Just did a walk around, and I gotta say... noice work! I love the sense of scale you used. Feels so massive!
The sounds really add to it as well. That creaking sound literally jumps out of my headphones. It sounded as if the noise was coming from my speakers. Not saying it was too loud... just a really cool effect! The amount of custom models and sounds and everything, just shows how much work went into this sucker. Great attention to detail. Tell me this map has been submitted to the devs!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<b>john_sheu</b> Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\
Where the found bugs are fixed and also important the overall filesize reduced with approxiamately 1.1Mb
Other then that nope not yet...
<b>BigDXLT:</b> I havent submitted the map as of yet, but I did email flayra about the beta 1.0 version and he gave me some feedback which I included in the feedback from this thread, resulting in v1b2. I guess I'll submit it, now I only have to search for the person to send it to...
<!--QuoteBegin-Kouji San+Sep 18 2004, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Sep 18 2004, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>john_sheu</b> Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm trying to get this on the guns4back2school servers.
<!--QuoteBegin-john_sheu+Sep 18 2004, 06:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (john_sheu @ Sep 18 2004, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+Sep 18 2004, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Sep 18 2004, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>john_sheu</b> Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm trying to get this on the guns4back2school servers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No problem there! I was just surfing the forums for some new maps on our #1 server and saw this one.
I have uploaded to our #1 server and our Downloads section.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-slicky+Sep 19 2004, 07:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slicky @ Sep 19 2004, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think you could do alot more with the textures, geometry, lighting, and map setting to be honest. It needs a fair bit of work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> textures are already maxed out, the same goes for geometry (clinodes and leaves) and lightdata. So no I can't do much more with them to be quite honest...
What do you mean with map setting btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
More info about these subjects would be more usefiull then just saying "you could do a lot more with"
<!--QuoteBegin-Kouji San+Sep 19 2004, 04:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Sep 19 2004, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> textures are already maxed out, the same goes for geometry (clinodes and leaves) and lightdata. So no I can't do much more with them to be quite honest...
What do you mean with map setting btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
More info about these subjects would be more usefiull then just saying "you could do a lot more with" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I wasnt talking about MORE textures, all the NS maps i see on these boards are built with the same overused texture wads. You should use new textures or at least use a set of textures consistently (like veil or eclipse.) For geometry, there are very established techniques for merging clip nodes. Based on the size of the map i can tell you that you havent been very efficient in this respect. Try to have all the brush edges fall into another edge so the portals detract. But what i was saying relating to geometry is that you should use more interesting architecture, and also make it seem consistent throughout the map (again, eclipse and veil are good examples.) And for lighting, you dont need more lights, you need fewer lights and more choicely placed. The map is overlit at the moment, it creates more atmosphere if you contrast light and dark more. Speaking of atmosphere, you could use more of that as well. That means sounds, interesting objects or settings, interesting effects, etc...
Map setting is coming up with a clear identifiable locations in maps to create themes. To just call it a "ship" is so unimaginative, every room should have some kind of purpose. Theres a tendency in NS mapping to just create rooms and hallways with no function other than to look cool, and i just dont think that cuts it.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
As far as I know I am using a constant theme troughout the map in regards to textures. The yel_grey texture I use is for hallways and the and the rooms also have the textures which suit them. Just because it doesnt have the dominant texture usage (wall_lab) like veil or eclipse doenst mean there isnt a constant theme...
About the clipnodes, I'm using cliptextures on the the more detailed areas just to get clipnodes back, which gave me back quite a lot of them. However due to this technique the leaves number tends to grow. But I'll have a look into it if I can get more detail in some areas and optimise the more detailed areas.
I'm still trying to find a nice lighting theme and in the damaged sections I have lots of damaged lights, which seem logical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But I do agree on the fact that the hallways could use some shadows.
About the map setting. The entire map has been based upon a ship layout from the beginning (it has starboard, port and aft). The areas in this particilar ship have been defined and are in logical locations. And from what I can tell each and every room or hallway has a specific function for the ship. The fact that I have external views to see the ships hull are the key factor (well that and the layout or room functions), to give the user the impression that he is in fact on a ship. So I dont agree with you on this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Thanks for the feedback slicky, its noted and will be incorperated into the maps somehow. You making me do more work, but I appreciate it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Hey Kouji, long time no see. Glad to see you finished Achio. Here are my comments:
My first impression of Achio was "Unique". You have alot of great ideas put into play, ideas that have too long floated on these forums and never been acted upon, the things I speak of are, "Command Chair being "wired" in. "Decent outside shots of the ship, showing engines, wings, cannons etc." as well as a reasonable layout that is formed like a real ship would be, not just random corridors and rooms.
However, my second impression was, "Oops, you did what I did on Ns_Scout." You either on purpose or because you weren't sure of the sizes in VHE, made Achio's rooms and corridors too big. This causes the player to feel very small and for yours truly it is very disorienting, also, it stretches textures badly because of the size of walls, crates and computers.
The next thing I found was that it was a bit hard to navigate, the corridors looked very similar and I only arrived at one hive when wandering around without looking at the mini-map. (What I do with all new maps I play.) (FYI the hive was Starboard Generator.) This may mean I is stupid <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> or this may mean that the other hives are a bit more secluded than this one. Something to look into.
The custom skybox is a nice touch but try and make the "Star, Planet" whatever it is, look less... fake. It just looks like a perfectly round disc in the sky.
Very nice map, Kouji but it needs more work, stick with it and amaze us all with version 2. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Comments
The sounds really add to it as well. That creaking sound literally jumps out of my headphones. It sounded as if the noise was coming from my speakers. Not saying it was too loud... just a really cool effect! The amount of custom models and sounds and everything, just shows how much work went into this sucker. Great attention to detail. Tell me this map has been submitted to the devs!
Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\
Where the found bugs are fixed and also important the overall filesize reduced with approxiamately 1.1Mb
Other then that nope not yet...
<b>BigDXLT:</b>
I havent submitted the map as of yet, but I did email flayra about the beta 1.0 version and he gave me some feedback which I included in the feedback from this thread, resulting in v1b2. I guess I'll submit it, now I only have to search for the person to send it to...
<b>eXo</b>
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm trying to get this on the guns4back2school servers.
Yeh v1b2 perhaps? I know I need to work on promotion for the map, but time isn't really on my hand :\ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm trying to get this on the guns4back2school servers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No problem there! I was just surfing the forums for some new maps on our #1 server and saw this one.
I have uploaded to our #1 server and our Downloads section.
textures are already maxed out, the same goes for geometry (clinodes and leaves) and lightdata. So no I can't do much more with them to be quite honest...
What do you mean with map setting btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
More info about these subjects would be more usefiull then just saying "you could do a lot more with"
What do you mean with map setting btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
More info about these subjects would be more usefiull then just saying "you could do a lot more with" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I wasnt talking about MORE textures, all the NS maps i see on these boards are built with the same overused texture wads. You should use new textures or at least use a set of textures consistently (like veil or eclipse.) For geometry, there are very established techniques for merging clip nodes. Based on the size of the map i can tell you that you havent been very efficient in this respect. Try to have all the brush edges fall into another edge so the portals detract. But what i was saying relating to geometry is that you should use more interesting architecture, and also make it seem consistent throughout the map (again, eclipse and veil are good examples.) And for lighting, you dont need more lights, you need fewer lights and more choicely placed. The map is overlit at the moment, it creates more atmosphere if you contrast light and dark more. Speaking of atmosphere, you could use more of that as well. That means sounds, interesting objects or settings, interesting effects, etc...
Map setting is coming up with a clear identifiable locations in maps to create themes. To just call it a "ship" is so unimaginative, every room should have some kind of purpose. Theres a tendency in NS mapping to just create rooms and hallways with no function other than to look cool, and i just dont think that cuts it.
About the clipnodes, I'm using cliptextures on the the more detailed areas just to get clipnodes back, which gave me back quite a lot of them. However due to this technique the leaves number tends to grow. But I'll have a look into it if I can get more detail in some areas and optimise the more detailed areas.
I'm still trying to find a nice lighting theme and in the damaged sections I have lots of damaged lights, which seem logical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> But I do agree on the fact that the hallways could use some shadows.
About the map setting. The entire map has been based upon a ship layout from the beginning (it has starboard, port and aft). The areas in this particilar ship have been defined and are in logical locations. And from what I can tell each and every room or hallway has a specific function for the ship.
The fact that I have external views to see the ships hull are the key factor (well that and the layout or room functions), to give the user the impression that he is in fact on a ship. So I dont agree with you on this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Thanks for the feedback slicky, its noted and will be incorperated into the maps somehow. You making me do more work, but
I appreciate it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
My first impression of Achio was "Unique". You have alot of great ideas put into play, ideas that have too long floated on these forums and never been acted upon, the things I speak of are, "Command Chair being "wired" in. "Decent outside shots of the ship, showing engines, wings, cannons etc." as well as a reasonable layout that is formed like a real ship would be, not just random corridors and rooms.
However, my second impression was, "Oops, you did what I did on Ns_Scout." You either on purpose or because you weren't sure of the sizes in VHE, made Achio's rooms and corridors too big. This causes the player to feel very small and for yours truly it is very disorienting, also, it stretches textures badly because of the size of walls, crates and computers.
The next thing I found was that it was a bit hard to navigate, the corridors looked very similar and I only arrived at one hive when wandering around without looking at the mini-map. (What I do with all new maps I play.) (FYI the hive was Starboard Generator.) This may mean I is stupid <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> or this may mean that the other hives are a bit more secluded than this one. Something to look into.
The custom skybox is a nice touch but try and make the "Star, Planet" whatever it is, look less... fake. It just looks like a perfectly round disc in the sky.
Very nice map, Kouji but it needs more work, stick with it and amaze us all with version 2. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
~ DarkATi