just checked it out, really cool! as I was running around I recognized each area even though it was untextured and I haven't played NS1 for years, so you definitely got that down. a lot bigger than I was expecting too for some reason which I like. can't wait till it's done :D
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
For some reason I find this doorway very interesting. I think it's the odd plating. You've certainly done some cool things with this style. <img src="http://img404.imageshack.us/img404/1663/2012040600003j.jpg" border="0" class="linked-image" />
I think you might've left your old geometry on top of the new in this spot here: <img src="http://img577.imageshack.us/img577/9674/2012040600001l.jpg" border="0" class="linked-image" />
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Might I make a request that you publish this on steamworks so we can get it running on the servers now? Publishing instructions are here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118717" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=118717</a>
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
edited June 2012
I have to be honest, I haven't been following this lately, but now I've caught up, I just want to say AMAZING work. Seriously, Remedy, you're a <b>GOD</b> among mappers ...
Thanks for making this map, keep up the great stuff! :)
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Had some fun gather games on Eclipse: <a href="http://youtu.be/myRJ8bVD87o" target="_blank">http://youtu.be/myRJ8bVD87o</a> <a href="http://youtu.be/gbIdHlls4qw" target="_blank">http://youtu.be/gbIdHlls4qw</a>
Hey guys I am glad to inform everyone that I will be continuing work on Eclipse and will be spending a lot of time trying to push out new content for everyone to see and play.
I'm hoping to get some good progress done on the hive rooms in the next few weeks. If you have any issues with the layout or particular flow in some corridors/rooms please let me know!
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
More gather videos on Eclipse (played with the tournament mod): Game 1: <a href="http://youtu.be/W6HcSxP8DFY" target="_blank">http://youtu.be/W6HcSxP8DFY</a> Game 2: <a href="http://youtu.be/yoeV_Q4JHG4" target="_blank">http://youtu.be/yoeV_Q4JHG4</a>
Marine IP can start unpowered behind the CC. Vent in powersub can be gotten into by fades but not out. Vents under keyhole dont allow gorges in. Maint hive needs to be rebalanced slightly, maybe move it slightly down and make a hallway connecting to sloop directly? Personally i dont think the rt right next to Eclipse is needed (cant remember name). Some of the slopes are kinda sticky/wierd like coming into west core from eclipse.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited July 2012
It's really interesting taking a look at other peoples' maps in the Editor.
What's interesting about Remedy's map is that the detailed areas are made up of tons of separate meshes, and there are many places with vertices that could be welded together, and tons of lines that are potentially unnecessary. I'm not sure if it's just because it's a WIP and he hasn't done the cleanup yet.
On the other hand, this map also has absolutely beautiful architecture, extremely intricate handmade geo, and genius usage of textures. I have no idea how you do it Remedy, and I don't think I could do anything even close. I would love to see your process/methods for detailing a new room. I'm sure I could learn something.
Especially the little bits of trim, I don't know how you make them look so perfect because the vertices aren't on even the minimum snap level.
edit: I'm looking at ns2_summit now, and it's a lot of the same thing. The geo seems to be in tons of separate meshes, with no rhyme or reason as to why they are connected.
I've been trying to keep eclipses geometry as close to the original throughout the process of remaking the map. I've stuck to brush faces(meshes) so that hopefully when eclipse is completed that it will have a unique feeling and look that you'll only have on eclipse. Although brush faces are meticulous at times to construct rooms with they can be copied, pasted, rotated and scaled just like you can with props, though when you scale a prop you scale the texture on it. This is one the reasons I'm not using props to make up the bulk of a room as you can completely avoid textures looking stretched if you choose and rotate your textures well.
After a little hard work you'll have several shapes(prefabs) that can hopefully be tailored/reused over the map. With a good eye you can meld these in seamlessly with other areas of map and can choose to altered these to bring a new feel, whilst still being consistent with the overall look of the map. Though I have wasted a lot time trying to think of how to fill certain areas and the best way to go about this problem is to find a part on the map where the strongest ideas spring up and start building so that you can be as productive as possible. It may turn out that it doesn't actually work in that spot, but with proper scaling and rotating there is a good chance it will fit the part somewhere else on the map.
I tried streaming me working on eclipse, but I don't get enough upload speed. I'll hopefully do some tutorials on brush geometry after eclipse is done and even do some recaps on how I made parts of the map.
Here is a preview of Keyhole which will be in the next update of eclipse sometime this week. <a href="http://imageshack.us/photo/my-images/716/2012070100003.jpg/" target="_blank"><img src="http://img716.imageshack.us/img716/695/2012070100003.jpg" border="0" class="linked-image" /></a>
Comments
<img src="http://img404.imageshack.us/img404/1663/2012040600003j.jpg" border="0" class="linked-image" />
I think you might've left your old geometry on top of the new in this spot here:
<img src="http://img577.imageshack.us/img577/9674/2012040600001l.jpg" border="0" class="linked-image" />
So far it's looking great -- loving the clean look of it, keep it up!
need updates!
^^
very nice work!!!
and every night.
I pray to the seven gods,
that Remedy and Eclipse are all right.
Thanks for making this map, keep up the great stuff! :)
<a href="http://youtu.be/myRJ8bVD87o" target="_blank">http://youtu.be/myRJ8bVD87o</a>
<a href="http://youtu.be/gbIdHlls4qw" target="_blank">http://youtu.be/gbIdHlls4qw</a>
I'm hoping to get some good progress done on the hive rooms in the next few weeks.
If you have any issues with the layout or particular flow in some corridors/rooms please let me know!
Let me know.
<img src="http://i.imgur.com/oVrb1.gif" border="0" class="linked-image" />
<img src="http://i.imgur.com/oVrb1.gif" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Caustic, click Recent on the right hand side of the workshop and it should show up.
Game 1: <a href="http://youtu.be/W6HcSxP8DFY" target="_blank">http://youtu.be/W6HcSxP8DFY</a>
Game 2: <a href="http://youtu.be/yoeV_Q4JHG4" target="_blank">http://youtu.be/yoeV_Q4JHG4</a>
Vent in powersub can be gotten into by fades but not out.
Vents under keyhole dont allow gorges in.
Maint hive needs to be rebalanced slightly, maybe move it slightly down and make a hallway connecting to sloop directly?
Personally i dont think the rt right next to Eclipse is needed (cant remember name).
Some of the slopes are kinda sticky/wierd like coming into west core from eclipse.
What's interesting about Remedy's map is that the detailed areas are made up of tons of separate meshes, and there are many places with vertices that could be welded together, and tons of lines that are potentially unnecessary. I'm not sure if it's just because it's a WIP and he hasn't done the cleanup yet.
On the other hand, this map also has absolutely beautiful architecture, extremely intricate handmade geo, and genius usage of textures. I have no idea how you do it Remedy, and I don't think I could do anything even close. I would love to see your process/methods for detailing a new room. I'm sure I could learn something.
Especially the little bits of trim, I don't know how you make them look so perfect because the vertices aren't on even the minimum snap level.
edit: I'm looking at ns2_summit now, and it's a lot of the same thing. The geo seems to be in tons of separate meshes, with no rhyme or reason as to why they are connected.
I've been trying to keep eclipses geometry as close to the original throughout the process of remaking the map. I've stuck to brush faces(meshes) so that hopefully when eclipse is completed that it will have a unique feeling and look that you'll only have on eclipse. Although brush faces are meticulous at times to construct rooms with they can be copied, pasted, rotated and scaled just like you can with props, though when you scale a prop you scale the texture on it. This is one the reasons I'm not using props to make up the bulk of a room as you can completely avoid textures looking stretched if you choose and rotate your textures well.
After a little hard work you'll have several shapes(prefabs) that can hopefully be tailored/reused over the map. With a good eye you can meld these in seamlessly with other areas of map and can choose to altered these to bring a new feel, whilst still being consistent with the overall look of the map. Though I have wasted a lot time trying to think of how to fill certain areas and the best way to go about this problem is to find a part on the map where the strongest ideas spring up and start building so that you can be as productive as possible. It may turn out that it doesn't actually work in that spot, but with proper scaling and rotating there is a good chance it will fit the part somewhere else on the map.
I tried streaming me working on eclipse, but I don't get enough upload speed. I'll hopefully do some tutorials on brush geometry after eclipse is done and even do some recaps on how I made parts of the map.
<a href="http://imageshack.us/photo/my-images/716/2012070100003.jpg/" target="_blank"><img src="http://img716.imageshack.us/img716/695/2012070100003.jpg" border="0" class="linked-image" /></a>