ns2_prodigy

FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
edited July 2012 in Mapping
<div align='center'><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><a href="http://foellix.de/ns2/ns2_prodigy_b6.zip" target="_blank">DOWNLOAD NS2_PRODIGY (beta 6)</a><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div>

Hey everybody,

i am working on a map called <b>ns2_prodigy</b>. It is based on the Counter-Strike map de_prodigy which was and is a great map. For anyone who needs help remembering: <a href="http://foellix.de/ns2/ns2_prodigy.html" target="_blank">click here</a> (some screen are outdated.)

Here you can see the layout of the map:
<img src="http://FoelliX.de/ns2/ns2_prodigy_b4.jpg" border="0" class="linked-image" />

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>The map is fully playable but unfinished! (It does NOT contain greyboxes.)</b><!--colorc--></span><!--/colorc-->

<b>Things that have to be done:</b>
- Design Improvement!!!

<b>Known bugs:</b>
- On the way from cargo to runway some cysts are hard to place

<b>Changelog:</b>
(version 1)
- Manually add walls to the overview, which are not recognized by overview.exe.

(b7 - started)
- More custom skins, textures
- Rework laboratory (5%)
- Rework runway
- Adding a "story" the map should tell
- Minor changes

(b6)
- Added Occlusion Culling (doubled the fps on most parts of the map)
- Extended Sewer with a 2nd enterance
- Reworked Transport (de_prodigy's long corridor does not fit into NS2 gameplay)
- Added some vents

(b5)
- Fixed cargo and cave resnodes. They could not be powered.

<b>Screenshots:</b>
<img src="http://FoelliX.de/ns2/1.jpg" border="0" class="linked-image" />
Readyroom

<img src="http://FoelliX.de/ns2/2.jpg" border="0" class="linked-image" />
One of the two alien starts

<img src="http://FoelliX.de/ns2/3.jpg" border="0" class="linked-image" />
One of the two marine starts

For everything else you wanna know about the map: Just try it! ;D

Have fun and please give feedback.

<b>FoelliX</b>

<div align='center'><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><a href="http://foellix.de/ns2/ns2_prodigy_b6.zip" target="_blank">DOWNLOAD NS2_PRODIGY (beta 6)</a><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div>

Comments

  • RyudanRyudan Join Date: 2012-04-22 Member: 150895Members
    Good Work my Friend ;)
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Nice work, I'm a big fan of the old school maps - love the simplicity, no fuss feel. I will check it out :)
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    I approve this map.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Publish this map on steamworks so we can get it into rotation asap. Instructions here: <a href="http://www.unknownworlds.com/ns2/forums/in...howtopic=118717" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=118717</a>
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    It should be published since now ;D

    btw. the link you post does not work by clicking on it...
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited June 2012
    I remember that map yeah, was pretty cool. Nostalgia...
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I think you are doing an awesome job into making this a very interesting ns2 map!
    Keep going!
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    I used to be a big Counterstrike fan, what I loved most about this map was that it's basically a circular layout with an off-route to the bomb site, so if the enemy team was blocking your route, you could always try to come up behind them. Like all good CS maps, if you were a competent player you could run your route round and round picking up kills while keeping on the move.
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    BTW, did you base your map with an overlay or do it from memory?
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    I did it by memory because the good old prodigy would have been to small. And i had to make it fit for an onos ;D. And btw. there were some level over level issues.
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    I am close to finish beta 6. Here are a few screenshots showing the changes:

    <img src="http://FoelliX.de/ns2/4.jpg" border="0" class="linked-image" />
    Made "Outpost" larger, added some vents and renamed it to "Terminal". Now it is less vulnarable against arcs and marines can not lock in the aliens as easy as before.

    <img src="http://FoelliX.de/ns2/5.jpg" border="0" class="linked-image" />
    Transport is no straight line anymore. Added vents. Aliens got better fighting options in this area now.

    <img src="http://FoelliX.de/ns2/6.jpg" border="0" class="linked-image" />
    Started to change the design of Laboratory, added custom monitor views.

    <img src="http://FoelliX.de/ns2/7.jpg" border="0" class="linked-image" />
    Closed the Sewer-vent and included a connection between cave and sewer.

    <img src="http://FoelliX.de/ns2/8.jpg" border="0" class="linked-image" />
    Added a second enterance to Sewer. And made the room a little larger.

    What you can not see on all those screen is occlusion culling. The preformance on prodigy has increased A LOT since i put it in.
    When i finish occlusion culling, i will give you beta 6.
    The map will still be looking unfinished (design is raw right now), but it will be very playable because you will have more fps.

    Hope you like it! HF, FoelliX
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    Wow! This is starting to look seriously good!
  • AiorosAioros Join Date: 2003-03-24 Member: 14850Members, Squad Five Blue, Reinforced - Shadow
    more fps xD
    i like it !
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    I just released beta 6. Here is the changelog:

    - Added Occlusion Culling (doubled the fps on most parts of the map)
    - Extended Sewer with a 2nd enterance
    - Reworked Transport (de_prodigy's long corridor does not fit into NS2 gameplay)
    - Added some vents

    Most important is the first item. This one has made the map fully playable.

    Have fun and please give feedback. (I know the look is very raw right now ;P)
  • FoelliXFoelliX Join Date: 2003-11-12 Member: 22668Members
    Slightly started working on design improvement in laboratory.

    <img src="http://FoelliX.de/ns2/9.jpg" border="0" class="linked-image" />
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    hey foellix!

    good work so far, hope you dont loose the motivation for this project!

    i have a layout question! the techpoint in the middle of the map is a hot spot, where most fights are gonna happen, due to the 3 very close resource nodes. i see that you did this on purpose to create such an hot spot!

    but isnt it too much? you already have an big advantage with that location because you can access other areas, such as the other techpoints quite easily. i think it would be good, to reduce it to 2 res nodes.

    what do you think?
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    Like it !
    fyi where the "in pipe control" tec point and the hallway starts uphill you get stuck where the floor meets the frame of the tec point room. http://steamcommunity.com/sharedfiles/filedetails/?id=126144060
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