Ns2_Kleos

zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
edited December 2012 in Mapping
<div class="IPBDescription">WIP new map</div><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><!--coloro:#AFEEEE--><span style="color:#AFEEEE"><!--/coloro-->NS2_KLEOS<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Now available on NS2 Steam Workshop<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->


I appreciate any feedback :)


<b>Kleos is work in progress.</b>


updated map 21/06/2012 v.303b
<img src="http://img140.imageshack.us/img140/8868/2012062100001.jpg" border="0" class="linked-image" />

<img src="http://img210.imageshack.us/img210/5558/kleos323bpreviewscreen.jpg" border="0" class="linked-image" />

<img src="http://img140.imageshack.us/img140/7112/2012062200002.jpg" border="0" class="linked-image" />

<img src="http://img267.imageshack.us/img267/2605/2012060500010f.jpg" border="0" class="linked-image" />

<img src="http://img152.imageshack.us/img152/6796/2012061400002.jpg" border="0" class="linked-image" />

<img src="http://img214.imageshack.us/img214/8675/2012060500012.jpg" border="0" class="linked-image" />

<img src="http://img29.imageshack.us/img29/9017/2012060500017.jpg" border="0" class="linked-image" />

<img src="http://img403.imageshack.us/img403/5766/2012060500018.jpg" border="0" class="linked-image" />

<img src="http://img10.imageshack.us/img10/3507/2012060500022.jpg" border="0" class="linked-image" />


more images to follow ...
«134

Comments

  • vlncvlnc Join Date: 2010-09-07 Member: 73921Members, Squad Five Blue
    edited December 2011
    Wish you good luck with this project.

    Can't wait for a testing alpha
  • Mr MoeMr Moe Join Date: 2009-12-17 Member: 69696Members
    Looks nice for a first try. You got further than I ever did. Am noob myself.
    But I have to say lighting in first image looks kinda strange, I don't like so much of the room lit by this above the grid.
    Just personal opinion, and maybe it's the angle the pic was shot.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Would love to take this for a test spin and create you a reveal video if your interested? :) PM me if so.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited December 2011
    Thanks for the replies and interest guys, I'm going to make a push to get this out as an alpha release for January. Btw, I should mention that the first image is the ready-room so I had a bit of fun with that.

    Like I said, I've been a long-time player of NS, so I can confidently say I have a good grasp of the game in terms of tactical scenarios, except with NS2, I'm a bit concerned about how infestation works at the moment from the hive, as it can 'spread' between rooms that are not directly connected but close enough, which could throw a spanner in the works for my map - it may just be a simple case of spacing rooms further apart or just simply repositioning the hive, but I've tried to keep long corridors down to a minimum as they become potential bottlenecks in the later game.

    I'll keep you posted and add new screenshots as I go. I'll probably put out a video at the beginning of next year just before the alpha.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited December 2011
    Too many tech points; IMO.

    Otherwise looking good thus far.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1891814:date=Dec 27 2011, 12:00 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Dec 27 2011, 12:00 AM) <a href="index.php?act=findpost&pid=1891814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Too many tech points; IMO.

    Otherwise looking good thus far.<!--QuoteEnd--></div><!--QuoteEEnd-->


    You mean resource nodes right? If so, I think you've got a point, I may look into removing some of them. I will have one resource node for each tech point, then maybe an extra two on main routes.
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Members, Squad Five Blue
    I'm fan of the fourth screenshot with the CC on the station :)

    I think he's talking about ressources nodes cause you have 6 tech points (5 on summit) it's ok I think.

    You should remove some Res Nodes.

    Can't wait to test it.

    When you will have something playable, we can play some matchs on it with arc, duplex, hbz or else for balance/bug fix.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited June 2012
    Updated all the screenshots in the original post ...
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    I like the concept of the first picture after the map. Needs some real shining up but that's your star screenshot.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1891974:date=Dec 28 2011, 01:19 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Dec 28 2011, 01:19 PM) <a href="index.php?act=findpost&pid=1891974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the concept of the first picture after the map. Needs some real shining up but that's your star screenshot.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks Konata, actually that's just the ready room, but I do like the concept of an 'outdoors' type NS2 map, with fauna, caves, trees and grass, or some alien landscape. In future, when I have time, I may do something like that just for fun. It will be interesting to see how Spark handles a more 'green' looking environment.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited June 2012
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Happy new years!
    Great looking, can't wait to try it!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    Keep it up, we're rooting for you!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1891958:date=Dec 28 2011, 04:25 PM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Dec 28 2011, 04:25 PM) <a href="index.php?act=findpost&pid=1891958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here are some more images, and I have updated all the screenshots in the original post too ...

    <img src="http://img515.imageshack.us/img515/7513/2011122800011.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Is the comm able to get to that res node under the walkway?

    I really like the style so far :)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1892799:date=Jan 6 2012, 01:03 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jan 6 2012, 01:03 AM) <a href="index.php?act=findpost&pid=1892799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the comm able to get to that res node under the walkway?

    I really like the style so far :)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yes, I've made sure that the node is visible in the comm view but the comm cannot put objects above it.

    Thanks for the comment Soul Rider and FMPone, coming from a Counter Strike background and original NS1 - I've decided to keep the the map functional and modest.

    Up until 2 years ago, I had a really crappy graphics card so I know how lag can kill a really good game - the star of the show should be the players and their skills, I'm trying to keep this map as lag free as possible but with enough details to keep people interested in playing it.

    I'm pretty close to releasing the alpha now. I just have to finish the occlusion geometry, add lighting to the vents, then some tidying up here and there. But I'm disabling random starts as there are still some issues with the other hives.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited January 2012
    Updated the map layout ... There is still a double resource node, but it is in a very difficult to defend position.
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    I'm sorry I didn't read the whole thread but which tech points are possible starting points for each team? Can you maybe add the info to the picture?
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited June 2012
    Updated the map preview ...
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I have a suggestion:
    Move MS to the tech point just right of it.
    Move AS to the tech point in the top.
    With both teams spawning so close to the double nodes, and each other, the rest of the map would not be used much.
    I think my suggestion fixes that.
    It will still be viable for both teams to try and capture the double nodes, but they will not be the center of everything.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1892901:date=Jan 6 2012, 05:41 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 6 2012, 05:41 PM) <a href="index.php?act=findpost&pid=1892901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a suggestion:
    Move MS to the tech point just right of it.
    Move AS to the tech point in the top.
    With both teams spawning so close to the double nodes, and each other, the rest of the map would not be used much.
    I think my suggestion fixes that.
    It will still be viable for both teams to try and capture the double nodes, but they will not be the center of everything.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That'a a good idea, I'll consider it, but because of pathing issues I can't make the other tech points starts yet. The concept of the map is to have double res nodes that are very hard for either team to defend so that they'll probably consider taking the hive nodes instead. The double nodes are there to keep the tension in the game and because they're so close to the starts of either team, there's not much time between defending and building, but if they don't work then I'll get rid of them altogether. Trust me there is method in my madness.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Hows the first release coming?
    Looking forward to it :)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    I've got a little bit more to go with occlusion geometry, and then I have to light up the vents - Some parts I've decided to leave pretty basic, added just enough details so it still looks interesting.

    Also I've been testing the pathing - it seems to be working alright now after playing around with the settings. I may do the random start thing after all, and set 3 techs each to random start marine and alien. It might not be balanced, but it will be useful for feedback to improve.

    Also, I'd like to know if it is possible to start the game with alien hives on all the tech points - I want to do this to check how the nodes link up to the hive without going back and forth between Spark and the client. If anyone knows how to do this, I'd appreciate the help.

    I'm pretty close to an alpha release, although it's hard for me to map on weekends. Dunno if it's just pre-release nerves, but I have a whole load of worries about the map right now :O Oh well, it's my first map, if it sucks, then it was a learning experience :)
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I don't know if its the quickest way but you could just set things as you need them, launch game, cheats 1, j2, reset (till you've spawn in all the hives and checked how it happens).
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1894382:date=Jan 14 2012, 07:13 AM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Jan 14 2012, 07:13 AM) <a href="index.php?act=findpost&pid=1894382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if its the quickest way but you could just set things as you need them, launch game, cheats 1, j2, reset (till you've spawn in all the hives and checked how it happens).<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah I might just do that, could be a bit faster in the end. Thanks Bob.
  • GohanZetaGohanZeta Join Date: 2010-11-18 Member: 74996Members, NS2 Playtester
    I really like the layout of your map and am a big fan of "partial-random" spawns like you intended, this tho would require a certain symmetry to it. I think if you`d manage to get the D-Res to like the center of the map so you have about the same travel time from each Spawn to the D-Res. This way you would have to make a decision whether to go for that risky high yield RT location which will be heavily contested for the whole game or try to make it more safe. Not sure how it works out considering Infestation and Cysts but the higher movespeed of Alien should make up for it.

    Just my 2 cents :)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Don't worry, I have not abandoned this project. The alpha is going to be slightly delayed because I've been making major layout changes to account for random spawn play - This means that the hives will be spaced out a bit better, with a few extra rooms in between rather than longer corridors.

    Here are some new images:


    <img src="http://img13.imageshack.us/img13/8008/2012013100007.jpg" border="0" class="linked-image" />
    <img src="http://img855.imageshack.us/img855/7893/2012013100006.jpg" border="0" class="linked-image" />
    <img src="http://img205.imageshack.us/img205/2456/2012013100005.jpg" border="0" class="linked-image" />
    <img src="http://img405.imageshack.us/img405/4222/2012013100004.jpg" border="0" class="linked-image" />
    <img src="http://img515.imageshack.us/img515/6365/2012013100003.jpg" border="0" class="linked-image" />
    <img src="http://img59.imageshack.us/img59/904/2012013100002.jpg" border="0" class="linked-image" />
    <img src="http://img51.imageshack.us/img51/6580/2012013100001.jpg" border="0" class="linked-image" />
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Can't wait to try this!
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    from the screens, the map does not look basic at all, looks amazing.

    I would have suggested making and gameplay testing the layout before anything, but oh well, let's just hope it works alright.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1898428:date=Jan 31 2012, 12:47 PM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Jan 31 2012, 12:47 PM) <a href="index.php?act=findpost&pid=1898428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->from the screens, the map does not look basic at all, looks amazing.

    I would have suggested making and gameplay testing the layout before anything, but oh well, let's just hope it works alright.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks. Yeah, to be honest since it's my first map, I didn't know how these things are done. I'm a gamer first and foremost who likes messing around with digital stuff for fun. In future, I will put a greyed out layout for testing early on. But still I think it looks pretty basic compared to what's already out there, most my map is quite boxy looking and I know it looks amateur, but at the end of the day I just want to make a fun map to play on.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    edited February 2012
    Quick update ...

    Getting very close to releasing the alpha of my noob map for testing ... maybe 24 hours. Will be adding on Swalk's Duplex gaming website for download.

    Did some major layout changes - should be very fun - plenty of exits for each tech room to create more defense and offense options for both sides.

    I will let you know on this thread when I have uploaded the map.

    Here's some screenshots.


    <img src="http://img851.imageshack.us/img851/2043/2012020100004.jpg" border="0" class="linked-image" />
    <img src="http://img38.imageshack.us/img38/9664/2012020100001p.jpg" border="0" class="linked-image" />
    <img src="http://img851.imageshack.us/img851/1444/2012020100003.jpg" border="0" class="linked-image" />
    <img src="http://img829.imageshack.us/img829/9831/2012020100002.jpg" border="0" class="linked-image" />
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