co_Core remake (Alpha 6 just released!)
<div class="IPBDescription">A remake project of classic Combat map</div>Here comes another remake project, seems there are never enought of them :-)
This time it is the remake of one of the best combat maps for NS1 - co_Core. Core was appraised by many players for its clever but simple layout, fast gameplay and stunning visuals. I think its a candidate worth a remake, and it will make valuable contribution to currently developed Combat mod for NS2.
Original author of co_Core is Jake "Ekaj" Griffith. The remake was started by Remedy, who decompiled the original and remade the original Ready Room. I've taken the project over. I've contacted original author for permission for this remake and he approved it.
There are few screenshots
<img src="https://dl.dropbox.com/u/62994473/co_core10b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core13b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core14b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core15b.jpg" border="0" class="linked-image" />
You can get the latest version from Steam Workshop
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=92233626" target="_blank">http://steamcommunity.com/sharedfiles/file...ls/?id=92233626</a>
<b><u>Credits</u>:</b>
Original author:
Jake "Ekaj" Griffith
Decompile, Ready Room:
Remedy
Remake by
Rudy
<b><u>Current status</u>:</b>
Alpha 3 - 14.11.2012
- New Alien junction
- New Occlusion ceometry for better performance
Alpha 2 - 2.11.2012
- Custom loading screens
- New Central area
Alpha 1 - 30.8.2012
- Basic graybox geometry
- Expanded vent system
- Layout adjustments
- New Ready Room by Remedy
This time it is the remake of one of the best combat maps for NS1 - co_Core. Core was appraised by many players for its clever but simple layout, fast gameplay and stunning visuals. I think its a candidate worth a remake, and it will make valuable contribution to currently developed Combat mod for NS2.
Original author of co_Core is Jake "Ekaj" Griffith. The remake was started by Remedy, who decompiled the original and remade the original Ready Room. I've taken the project over. I've contacted original author for permission for this remake and he approved it.
There are few screenshots
<img src="https://dl.dropbox.com/u/62994473/co_core10b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core13b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core14b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core15b.jpg" border="0" class="linked-image" />
You can get the latest version from Steam Workshop
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=92233626" target="_blank">http://steamcommunity.com/sharedfiles/file...ls/?id=92233626</a>
<b><u>Credits</u>:</b>
Original author:
Jake "Ekaj" Griffith
Decompile, Ready Room:
Remedy
Remake by
Rudy
<b><u>Current status</u>:</b>
Alpha 3 - 14.11.2012
- New Alien junction
- New Occlusion ceometry for better performance
Alpha 2 - 2.11.2012
- Custom loading screens
- New Central area
Alpha 1 - 30.8.2012
- Basic graybox geometry
- Expanded vent system
- Layout adjustments
- New Ready Room by Remedy
Comments
- Ready Room is +/- finished
<img src="https://dl.dropbox.com/u/62994473/co_core_0003.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core_0004.jpg" border="0" class="linked-image" />
- Also had to replace ladders in Marines Junction with stairs
- Added return route for non-climbing aliens from bottom central
Really looking forward to the greyboxes being textured, will make it easier to hide on the roof.
<!--quoteo(post=1977514:date=Sep 14 2012, 01:10 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Sep 14 2012, 01:10 PM) <a href="index.php?act=findpost&pid=1977514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very accurate remake. I dont remember that curved stairwell at the bottom.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I had to add some kind of return route from central area for non-ladder-climbing aliens. There are more thing comming in on top of original layout because of the changes in new Combat.
There will be new version on Steamworks ready for today possible playtest, more info could be found in Combat Steam group <a href="http://steamcommunity.com/groups/ns2combat" target="_blank">http://steamcommunity.com/groups/ns2combat</a>
For those interested in seeing how the map plays, see my video at <a href="http://www.twitch.tv/squirreli/b/334196388" target="_blank">http://www.twitch.tv/squirreli/b/334196388</a>
But I am not sure about the reverse configuration, looks like aliens are loosing more often when starting at MS.
And how do you find the vent system? Do you think that is good idea to have vents leading from start to start? Or should it consist from few isolated routes?
I have new version ready, but I cannot test it on my PC, NS2 is keeping freezing when starting local server :-/
Anyway thanks for you videos, they are very helpfull. If possible, I will be interested in more of them, especially concerning alien gameplay.
Here are new <b>work in progress</b> shots.
<img src="https://dl.dropbox.com/u/62994473/co_core04b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core05b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core06b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core07b.jpg" border="0" class="linked-image" />
Any feedback is welcome! How do you like the lighting scheme and new theme so far?
<img src="https://dl.dropbox.com/u/62994473/co_core08b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core09b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core10b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core11b.jpg" border="0" class="linked-image" />
Check it out! Feedback and comments are welcome!
So much transparent floor hard to ambush from there (but it looks nice ;p )
Here are few screenshots
<img src="https://dl.dropbox.com/u/62994473/co_core12b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core13b.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/co_core14b.jpg" border="0" class="linked-image" />
Also I've added custom loading screen, however it doesn't show up when playing online. Only when starting local server :(
What I would like to see is more use of detailed prop and lightning. But yes, I know its still work in progress ;)
Keep it up.
Here is one screenhot of new Alien junction
<img src="https://dl.dropbox.com/u/62994473/co_core16b.jpg" border="0" class="linked-image" />
Comments and feedback welcomed :)
For me this is golden piece! (even it is "only" a corridor ^^)
GJ there, keep it!
<!--quoteo(post=2015051:date=Nov 8 2012, 06:55 AM:name=Bloodshot12)--><div class='quotetop'>QUOTE (Bloodshot12 @ Nov 8 2012, 06:55 AM) <a href="index.php?act=findpost&pid=2015051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I feel like those aqua-colored lights in the original make the map a little more interesting to look at, have you tried putting some of those in your remake?<!--QuoteEnd--></div><!--QuoteEEnd-->
I am planning to set Marines side in blue color, so it could find use there as complementary color.
<!--quoteo(post=2024382:date=Nov 15 2012, 11:39 AM:name=PogoP)--><div class='quotetop'>QUOTE (PogoP @ Nov 15 2012, 11:39 AM) <a href="index.php?act=findpost&pid=2024382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is looking gorgeous. Turn those brushes into props and make a new wall prop set!<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, most of it are props, only the arches are brushwork. I think its better to keep them like this for better flexibility.