Surprise! Veil re-make
<b>ALPHA 2 MAP RELEASED! Download here
<a href="http://www.duplexgaming.co.uk/downloads/maps/" target="_blank">http://www.duplexgaming.co.uk/downloads/maps/</a>
ENJOY :)
</b>
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<b>ALPHA 1 MAP RELEASED! Download here
--- see above ---
ENJOY :)
</b>
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Hey guys. Veil re-make here. <b><u>The day 186 drops, an alpha version of this map drops too. No excuses from me.</u></b>
I punched up marine spawn to give you guys an idea of what I want the finished map to look like.
<img src="http://img594.imageshack.us/img594/1908/newveil.png" border="0" class="linked-image" />
<img src="http://img38.imageshack.us/img38/9678/oldveil2.png" border="0" class="linked-image" />
<img src="http://img98.imageshack.us/img98/4945/newveil2.png" border="0" class="linked-image" />
<img src="http://img716.imageshack.us/img716/377/oldveil.png" border="0" class="linked-image" />
In NS2 terms, this is a huge map. Maybe two summits.
<img src="http://img269.imageshack.us/img269/6444/layoutuu.png" border="0" class="linked-image" />
<a href="http://www.duplexgaming.co.uk/downloads/maps/" target="_blank">http://www.duplexgaming.co.uk/downloads/maps/</a>
ENJOY :)
</b>
----------------------
<b>ALPHA 1 MAP RELEASED! Download here
--- see above ---
ENJOY :)
</b>
----------------------
Hey guys. Veil re-make here. <b><u>The day 186 drops, an alpha version of this map drops too. No excuses from me.</u></b>
I punched up marine spawn to give you guys an idea of what I want the finished map to look like.
<img src="http://img594.imageshack.us/img594/1908/newveil.png" border="0" class="linked-image" />
<img src="http://img38.imageshack.us/img38/9678/oldveil2.png" border="0" class="linked-image" />
<img src="http://img98.imageshack.us/img98/4945/newveil2.png" border="0" class="linked-image" />
<img src="http://img716.imageshack.us/img716/377/oldveil.png" border="0" class="linked-image" />
In NS2 terms, this is a huge map. Maybe two summits.
<img src="http://img269.imageshack.us/img269/6444/layoutuu.png" border="0" class="linked-image" />
Comments
Just hope it's as good as the original; we shall see. Can't wait to test this out.
I love you for this.
<!--quoteo(post=1875502:date=Sep 19 2011, 01:26 PM:name=Nasdero)--><div class='quotetop'>QUOTE (Nasdero @ Sep 19 2011, 01:26 PM) <a href="index.php?act=findpost&pid=1875502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->awesome! no mater what you do i guess it will be great, but i see you even keep the ns1 style i guess you could add more ns2 props and details, sorry if you are not yet at that stage but had the same intention ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Just please don't add superfluous stuff that is only there to obstruct your movement (ea. boxes\computers whatever), I'd love to keep things clean and arena-like, has a real NS1 feel to it.
Just please don't add superfluous stuff that is only there to obstruct your movement (ea. boxes\computers whatever), I'd love to keep things clean and arena-like, has a real NS1 feel to it.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1, the more you add, the less it will be helpful in the current mechanics. I can't tell you how many times I've seen Fades, Skulks and Lerks get caught on random wires/pipes hanging from places that for whatever reason are completely solid and can't be flown through/dynamic. Last time I checked something the size of a Fade can walk through a bunch of wires lol.
<!--quoteo(post=1875463:date=Sep 19 2011, 03:54 AM:name=killer monkey)--><div class='quotetop'>QUOTE (killer monkey @ Sep 19 2011, 03:54 AM) <a href="index.php?act=findpost&pid=1875463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think I would pay to see ns_veil redone in NS2
<!--quoteo(post=1875464:date=Sep 19 2011, 04:07 AM:name=fmpone)--><div class='quotetop'>QUOTE (fmpone @ Sep 19 2011, 04:07 AM) <a href="index.php?act=findpost&pid=1875464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
very interesting...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
But I also have to say that you should finish your work on ns2_spines first. Maybe your remake is just a little fun project but if you have enough time for mapping then please go on with your own map so we can see another great community map besides summit...
This is the wrong thread for this (I better post this to the ns1-map-remake thread), but I think when Max is going to upgrade the Spark editor in the near future it will not be a difficult task for him to implement a hl1 .bsp importer tool. So what I'm trying to say is that you should not spend "so much" time for translating the ns1 maps into the spark engine.
But I also have to say that you should finish your work on ns2_spines first. Maybe your remake is just a little fun project but if you have enough time for mapping then please go on with your own map so we can see another great community map besides summit...
This is the wrong thread for this (I better post this to the ns1-map-remake thread), but I think when Max is going to upgrade the Spark editor in the near future it will not be a difficult task for him to implement a hl1 .bsp importer tool. So what I'm trying to say is that you should not spend "so much" time for translating the ns1 maps into the spark engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can always work on my own stuff at my own rate, but there is a limited window of time to make a great Veil remake. The bottom line is, if I didn't do it, somebody else would; and if I don't nail it, somebody else ultimately will.
Unless Max has a magic trick up his sleeve!
This will probably replace summit as the most played map.
I wonder how balanced it will be though. If aliens take double, it seems like marines can just shoot down the chain of infestation that leads there.
Unless Max has a magic trick up his sleeve!<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, you are absolutely right, there would be a bunch of work to do after importing the level geometry. I think the only purpose of an importer function is to keep the size ratios of the rooms in a map. And I think you would agree that this is what a map-remake basically is and doing this by hand is a difficult and time-consuming task.
But NS2 seems really to have a contrast problem, fog or something, no ? The screens looks really white compared to NS1.
Also there is a bigger contrast(not sure if its the right word) in the lights, so we got pretty dark shadows and bright lights. (while the ns1 version got it more even, well lit room + soft spotlights)
NS2 version blinds me a bit.
By the way, perhaps you will need more than 4 techpoints for that map, so don't be afraid to experiment around later, like making double a techpoint or other changes to adapt the map to ns2.
Given it's size, I'm curious as to how it performs compared to summit? (tram is still in the gutter).
Just hope it's as good as the original; we shall see. Can't wait to test this out.<!--QuoteEnd--></div><!--QuoteEEnd-->
/signed
Can't wait to test.
Can't wait to test.<!--QuoteEnd--></div><!--QuoteEEnd-->
this!
However, I am concerned with how some of the new elements in NS2 will play out. In particular, how many tech nodes are you planning to include? Also, many of the current game mechanics don't scale well with size. Since this is going to be a much bigger map, I'm concerned that marines will be far enough away from the alien 2nd hive locations that they will effectively not be able to take them out before they are built. Additionally, cyst range does not scale with map size, potentially increasing the difficulty of alien expansion.
However, I am concerned with how some of the new elements in NS2 will play out. In particular, how many tech nodes are you planning to include? Also, many of the current game mechanics don't scale well with size. Since this is going to be a much bigger map, I'm concerned that marines will be far enough away from the alien 2nd hive locations that they will effectively not be able to take them out before they are built. Additionally, cyst range does not scale with map size, potentially increasing the difficulty of alien expansion.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, this map will present the devs with certain challenges or decisions like those you brought up. It's likely I'll change some things, but it may end up being equally likely that a map of this size raises concerns worth addressing game-wide, such as the scale stuff you mentioned. As it stands, 4 tech points, 8 rescource nodes.
You guys will let me know how it all pans out, I'm sure.