swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited March 2012
Hey hookeyed! Last I walked around your map, I noticed that there was a marine model in Particle Accelerator(was that the name? not sure). Can you remove that? It would be confusing in a playtest :)
Edit: We were some guys running around it today, and we found quite a few things that hindered us from playtesting the gameflow. There are places where you can fall out of the map, and other places where there seems to be invisible geometry, so you're walking a meter above the ground, and movement is stuttering. Would love to test how the game flows on this map, hopefully you can bring us an update soon enough :)
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited March 2012
<!--quoteo(post=1918933:date=Mar 28 2012, 09:23 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 28 2012, 09:23 AM) <a href="index.php?act=findpost&pid=1918933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey hookeyed! Last I walked around your map, I noticed that there was a marine model in Particle Accelerator(was that the name? not sure). Can you remove that? It would be confusing in a playtest :)
Edit: We were some guys running around it today, and we found quite a few things that hindered us from playtesting the gameflow. There are places where you can fall out of the map, and other places where there seems to be invisible geometry, so you're walking a meter above the ground, and movement is stuttering. Would love to test how the game flows on this map, hopefully you can bring us an update soon enough :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I released that build to show some improved geometry in some rooms. Taking most of today to patch up the bigger changes in the past week.
Hopefully tonight I can release a playtest with some cool screenshots, so please check back tomorrow. :)
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Alright, sorry to double post but I just finished getting the map patched up into a decently playable build. I also updated the front page with some new screenshots and a bit of a backstory. Aaand now I'm gunna go sleep like a log :) Let me know what you guys think, the feedback here is always helpful. Oh and swalk let me know when you guys are down for the playtest, can't wait to see it
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1919270:date=Mar 29 2012, 09:26 AM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Mar 29 2012, 09:26 AM) <a href="index.php?act=findpost&pid=1919270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and swalk let me know when you guys are down for the playtest, can't wait to see it<!--QuoteEnd--></div><!--QuoteEEnd--> Very nice with the fast update! Keep an eye on this link, when we get to the afternoon/evening here in europe: <a href="http://www.ensl.org/gathers/latest/45" target="_blank">http://www.ensl.org/gathers/latest/45</a> We will probably playtest it in one of the first gathers of the day :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
By the way, you have uploaded your zip file with the .hmp file in the maps folder, and the .level file in the overviews folder. This has been fixed on the duplex download, but just for future reference :)
We are about to play a gather on this now, just waiting on 1 more person...
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=1919574:date=Mar 29 2012, 08:00 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Mar 29 2012, 08:00 PM) <a href="index.php?act=findpost&pid=1919574"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, you have uploaded your zip file with the .hmp file in the maps folder, and the .level file in the overviews folder. This has been fixed on the duplex download, but just for future reference :)
We are about to play a gather on this now, just waiting on 1 more person...<!--QuoteEnd--></div><!--QuoteEEnd--> Ahh dang, I put those files together at around 4 am. Thanks for fixing it and pointing it out. I'm new to these gathers, I couldn't seem to find the server you were playing on. Maybe I was too late? Is it possible for me to spectate a round?
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Whoa, so today I learned about occlusion culling geometry.. and now I can see where I was getting the lag from in some rooms.
This is my first attempt at making a map, I've gotta say that I learnt a lot in the past year. Mostly just how much work, effort, and determination goes into these sorts of projects. I think I've used almost every model and texture available in the public build at some point or another, and the sheer number of quality assets to work with as a mapper amazes me. Also that all this was available so early in the development is pretty cool as well.
I was wondering, does anyone else keep an extensive backup history? I find it's pretty interesting to look back as rooms evolve.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1923720:date=Apr 10 2012, 06:56 AM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Apr 10 2012, 06:56 AM) <a href="index.php?act=findpost&pid=1923720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whoa, so today I learned about occlusion culling geometry.. and now I can see where I was getting the lag from in some rooms.<!--QuoteEnd--></div><!--QuoteEEnd--> Yay! Looking forward to an update! :)
<!--quoteo(post=1923720:date=Apr 10 2012, 07:56 AM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Apr 10 2012, 07:56 AM) <a href="index.php?act=findpost&pid=1923720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was wondering, does anyone else keep an extensive backup history? I find it's pretty interesting to look back as rooms evolve.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep. Usually before a major decision when I am not sure, if I will like the outcome of that decision. Having a backup helps to revert the changes, but usually its ends up as a compromise between both :-)
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited April 2012
I've been taking a break from mapping to try my hand at making props. I'm still working on this concept painting but I figured I'd share before I head to bed. <img src="http://img210.imageshack.us/img210/6681/tiercel09.jpg" border="0" class="linked-image" /> I designed this ship to feel a bit like the raptor from Battlestar Galactica. Lemmie know what you guys think. Maybe I should change the body colour?
Hey, It is really cool. The color is also ok, suits a military vessel theme and it is in contrast with overall NS2 tone. What kind of modeler did you used ?
Edit: Oh never mind, I just noticed that its a concept :-D
I was wondering if any other mappers would consider using this in their map when I complete it. Doing my best to keep it close to the visual tone of the game for this reason.
Rudy, I use a combination of 3ds max and photoshop. Did up a very basic mesh to paint over first, I find this way I can get a concept done in a night or two of hard work.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Steamworks needs more NS2 maps! Please consider publishing yours on it. 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>
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1942485:date=Jun 10 2012, 12:42 AM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Jun 10 2012, 12:42 AM) <a href="index.php?act=findpost&pid=1942485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the heads up, I'm going to put together a new build with the changes I've made. This time it will actually be playable too, heh.
I just noticed this today. 46 days... only about 4 hours of which is actual playing time. I'm not sure if I wanted to know that. :)<!--QuoteEnd--></div><!--QuoteEEnd--> Looking forward to the next version! Did you make Occlusion Culling geometry yet?
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
edited June 2012
Alright, I just updated the map file to alpha v06. The occlusion geometry is half sloppy but it's there. The only place I see any performance drop is in biodome, so be gentle ;D
Other known issues right now include the minimap being skewed off for some reason, and the MAC pathing is pretty clueless. If anyone has insight on those two problems, the answer would be much appreciated. Still quite a few greyboxed areas as well.
I'll be updated the screenshots for the rooms shortly if anyone wants a quick preview instead of downloading. Swalk, it should be (pretty much) playable right now and I'd love to see a test round on the go. Lemmie know if you guys are down :)
<a href="http://www.duplexgaming.co.uk/downloads/maps/81/ns2_tengu/" target="_blank"><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->ns2_tengu alpha version 06 download<!--colorc--></span><!--/colorc--></a>
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
I recently updated the download on duplex to the newest version. Is there anyone who might be interested in hosting a playtest? I'm getting a bit nervous that I've invested too much time in the design and not enough on working out the gameplay flow.
I'm more of visual artist than I am a strategist and I could really use some advice in that department. If anyone feels like they have a good handle on that and would like to help me out, lemmie know. Thanks guys
If you are intending to do a playtest of the map, I highly recommend you publish your map to Steam Workshop. That way, all you have to do is get a friend to host a server that is subscribed to the map, and anyone can join. I just recently did it with Goliath and managed to get a full server on the weekend by having random people join! They seem to understand when a map is W.I.P (probably because of the dev textures), and they can find problems with the map that you would never even dream of finding yourself.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Thanks for the tip Blasphemy, I just uploaded it to the workshop. Hopefully now it'll be easier to organize a playtest. Anyone here running a server that'd be willing to help me out? Lemmie know, you'd be doing me a big favour.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
Well, I've been working on this for a while and I told myself I'd stick to it. I might pick it up again some time in the future but for now I'm going to drop this project. This sorta thing requires a lot of time and I'm not so sure anymore that I am set out to be a mapper. Another small factor, couldn't really find any place to test it which means I have no clue how it actually plays. It took a lot of contemplation to not think of this as quitting and rather as.. making room for my other artistic endeavours. I don't regret the time I've spent on this project, as it has taught me quit a bit about how I can tackle large projects in the future.
If anyone would like to pick this up, I'd be glad to help you get on your way. Anyway, thanks for the ride guys. Good luck with your projects, and if anyone needs a cool skybox hit me up.
Comments
Great job.
Last I walked around your map, I noticed that there was a marine model in Particle Accelerator(was that the name? not sure).
Can you remove that? It would be confusing in a playtest :)
Edit: We were some guys running around it today, and we found quite a few things that hindered us from playtesting the gameflow.
There are places where you can fall out of the map, and other places where there seems to be invisible geometry, so you're walking a meter above the ground, and movement is stuttering.
Would love to test how the game flows on this map, hopefully you can bring us an update soon enough :)
Last I walked around your map, I noticed that there was a marine model in Particle Accelerator(was that the name? not sure).
Can you remove that? It would be confusing in a playtest :)
Edit: We were some guys running around it today, and we found quite a few things that hindered us from playtesting the gameflow.
There are places where you can fall out of the map, and other places where there seems to be invisible geometry, so you're walking a meter above the ground, and movement is stuttering.
Would love to test how the game flows on this map, hopefully you can bring us an update soon enough :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I released that build to show some improved geometry in some rooms. Taking most of today to patch up the bigger changes in the past week.
Hopefully tonight I can release a playtest with some cool screenshots, so please check back tomorrow. :)
Let me know what you guys think, the feedback here is always helpful. Oh and swalk let me know when you guys are down for the playtest, can't wait to see it
Very nice with the fast update!
Keep an eye on this link, when we get to the afternoon/evening here in europe:
<a href="http://www.ensl.org/gathers/latest/45" target="_blank">http://www.ensl.org/gathers/latest/45</a>
We will probably playtest it in one of the first gathers of the day :)
We are about to play a gather on this now, just waiting on 1 more person...
We are about to play a gather on this now, just waiting on 1 more person...<!--QuoteEnd--></div><!--QuoteEEnd-->
Ahh dang, I put those files together at around 4 am. Thanks for fixing it and pointing it out.
I'm new to these gathers, I couldn't seem to find the server you were playing on. Maybe I was too late? Is it possible for me to spectate a round?
Definitely a work in progress; but I have a feeling it's going to be great when it's finished.
This is my first attempt at making a map, I've gotta say that I learnt a lot in the past year. Mostly just how much work, effort, and determination goes into these sorts of projects. I think I've used almost every model and texture available in the public build at some point or another, and the sheer number of quality assets to work with as a mapper amazes me. Also that all this was available so early in the development is pretty cool as well.
I was wondering, does anyone else keep an extensive backup history? I find it's pretty interesting to look back as rooms evolve.
Yay! Looking forward to an update! :)
Yep. Usually before a major decision when I am not sure, if I will like the outcome of that decision. Having a backup helps to revert the changes, but usually its ends up as a compromise between both :-)
<img src="http://img210.imageshack.us/img210/6681/tiercel09.jpg" border="0" class="linked-image" />
I designed this ship to feel a bit like the raptor from Battlestar Galactica. Lemmie know what you guys think. Maybe I should change the body colour?
EDIT: Updated with the newest version.
Edit: Oh never mind, I just noticed that its a concept :-D
<img src="http://img38.imageshack.us/img38/3922/tiercelconcept.jpg" border="0" class="linked-image" />
I was wondering if any other mappers would consider using this in their map when I complete it. Doing my best to keep it close to the visual tone of the game for this reason.
Rudy, I use a combination of 3ds max and photoshop. Did up a very basic mesh to paint over first, I find this way I can get a concept done in a night or two of hard work.
Keep it up !
Thanks for the heads up, I'm going to put together a new build with the changes I've made. This time it will actually be playable too, heh.
<img src="http://img713.imageshack.us/img713/7796/naturalselection21111ho.jpg" border="0" class="linked-image" />
I just noticed this today. 46 days... only about 4 hours of which is actual playing time. I'm not sure if I wanted to know that. :)
<img src="http://img713.imageshack.us/img713/7796/naturalselection21111ho.jpg" border="0" class="linked-image" />
I just noticed this today. 46 days... only about 4 hours of which is actual playing time. I'm not sure if I wanted to know that. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking forward to the next version! Did you make Occlusion Culling geometry yet?
Other known issues right now include the minimap being skewed off for some reason, and the MAC pathing is pretty clueless. If anyone has insight on those two problems, the answer would be much appreciated. Still quite a few greyboxed areas as well.
I'll be updated the screenshots for the rooms shortly if anyone wants a quick preview instead of downloading. Swalk, it should be (pretty much) playable right now and I'd love to see a test round on the go. Lemmie know if you guys are down :)
<a href="http://www.duplexgaming.co.uk/downloads/maps/81/ns2_tengu/" target="_blank"><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->ns2_tengu alpha version 06 download<!--colorc--></span><!--/colorc--></a>
I'm more of visual artist than I am a strategist and I could really use some advice in that department. If anyone feels like they have a good handle on that and would like to help me out, lemmie know. Thanks guys
If anyone would like to pick this up, I'd be glad to help you get on your way. Anyway, thanks for the ride guys. Good luck with your projects, and if anyone needs a cool skybox hit me up.