LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2013
Update to 1.4
Fixed many more holes around the map srsly no idea why these keep appearing
Added a bit of detail around Tunnel B 5 / water production entrance
Updated N C and S Bio domes with more plants etc
Added new skybox
3 new vents - 2 in Hanger bay 1 in surface access
few more rocks in S biodome to narrow C to S bio route
Moved S bio power node to it should nolonger take dmg from a hive in command
Moved Observation power node more to hangar bay so is a little harder to defend as marines now
Aliens should once again now have a random chance of spawning in surface access (fixed this bug )
so Marines have a fixed spawn in Marine Start
Aliens can start in any of the following locations Hangar bay / Command / Surface Access
On an optimisation note
Imrpoved occlusion geo in falls / pass / N C and S biodome / Water Production
Changed route in Command to Weapons relay to improve performance when in command / southern biodome ( when in these areas the engine should no longer render weapons relay and half of hydroponics
Culled approx 25,000 edges from the map
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
1.4b,
Added more detailed geo in Surface Access
Fixed issue taking damage when standing on windows as skulk
Added new vent routs in Surface Access
Added more cover in Surface Access
Why don't you ask to UWE for this map being official? This map truely deserves to be supported as an future official map. Nice design idea, and the layout is even far innovative and probably better than some official ns2 maps. And your mapping skill is also tremendously great without question
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Update to 1.5 ! Its finally here!
Change log
Hangar Bay is now fully textured / finished
Observation is now fully textured / finished
Added external map area around these rooms
Finished falls to observation route
Changed external buildings in falls
Changed route from hangar bay to hydroponics
slight changes to hydroponics
Route from hangar bay to N Biodome is fully finished
N Biodome has had minor changes
Added some ambient sound effects to Surface access / central biodome / observation / hangarbay / hydroponics
Vent system in and around hangarbay / observation fully finished
Altered occlusion geo
Removed approx 15k faces from the map
Hole fixes ! - I hope non remain now but do let me know if they exist
Known issues
Sound bug in falls - this is engine related and nothing I can do about it
Pictures below. I have NOT shown everything that I have updatedd. You will have to play the map to see the rest!!!!!
I have not shown any of the outside map around the hangar bay "complex" :P
The new map layout
Falls alteration (looks better ingame) my picture skills need improving
Observation
In and around Hangar Bay
Hydroponics
N Biodome to Hangarbay
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Small update 1.5a
- Reduced cover in falls (near marine bridge) let me know if I have gone to far please. It does feel quite open now.... Perhaps to open??????
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Another week another update !
Due to xmas approaching I will have limited time to map until the new year, so I will be publishing this build now. I was going to wait until I was able to get Surface and Marine start completed however I thought what the hell . This will be the last major update until the new year. I will continue to do bug fixes / improvments to the publishd kodiak file. Its going to take me a while to get the last two rooms done. Yes I said 2 rooms then the map will be complete !
Version 1.6!
Added the completed Tunnel B5 (TB5)
Partial changes to Central biodome (around connection to TB5)
Reduced overall size of Central biodome (but not by much)
Working to improve the marines chances of survival in Central biodome (as area is under used atm by Marines will do some plant culling soon)
Started to build the external map around C biodome, for the time being you will find holes in it (will have no impact upon the playable zone)
Added temp geo in surface access to hide the unfinished walls
Optimisation in hangar bay - still got more to do
Optimisation on the external enviroment around hangar bay
Tunnel B5
C Biodome to TB5
The new minimap - yep is changed again
On A side note it has just about been a year since I started the prelimiary work on kodiak (but not the released version). To see if the idea could work, what engine limitations will restrict me and while never released this is what I first produced and looking back it was a laggy horrible mess!!!! especially when compaired to now.
The very first kodiak biodome the layout used in this first versions is vertually identical to the current North, Central and Southern Biodomes
(then)
(now)
This place would become command
(then)
(now)
LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited December 2013
Thanks all for the comments
Updated 1.6a
Fixed console error of missing refinery prop
? Fully fixed the sound issue in Falls
Removed the "willow" tree in falls to make it a more marine friendly expansion
Reworked the waterfall in Central biodome (to remove massive hole )
Reworked some of the ambient sounds in observation / falls etc
Comments
Fixed many more holes around the map srsly no idea why these keep appearing
Added a bit of detail around Tunnel B 5 / water production entrance
Updated N C and S Bio domes with more plants etc
Added new skybox
3 new vents - 2 in Hanger bay 1 in surface access
few more rocks in S biodome to narrow C to S bio route
Moved S bio power node to it should nolonger take dmg from a hive in command
Moved Observation power node more to hangar bay so is a little harder to defend as marines now
Aliens should once again now have a random chance of spawning in surface access (fixed this bug )
so Marines have a fixed spawn in Marine Start
Aliens can start in any of the following locations Hangar bay / Command / Surface Access
On an optimisation note
Imrpoved occlusion geo in falls / pass / N C and S biodome / Water Production
Changed route in Command to Weapons relay to improve performance when in command / southern biodome ( when in these areas the engine should no longer render weapons relay and half of hydroponics
Culled approx 25,000 edges from the map
1.4a
Removed pumpkins from ready room
FIxed cysting issue in external walkway
Fixed a few holes in the map
Fixed a few lights in the biodomes
More to come on sunday
No more pumpkins for us
Added more detailed geo in Surface Access
Fixed issue taking damage when standing on windows as skulk
Added new vent routs in Surface Access
Added more cover in Surface Access
More preparation work for version 1.5 (end of nov / early december)
Minor layout change in observation
Fixed a few holes in the map
Reduced edge + vert approx 2k / face count approx 1k
added occlusion geo in weapons relay performance should have increased here now
Will be looking at and reworking occlusion around hydroponics for 1.5 (end of nov / early december) version of the map
This will be added to the live version of the map sooooooooooon
You will have to guess what is outside that window for now
More snippits of the new areas soon !
Here is a rather obscure image of part of the ravamped hangar bay <insert troll face here>
More snippits of the new areas soon !
Looks fantastic, just drop that tsa logo. You don't need it.
:P
oh and dont worry I am not spoiling ALL the new zones I need to leave stuff in for you to discover!
Along side with Jambi this is the best community map I've seen.
Cheers. Chariot
Change log
Hangar Bay is now fully textured / finished
Observation is now fully textured / finished
Added external map area around these rooms
Finished falls to observation route
Changed external buildings in falls
Changed route from hangar bay to hydroponics
slight changes to hydroponics
Route from hangar bay to N Biodome is fully finished
N Biodome has had minor changes
Added some ambient sound effects to Surface access / central biodome / observation / hangarbay / hydroponics
Vent system in and around hangarbay / observation fully finished
Altered occlusion geo
Removed approx 15k faces from the map
Hole fixes ! - I hope non remain now but do let me know if they exist
Known issues
Sound bug in falls - this is engine related and nothing I can do about it
Pictures below. I have NOT shown everything that I have updatedd. You will have to play the map to see the rest!!!!!
I have not shown any of the outside map around the hangar bay "complex" :P
The new map layout
Falls alteration (looks better ingame) my picture skills need improving
Observation
In and around Hangar Bay
Hydroponics
N Biodome to Hangarbay
- Reduced cover in falls (near marine bridge) let me know if I have gone to far please. It does feel quite open now.... Perhaps to open??????
Due to xmas approaching I will have limited time to map until the new year, so I will be publishing this build now. I was going to wait until I was able to get Surface and Marine start completed however I thought what the hell . This will be the last major update until the new year. I will continue to do bug fixes / improvments to the publishd kodiak file. Its going to take me a while to get the last two rooms done. Yes I said 2 rooms then the map will be complete !
Version 1.6!
Added the completed Tunnel B5 (TB5)
Partial changes to Central biodome (around connection to TB5)
Reduced overall size of Central biodome (but not by much)
Working to improve the marines chances of survival in Central biodome (as area is under used atm by Marines will do some plant culling soon)
Started to build the external map around C biodome, for the time being you will find holes in it (will have no impact upon the playable zone)
Added temp geo in surface access to hide the unfinished walls
Optimisation in hangar bay - still got more to do
Optimisation on the external enviroment around hangar bay
Tunnel B5
C Biodome to TB5
The new minimap - yep is changed again
On A side note it has just about been a year since I started the prelimiary work on kodiak (but not the released version). To see if the idea could work, what engine limitations will restrict me and while never released this is what I first produced and looking back it was a laggy horrible mess!!!! especially when compaired to now.
The very first kodiak biodome the layout used in this first versions is vertually identical to the current North, Central and Southern Biodomes
(then) (now)
This place would become command
(then) (now)
Really hard to find them indeed. Kinda sad, but take a look here: http://ns2stats.com/map/map/86
Allready 5 servers out there , ways to go
Updated 1.6a
Fixed console error of missing refinery prop
? Fully fixed the sound issue in Falls
Removed the "willow" tree in falls to make it a more marine friendly expansion
Reworked the waterfall in Central biodome (to remove massive hole )
Reworked some of the ambient sounds in observation / falls etc