Interesting that not only is there a defined alien spawn now but also a natural expansion hive(which is very very close!). I'll withhold judgment until I play it of course but I hope games will still have the variety that NS did, which had multiple ways a game can start, lots of different places to assault hives from, the whole team locking into a tech path every game(though people always picked the same one), etc.
tommydCreator of ns_tanith, co_pulse and co_faceoffJoin Date: 2002-01-24Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
Looking excellent, Olmy. Glad to see you are having an official role on NS2! Yes, some of the rooms seem bright as others have mentioned (NS2 is supposed to be brighter than NS1). However, the large/brighter rooms still have spots for skulks to drop down from up top. The hive may need some cover as it seems as though you can shoot it from a long distance away. Really liking the lighting in that last shot.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1775334:date=Jun 19 2010, 07:08 AM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Jun 19 2010, 07:08 AM) <a href="index.php?act=findpost&pid=1775334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed. The concept art looks beautiful,<!--QuoteEnd--></div><!--QuoteEEnd--> if only some one would make a game engine that renders everything to look like concept art - why not if they can do cell shading.
also not really related to OP, but i always wondered why things such as depth of field blur decreased performance, you'd think that the game engine would be written so that depth of field worked like the LoD functions so that everything that was blurred was actually less taxing on the video card since less detail was visible.
but anyway thanks for the update guys its looking really great :D
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1775357:date=Jun 19 2010, 07:59 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jun 19 2010, 07:59 AM) <a href="index.php?act=findpost&pid=1775357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks cool, I was just wondering if I should make things much taller yesterday, think i will now.<!--QuoteEnd--></div><!--QuoteEEnd-->
you should stick to your own style barlow - its looking great :)
Schkorpio there is a game that has an engine that does that (or at least to some extend) it's called <a href="http://www.youtube.com/watch?v=gcm1ct5ZyqA" target="_blank">Valkyria Chronicles</a> it's not fully concept art ofcourse, but I guess it's the right direction, the game is very very awesome, if you like the genre.
... on topic: thanks for the update, but don't say "soon" too soon :)
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
looks pretty cool, but nowhere near as detailed and awesome as cory's style :) i wonder if it would be hard to replicate that brush stroke look for far away objects and then when you get close it gets the fine details... anyh way sorry for de-railing this ns_tram thread :P
<!--quoteo(post=1775377:date=Jun 18 2010, 07:30 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Jun 18 2010, 07:30 PM) <a href="index.php?act=findpost&pid=1775377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alpha map looks ready, nearly all character and weapon assets are complete, twitters activity is super high... and Cory says "soon" again.
Magic 8-ball, is the alpha coming out in less than 1 month? All signs point to... maybe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Taking bets! name the day and time (rounding to closest half hour) in PST. :O!
Sweet, to me they definitly look like eggs, but anyway i like the work, in about a couple of months ns2 will be out, i can't wait!!! good work ns2 team!
Looks good guys. Can't wait to play it. And as someone else mentioned, it does makes one think of Duke Nukem 3D, but for me it's another huge map, <a href="http://www.dukerepository.com/maps/Beta_Two:_Blood_Moon" target="_blank">'BetaTwo'.</a>
I do think the initial layout looks a tad to small though, like one could run from marine start to alien start in 30sec or less as a marine. I'm probably wrong though.
That's going to be a really good looking map upon Alpha release! Like virtually all maps I'm sure it will go through many refinements until it reaches the optimal level of balance. Great job Olmy & Staff!
<!--quoteo(post=1775369:date=Jun 18 2010, 11:10 PM:name=Italianmagic)--><div class='quotetop'>QUOTE (Italianmagic @ Jun 18 2010, 11:10 PM) <a href="index.php?act=findpost&pid=1775369"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe the 'eggs' are alien spawn points. seeing how this seems to be shot within the editor.<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, those are player spawn eggs. The screenshots were all taken in game, not in the editor.
As far as lighting is concerned, that kind of polish usually comes towards the end, and the map is still in an "alpha" phase. Lighting will continue to be adjusted, and as Olmy mentioned, there will be a lot of graphical improvements left that are going to really bring this all together. Color Grading, Atmospheric effects, volumetric lighting, particle effects, and possible enhancements to the current lighting tools.
I'm not impressed. It's a bit boring, a bit bland. I can see it closely resembles the concept art although I'm actually more excited for the current community created maps than this. Sorry if that upsets anyone, it's just not interesting or 'different' enough.
about the eggs : they look too much like a turtle carapace. Whats the use of a hole with an egg ?
about that map : <a href="http://i50.tinypic.com/xokxfm.jpg" target="_blank">http://i50.tinypic.com/xokxfm.jpg</a>
in red : be sure that the jetpack or lerk or anything flying are not gonna stay stuck somewhere when trying to escape.
in blue : they are spot for skulk for embush. make sure we can go everywhere make sure there is not some invisible wall blocking us. we need to be able to camp where we want its the job of the skulk. they cant rush no where in the face of the marines. edit: make enough space for the skulk tail too lol to the embush spot !
and be sure there is enough shadow too. it seem to have too much lights. make some "ruins" environment like old light flashing and some not working... but not the map totally shadow its gonna be unplayable if there is too much sun IRL or too much light in IRL. we need to be able to change the gamma and the brightness a minimum in the option too
Whatever the obstacle was for the map maker, he ate it like scooby snacks. <img src="http://www.ubeem1.co.uk/images/xubeem406a.jpg" border="0" class="linked-image" />
Looks good but looks small like marines could do a 10 second walk to the alien starting hive to shotgun rape it.
Those vents also looks very local, no "from one side of the map to the other side" vents, they basicly just connect rooms to each other which is kinda bleh. Yes i know wide vent systems could confuse new players... poor new players..
<!--quoteo(post=1775338:date=Jun 18 2010, 10:10 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 18 2010, 10:10 PM) <a href="index.php?act=findpost&pid=1775338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got it. The squares are "tech points" which is where marines can build a Command Station and aliens can build a Hive. The circles are resource points where marines can build an Extractor and aliens can build a Harvester (identical to the resource nozzles from NS1).<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait... what? So CC's can only be build at those rooms with tech points? That sounds eeww... boring... Alot of the fun and dynamic in NS games resulted from marines beeing able to reloc basicly anywhere on the map and aliens starting in one of 3 different positions. It added alot of randomness making each round more unique. If this is gone in favor of "fixed alien starting location, fixed CC locations" than that sounds rather repetive :/
<!--quoteo(post=1775390:date=Jun 18 2010, 05:41 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jun 18 2010, 05:41 PM) <a href="index.php?act=findpost&pid=1775390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not impressed. It's a bit boring, a bit bland. I can see it closely resembles the concept art although I'm actually more excited for the current community created maps than this. Sorry if that upsets anyone, it's just not interesting or 'different' enough.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh. Hopefully the detailing will be done in the future. Still, even if it is a bit of a bland layout, the iconic room approach seems solid and I'm hoping they've done the game flow well to match the classes/tech/etc.
Is this concept part of the tram map? I remember when looking at this image the amount of nostalgia and a sense of dark atmosphere that used to grasp me when I first started playing original NS years and years ago.
If this isn't implemented in this map, hopefully one soon!
As an ex pro NS1 commander I am against the idea of "specified" chair locations. Part of the fun of the original game was creating insane strategies that just somehow worked. Relocation was a very viable strategy and it had no "specified" locations where you could build. Sometimes you could relocate secretly and be in the heart of the alien base. Fast spawns right near the enemy would create exhilarating games.
<!--quoteo(post=1775418:date=Jun 18 2010, 10:21 PM:name=lego)--><div class='quotetop'>QUOTE (lego @ Jun 18 2010, 10:21 PM) <a href="index.php?act=findpost&pid=1775418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As an ex pro NS1 commander I am against the idea of "specified" chair locations. Part of the fun of the original game was creating insane strategies that just somehow worked. Relocation was a very viable strategy and it had no "specified" locations where you could build. Sometimes you could relocate secretly and be in the heart of the alien base. Fast spawns right near the enemy would create exhilarating games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same, this and starting hive both bugged me. Esp starting hive, different locations allowed for more dynamic gameplay the same map not being played in a locationally linear manner. In the end we'll see I guess
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1775419:date=Jun 19 2010, 07:47 AM:name=wulf)--><div class='quotetop'>QUOTE (wulf @ Jun 19 2010, 07:47 AM) <a href="index.php?act=findpost&pid=1775419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Same, this and starting hive both bugged me. Esp starting hive, different locations allowed for more dynamic gameplay the same map not being played in a locationally linear manner. In the end we'll see I guess<!--QuoteEnd--></div><!--QuoteEEnd--> Having only one possible/attractive location for the first expansion isn't helping either, imho. But yeah, we'll see.
Comments
Can't wait to see the map in the alpha.
if only some one would make a game engine that renders everything to look like concept art - why not if they can do cell shading.
also not really related to OP, but i always wondered why things such as depth of field blur decreased performance, you'd think that the game engine would be written so that depth of field worked like the LoD functions so that everything that was blurred was actually less taxing on the video card since less detail was visible.
but anyway thanks for the update guys its looking really great :D
you should stick to your own style barlow - its looking great :)
...
on topic: thanks for the update, but don't say "soon" too soon :)
Magic 8-ball, is the alpha coming out in less than 1 month? All signs point to... maybe.
Magic 8-ball, is the alpha coming out in less than 1 month? All signs point to... maybe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Taking bets! name the day and time (rounding to closest half hour) in PST. :O!
<b>winner gets alpha.
</b>
:O!
in about a couple of months ns2 will be out, i can't wait!!!
good work ns2 team!
I do think the initial layout looks a tad to small though, like one could run from marine start to alien start in 30sec or less as a marine. I'm probably wrong though.
Keep it up guys!
Man, I'm gonna be in China for a while. If the alpha releases while I'm gone... you all better be pro by the time I get back to curbstomp some people.
Yup, those are player spawn eggs. The screenshots were all taken in game, not in the editor.
As far as lighting is concerned, that kind of polish usually comes towards the end, and the map is still in an "alpha" phase. Lighting will continue to be adjusted, and as Olmy mentioned, there will be a lot of graphical improvements left that are going to really bring this all together. Color Grading, Atmospheric effects, volumetric lighting, particle effects, and possible enhancements to the current lighting tools.
--Cory
about that map : <a href="http://i50.tinypic.com/xokxfm.jpg" target="_blank">http://i50.tinypic.com/xokxfm.jpg</a>
in red : be sure that the jetpack or lerk or anything flying are not gonna stay stuck somewhere when trying to escape.
in blue : they are spot for skulk for embush. make sure we can go everywhere make sure there is not some invisible wall blocking us. we need to be able to camp where we want its the job of the skulk. they cant rush no where in the face of the marines. edit: make enough space for the skulk tail too lol to the embush spot !
and be sure there is enough shadow too. it seem to have too much lights. make some "ruins" environment like old light flashing and some not working... but not the map totally shadow its gonna be unplayable if there is too much sun IRL or too much light in IRL.
we need to be able to change the gamma and the brightness a minimum in the option too
<img src="http://www.ubeem1.co.uk/images/xubeem406a.jpg" border="0" class="linked-image" />
Those vents also looks very local, no "from one side of the map to the other side" vents, they basicly just connect rooms to each other which is kinda bleh.
Yes i know wide vent systems could confuse new players... poor new players..
<!--quoteo(post=1775338:date=Jun 18 2010, 10:10 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 18 2010, 10:10 PM) <a href="index.php?act=findpost&pid=1775338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You got it. The squares are "tech points" which is where marines can build a Command Station and aliens can build a Hive. The circles are resource points where marines can build an Extractor and aliens can build a Harvester (identical to the resource nozzles from NS1).<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait... what? So CC's can only be build at those rooms with tech points? That sounds eeww... boring...
Alot of the fun and dynamic in NS games resulted from marines beeing able to reloc basicly anywhere on the map and aliens starting in one of 3 different positions. It added alot of randomness making each round more unique. If this is gone in favor of "fixed alien starting location, fixed CC locations" than that sounds rather repetive :/
some ppl always reloc immediatly to the start but at a bad spot...
Meh. Hopefully the detailing will be done in the future. Still, even if it is a bit of a bland layout, the iconic room approach seems solid and I'm hoping they've done the game flow well to match the classes/tech/etc.
Is this concept part of the tram map? I remember when looking at this image the amount of nostalgia and a sense of dark atmosphere that used to grasp me when I first started playing original NS years and years ago.
If this isn't implemented in this map, hopefully one soon!
So... does the tram actually work?
It better, or else I'm gonna feel jipped.
Hopefully this tram tunnel is way better than the ns_bast one.
I'm also a little surprised how tall the rooms are.
I hope the tram is as grief-proof as possible.
Same, this and starting hive both bugged me. Esp starting hive, different locations allowed for more dynamic gameplay the same map not being played in a locationally linear manner.
In the end we'll see I guess
In the end we'll see I guess<!--QuoteEnd--></div><!--QuoteEEnd-->
Having only one possible/attractive location for the first expansion isn't helping either, imho.
But yeah, we'll see.