ns2_honorguard
[AwE]Sentinel
Join Date: 2012-06-05 Member: 152949Members
<div class="IPBDescription">Klingon themed oldschool map</div>Yes, Klingon, you heared correct! ;) I was starting to play Klingon Honor Guard again and I fell again in love with it. The simple but functional level architecture is just awesome. And since there are no replies or playvideos of <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118837" target="_blank">ns2_yakushima</a> yet, I have the time to start a new map. There were also a lot of ideas I had in mind creating yakushima that didn't fit in the theme of the map, so I feel refreshed to work on another map.
I learned a lot with my first map and I started to align ns2_honorguard to a 16'' grid and used 90°-45° degrees a lot. Yakushima was more made without the grid and the new map is really faster to create/redesign. I also developed some kind of component building that gave the map a consistent theme. The rooms are influenced by a lot of artwork and the first three levels of KHG. But it is freely composed and not a 1to1 copy of anything existing. It is hard to work only with the standard textures, so I had to adept some original layouts.
The oldschool design and the totally different sci-fi universe theme is also very handy because almost no prop is useable and therefore I have to create a lot with faces and the overall performance of the map even without occlusion geometry is superb!
I decided to post the map earlier than the first one and in an stage where many things are still subject to change. I hope this will encourage you all to comment frequently and helps to make the map better. For all I know four eyes see more than two ;) Enjoy picturesof how it started and the latest version of the minimap!<u> Look at post #3 for up-to-date pictures.</u>
<img src="http://i.imgur.com/bWK9UD6.jpg" border="0" class="linked-image" />
<u>Outdated</u> pictures. I let them in for people who are intersted in the work process:
<img src="http://imgur.com/BHPMZ.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/zHk4L.jpg" border="0" class="linked-image" />
This will become a weapon shop/armoury.
<img src="http://imgur.com/BLSIS.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/EEhCs.jpg" border="0" class="linked-image" />
Colonnade with RT platform over a lava pit
<img src="http://imgur.com/hXpIv.jpg" border="0" class="linked-image" />
A bridge, the bottom of the room is connected to a sewer system that gets updated with fluids as soon as sparks makes it possible ;)
<img src="http://imgur.com/3rKTb.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/NhrfO.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/KhGFX.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/2pgR6.jpg" border="0" class="linked-image" />
It is challenging to transport the Klingon light themes with the green, yellow, blue, white and red in the same room to sparks without making it look like a disco floor ;) Stay tuned for more pics soon and make sure to chekc out the map in the workshop!
I learned a lot with my first map and I started to align ns2_honorguard to a 16'' grid and used 90°-45° degrees a lot. Yakushima was more made without the grid and the new map is really faster to create/redesign. I also developed some kind of component building that gave the map a consistent theme. The rooms are influenced by a lot of artwork and the first three levels of KHG. But it is freely composed and not a 1to1 copy of anything existing. It is hard to work only with the standard textures, so I had to adept some original layouts.
The oldschool design and the totally different sci-fi universe theme is also very handy because almost no prop is useable and therefore I have to create a lot with faces and the overall performance of the map even without occlusion geometry is superb!
I decided to post the map earlier than the first one and in an stage where many things are still subject to change. I hope this will encourage you all to comment frequently and helps to make the map better. For all I know four eyes see more than two ;) Enjoy picturesof how it started and the latest version of the minimap!<u> Look at post #3 for up-to-date pictures.</u>
<img src="http://i.imgur.com/bWK9UD6.jpg" border="0" class="linked-image" />
<u>Outdated</u> pictures. I let them in for people who are intersted in the work process:
<img src="http://imgur.com/BHPMZ.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/zHk4L.jpg" border="0" class="linked-image" />
This will become a weapon shop/armoury.
<img src="http://imgur.com/BLSIS.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/EEhCs.jpg" border="0" class="linked-image" />
Colonnade with RT platform over a lava pit
<img src="http://imgur.com/hXpIv.jpg" border="0" class="linked-image" />
A bridge, the bottom of the room is connected to a sewer system that gets updated with fluids as soon as sparks makes it possible ;)
<img src="http://imgur.com/3rKTb.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/NhrfO.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/KhGFX.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/2pgR6.jpg" border="0" class="linked-image" />
It is challenging to transport the Klingon light themes with the green, yellow, blue, white and red in the same room to sparks without making it look like a disco floor ;) Stay tuned for more pics soon and make sure to chekc out the map in the workshop!
Comments
- Do you think the planned green connections are ok?
- Would you prefer less vent connections?
- How big should the sewersystem be? Only a passage from A to B or should it be a bit bigger - offer more cover/some circular paths etc.?
As soon as I come up with some names for the rooms I will update the minimap to make a discussion easier.
And as promised I present more pictures:
This Techpoint is enclosed with a lava pit, I want to connect it to another lava lake to the north
<img src="http://imgur.com/zzpz3.jpg" border="0" class="linked-image" />
Storeroom without crates
<img src="http://imgur.com/edbTE.jpg" border="0" class="linked-image" />
Some crates I finished by now, another green one can be seen on former pictures
<img src="http://imgur.com/In1Ex.jpg" border="0" class="linked-image" />
This will get the Storeroom transporter/Landing Pad location
<img src="http://imgur.com/IrcQc.jpg" border="0" class="linked-image" />
I will add a small scout ship to where the spaceship placeholders stand. The B'rel would fit in just nicely ;)
<img src="http://imgur.com/dnf94.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/b5pjT.jpg" border="0" class="linked-image" />
Here I still have to add some pillars for cover, using ramps and not stairs feels just so much more smooth while walking over them
<img src="http://imgur.com/E1Ojx.jpg" border="0" class="linked-image" />
And the last picture for today: The Engineroom, have to figure out a way to connect the pillars and kinda divide the room around the middle circle
<img src="http://imgur.com/Leixo.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ItKtK68.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/vGXuWsI.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/FEvGkVx.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ikMQ6Dt.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/jx7GLb4.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/Rx2WR48.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/npCAzD8.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/ak2Hfbv.jpg" border="0" class="linked-image" />
<u>Done:</u>
- Fully textured
- Lights and Sounds added
- Commview freed from obstacles
- All rooms and vents ready for play, Power, RTs and Techpoints are working fine
- Background geometry added, B'rel Scout class Bird of Prey added, added some button entities that do cool stuff
- Map runs stable and smooth
<u>To do:</u>
- Aligning the minimap to the actual map
- There is one sound in the map that is causing trouble, but I can't point my finger on it yet
- Central room geometry needs some love
- I have to decide if I want free spawns or some fixed ones. Right now all TPs are set to random
- Need some sounds for a few button effects like a teleporter and I have to decide if I want to use them. Right now they work fine, but a build ago they lead to a crash, so I don't
trust them yet :P
And then comes the normal stuff like playtests, balancing, reworking rooms and overhauling the lightning. Let's hope that Sparks ain't driving me insane before that point :D
Looks like a fun map :)
I fixed the minimap thanks to Bob :D and finished the last collision geometry. So it was finally time to release the map!
I hope you will all enjoy it and give me some feedback ;)
This and the Timber Wolf make me happy. But there are still 2 parts that I have to add at the back of the ship. I might add one to walk around in a secret room later on as well... I think it is nice that you can fly over it as comm, adds special to the map. I hope that I can make a custom skybox that fits well. That model with a klingon town in the background? Awesome :D Man I so need klingon sounds for this map. And klingon models and weapons and a complete reanimation of Klingon Honor Guard~☆
Very original, love it.
I was more influenced by this:
<a href="http://www.youtube.com/watch?v=lFgcJMKJ9A4" target="_blank">KHG Intro</a> and KHG longplay videos. I started to play the game as well, but it runs way too fast with modern PCs and I can't fix it. A shame...but the Unreal Engine was never friendly to PCs ;)
<a href="http://www.youtube.com/watch?v=nNTVzwjEyb4" target="_blank">Sons of Kahles</a>
And the "game" Star Trek: Klingon :D
Also this was over and over again fuel for my nerd engine:
<a href="http://www.youtube.com/watch?v=LImZBHlGV9Y" target="_blank">å¹ã£åˆ‡ã‚ŒãŸ</a>
<a href="http://www.youtube.com/watch?v=Wr4c_oqyauQ" target="_blank">Yljah, qey' 'oh</a>
- I placed fixed start IPs at every TP to ensure a good and planned start. I checked the start RT a hundred times but forgot the IPs over it :D Thanks again for reporting problems!
- Found some old sounds in the Ready Room and changed them to match the rest of the map.
If we check the IPs it is just fair to check the alien side as well. What about the starting eggs, is everything fine there? Never really gave it a thought before :P
<u>Recent News:</u>
Update <u>version 1.002:</u>
- Fixed the Reactor Chamber, now you are able to build stuff next to the PowerPoint as it was supposed.
- Made the first slight changes to the lighting in order to decrease black corners on the Housing and Platform ceiling. Thanks for pointing it out Swalk! I am sure more lights and drastical changes will come in the near future.
modID: 7404cfb
- Added more cover and some ornaments in the SE-Corridor of Temple
- Fixed marine spawn to Temple and the random alien spawn to Reactor and Great Hall for testing
- Fixed a problem with the Temple geometry that let you build stuff on top of the walls
What spawn is your favorite spawn for aliens and for marines? Let me know, that will help me decide which spawns should be start positions!
@ Whosat: Thx for running the map on your server
@ NS-Soldier: Could you please rephrase your sentence? I have no idea what you mean I played the map as Exo and as Onos. Seems to be the same as on other maps, but I would prefer JPs. Do you think it is OK as Onos or a pain to play it on this map or what? What do you mean with "small for marine play"? I should make the map even bigger? Or the corridors broader? More details would be appreciated
- I closed the vent in Housing since I have the feeling that there is enough cover in the room already
- Fixed a prop in the Ramps room that let arcs walk through. Now they take the ramps as it was intended.
- The spawns are now set back to random. There were only fixed spawns for the custom map cup since it was requested. Now you can enjoy every TP as rine and alien. But be aware of close spawns!
- The Central RT got removed. It was planned to give you a choice for an alternative RT and to bring some action into other rooms beside the outer ring. But because of its strategical position it will be used anyways, so I remove it for now.
Ideas from players (feel free to comment and add more):
- make some corridors wider
- add more cover to the northern corridors
- (from me:) rework Central to be closer to the original khg with an outdoor feeling and accessable houses
Custom map cup:
It is clear that this map was not made to be played 6vs6 and with fixed spawns or in a competitive match. It is also the first version of the map and it will have a long way to go in order to be perfect. Even official maps like mineshaft and docking needed severe changes after the first release. The map is a homage to Microprose's Klingon Honor Guard from 1998. And of this it was always my plan to bring you the feeling of playing on an old khg map and to make something different with the editor. Since there was not much that I could use for this purpose, it naturally doesn't look as good as other maps. But I don't mind that since it is fun to play and I am glad that I could join and watch some enjoyable matches so far. Also thanks for uploading the arc train video to youtube, that sure looked like a nice round and it let me even discover a problem in the Ramps room
I worked a lot on this map and as every other mapper I invested blood sweat and tears in order to give the community a new map for free. I don't take your money and I don't force you to play the map. The cup was intended to test the maps and choose the ones the competetive players want to play in the next season. So it is your decision if you want to play it or not. But I am very disappointed at the feedback I become for this map. If you have issues with the map then it is good to give feedback, but most competitive players just decided to be rude, disrespectful and they showed the community what kind of character they have. I expected more from people in a spotlight. The map is a present and still people react as if they were offended by it. I saw teams lose on the map in the cup and some commanders seem to be very emotional about it. Maybe you should have waited a day before posting. And aside from that, there were more than enough time to add to the layout during the creation phase. I asked for backup but nothing came in so the map is what it is, a vision of a single man that needs development and support, not punishment.
But not every comment was like this and I thank everyone who is willing to help and to post in a civilized manner, you are great and demonstrate grace! I will keep on working for you and my beloved public players!
To answer some questions that came up a few times:
- Not every lava spot on the map kills you because there are places like the small corridor north of Forge that have sidewalks next to the tiny lava flow. I imagine and expect people to use this for walking instead of choosing the lava filled middle. It would be silly to kill players there. And the big lava pits? Well, I can't really let anyone live that happens to jump into them, there is no way that you would survive that. That is why some lava kills and some not. I hope that makes you less confused. But it also shows that people need time to learn how to play the map. And the crevice pit and deadly crusher on official maps demonstrate that spots like this can add to a map.
- It was mentioned that the aliens get too many "free" RTs in the north. Well, every RT is 11-16 seconds away (walking, not running, and many are in LoS earlier) from each Techpoint and each TP has the same distance to each other. That layout was choosen in order to give every spawn location the same chance for holding at least three RTs. That makes sence on a map with random spawns. The cup showed that letting aliens spawn in the north might not be ideal. It was a test and a try to give commanders a chance to plan in advance. But that is history now with the random spawns back in action. And on a sidenode: the controverse platform RT is the closest RT on the map to reach from a TP.
supsu: It would be nice if you weren't joking. But you stated in another thread that there was not a good map in the cup and that it was not fun to play them. What should I believe? And could you explain to me the Honoguard thing? I saw your team with the changed names and it would had been fun to see you guys play, but then again that could had been also just a mean joke and mocking.
other mappers: Don't be too hard to yourself and to your maps after the feedback. Remember, we played the maps in our sunday sessions and I can't remember a single map that wasn't extremly fun to play