ns2_prodigy
<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 (some screen are outdated.)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>
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
btw. the link you post does not work by clicking on it...
Keep going!
<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
i like it !
- 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)
<img src="http://FoelliX.de/ns2/9.jpg" border="0" class="linked-image" />
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?
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