost exclusively Q1 code is missing now... But Quake 1 it is.
HL started production before the release of Q2, so no Q2 code even EXISTED for licensee use at the time. Later in HL development they got a couple bits and pieces of Q2 code, but something in the neighborhood of 50-60 lines. Compared to the full code, this is completely negligible.
Valve has CONFIRMED this, but hey, what would Valve know? They just made the game, after all...
Half-Life = Quake 1 base.
Quake 2 and HL both took completely different directions from Q1 code, and Valve made enough modifications to the Quake code to technically warrant calling it its own engine. HL still even looks better in the long run.
No matter, Ekaj's level rocks.
TF2 was going to develope in the beginning with Q2 code, i read on PCGamer, but then they used own code, or btw TF2 engine developed too much...in the actual status someone know what the *peep* Valve is doing? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
RETURN ON SERIOUS THINGS: luckily we wrote on forums, cos Shaft is a jawbreaker map, i like other areas more than these but...boys, Ekaj rocks!
Show some respect would you?
And for ekaj's map, which is probably the most amazing HL map I have ever seen... what is wrong with you?
Good work ekaj, it is _way_ better than the other versions of the map. I knew the industrial feel would make it a lot cooler looking <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Now just STOP rebuilding and finish it!