pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited March 2018
Looking cool. I like that you are going for your own unique style and layout.
If you want more shinyness aside from reflections, try to cover each area with very low intensity specular:true lights. Just make sure its not causing any weird looking bright reflection points without an actual light source nearby.
I played around a bit with cysting and there is indeed a very weird bug in Engine that I have no idea how to fix. When you start there as an alien, you can cyst out of your base as long as you still have got your starting cysts. When marines kill those, you cannot cyst any longer from that hive (other hives work fine). It is because the area around the hive location in Engine just wouldn't allow cysts to drop (you can somehow cyst if you cyst around the whole room and then taking baby steps) but it does allow buildings to be dropped. It is weird and I don't know how to fix it, so I had to remove it as an Alien start location until I give Engine a huge makeover which will hopefully fix it.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Is that an armslab in a crate? XD
Btw if the minimap changes of the map (by changing connections between rooms or if RTs move or something like that) don't forget to post a picture of the minimap here aswell
Btw if the minimap changes of the map (by changing connections between rooms or if RTs move or something like that) don't forget to post a picture of the minimap here aswell
#ChangelogPhotoshop
Yea, but this is only a small update, minimap stayed the same. I just wanted to quickly have that Occ Geo bug fixed and the Engine start removed.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I checked out engine. No idea what's going on there. Pathing geo is a bit weird around the techpoint, but should be working. I noticed that the floor texture around engine techpoint is a custom one. Are you sure this material is correctly set up? Maybe that's causing the inability to drop stuff on it ?
Thanks for checking. The texture "should" be correct, it is basically a default texture with a different albedo map only. I am currently rebuilding the Engine area and will create new pathing geo.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Wow I thought you only copied in Falls for testing purposes. Didnt expect you to actually keep it in the map.
Blue stag-style Falls looks great, but that's some blatant copy&paste
Yea I will work on other parts of the map now. Falls is just a test... If it works, I will slowly rebuild it over time. But I didn't really want to build a giant room from scratch just to test a layout, and greybox is not really cool if the rest of the map is not.
I mean the room does not really fit into a space ship, also the routes leading to the nearby rooms are really bad. Those things will change quite heavily, so at some point in the future nothing from Falls will be left.
Also I must get rid of those brown color on the biodome props.
Comments
If you want more shinyness aside from reflections, try to cover each area with very low intensity specular:true lights. Just make sure its not causing any weird looking bright reflection points without an actual light source nearby.
absolutely love it
@Fazmond any chance of this map making to 8bit?
I played around a bit with cysting and there is indeed a very weird bug in Engine that I have no idea how to fix. When you start there as an alien, you can cyst out of your base as long as you still have got your starting cysts. When marines kill those, you cannot cyst any longer from that hive (other hives work fine). It is because the area around the hive location in Engine just wouldn't allow cysts to drop (you can somehow cyst if you cyst around the whole room and then taking baby steps) but it does allow buildings to be dropped. It is weird and I don't know how to fix it, so I had to remove it as an Alien start location until I give Engine a huge makeover which will hopefully fix it.
Btw if the minimap changes of the map (by changing connections between rooms or if RTs move or something like that) don't forget to post a picture of the minimap here aswell
#ChangelogPhotoshop
Yea, but this is only a small update, minimap stayed the same. I just wanted to quickly have that Occ Geo bug fixed and the Engine start removed.
Keep in mind, even if it's just a static_prop, it will still be highlighted in alien vision. Might be confusing.
Blue stag-style Falls looks great, but that's some blatant copy&paste
I mean the room does not really fit into a space ship, also the routes leading to the nearby rooms are really bad. Those things will change quite heavily, so at some point in the future nothing from Falls will be left.
Also I must get rid of those brown color on the biodome props.
that part I'm confused about
The map looks very interesting. Nice work.
I was looking at your map and found something you might not know about in the map.
In that room from where the fade is looking as you move closer to the center the room starts to disappear .