KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Changelog -
- Rebuilt mining tunnel playable area (thanks go to Mephilles for helping with this)
- Rebuilt and detailed vent connecting mining tunnel and regulation
- Rebuilt the eastern side of junction (now called exposure)
- Replaced all inner mountain rocks and crystals with new props
- Relit most of the map due to the new rocks being way darker
- Tweaked collision in Purification (you can now get between the pipes on top of the purifier and through the support struts in the ceiling)
- Altered the angle of the fan in transfer
- Added more name decals to the map (there are now 10, can you find them all?)
- Replaced all lava with toxic runoff to emphasize the theme of the map
- Renamed lava pit to toxic pool
Love how well unearthed has turned out. The new purple lights are aesthetically pleasing. And exposure especially looks great. I think the balance has worked out really well too.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Incoming small patch
Changelog:
- Added a vent between exposure and the filtration staircase
- Added a power node to exposure so you can actually build stuff in there now (you're welcome :P )
- Tweaked the minimap
- Altered the toxic pool to exposure vent to make it more obvious that you cannot enter as a marine from the exposure side
- Removed the cartoony crystals and replaced with the more gritty, dark looking props
- Detailed the filtration vent
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
another small patch just went out.
Changes -
- added a new light to the exposure - filtration vent to make the whole vent more visible to marines passing by
- added barrels in front of the mining tunnel unusable door to make it clearer you can't use said door.
- lighting tweaks throughout the whole map, performance should be better mapwide now (Thanks to @Zavaro for showing me the errors of my ways and putting me on the path to greatness! :P )
- a few minor detail alterations to Furnace
The deep purple running throughout the map is overwhelming to the eyes and doesn't look right at all, its all you notice when its around you, the original orange lava looked much better. I would definitely suggest re-examining your priorities when it comes to the aural lighting and atmosphere. The maps layout is nice and halls and rooms are well designed/decorated, its a shame this one shade of purple mass is enveloping most of everything.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
@G_Lock you are one of a total of two people that I've heard negative feedback regarding the visual overhaul of the map, I've heard literally hundreds of people praise it and say it looks and feels much better, so I hope you don't take it badly when the changes you want to see don't happen.
I will add however, that the current lighting is conceptual, not final, it will not be the same shade of purple throughout the whole map with no variation when i'm done, and the toxic water texture should also be updated and made 1. more visually appealing and 2. more obviously dangerous.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I actually agree with that. I found the "purple mass" too much in some areas, but figured it's not on a refined level yet.
Like that spot in furnace, where I told you already to tone down the purple near the water.
I think it's good to keep that in mind for further polishing tho. It's a very strong color and while I like the purple theme, it should come in the right dosage.
I don't know exactly how it looks currently, but to add to pSyk's post, you should also keep values in mind. I remember you have purple crystals outside the playable area, they just shouldn't be too contrasty.
I actually agree with that. I found the "purple mass" too much in some areas, but figured it's not on a refined level yet.
Like that spot in furnace, where I told you already to tone down the purple near the water.
I think it's good to keep that in mind for further polishing tho. It's a very strong color and while I like the purple theme, it should come in the right dosage.
The areas that I'm going to be redoing the purple lighting in are Crevice and Toxic Pool. I'll be balancing the purple light more at the north of Cavity too, but the shade and overall look shouldn't be too much different from what it is now.
I'm all for suggestions on how to improve the lighting etc, but I'll not be "reverting" to the Lava theme, Too many people prefer this version (myself included) and I believe that visually the map feels much more unique now than ever, its just a case of refining it now.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
It might be worth trying darker shades of purple for the lighting and/or for the crystal textures. It definitely looks good, but they're almost too eye-catching.
N.B.: I can't find any screenshots of the crystals from the current build, so I'm going off of my memory.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Another small update for today
Changelog -
- Lighting tweaks and changes map wide
- Texture and prop tweaks and changes map wide
- Added multiple WIP cinematics to Toxic Pool
- Detailed ready room (rumour has it that there are secret things now)
Have played the map about 10 times an have to say very nice work on the level. Lights look really good. Some might say the colors are to colorful , but I think that the map has an interesting flavor to it. Had a very good round on the DMD server the other night , went back and forth for a while. Could have been anybody's game but in the end the aliens won it.
Well just my 2 cents. Keep up the nice work .
Have played the map about 10 times an have to say very nice work on the level. Lights look really good. Some might say the colors are to colorful , but I think that the map has an interesting flavor to it. Had a very good round on the DMD server the other night , went back and forth for a while. Could have been anybody's game but in the end the aliens won it.
Well just my 2 cents. Keep up the nice work .
Max
Thanks for the feedback, I'm glad you guys are enjoying the map!
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
Quick sneaky update to address an OP arc spot in Passage (top right of the map)... this is a quick fix "bandaid" while I rebuild this area completely for the next big build.
Unearthed is a great map! Lots of fun to play and I hear a lot of positive notes about it. Sometimes custom maps can empty a server but unearthed isn't one of them. I really enjoy this map and love how it plays over long games. I'll continue to offer unearthed on the DMD servers and thank you @Kasharic for the continued updates. I know how long it takes to do any mapping in NS2 and can appreciate the time involved so thank you again sir!
Played on the map again last night ,
When suggesting the map most players did not what to play it .
I think like most custom or new map levels they don't know it so why play it. Lets play Veil .
But after the first round in the ready room they all seemed to really like it.
A couple of player wanted to change the map, but mostly all the other players wanted another round on Unearthed.
After the second round most were saying it might be the best map in NS2, even the losing team.
Seems like on that map if both teams are good players they will have a long game with a lot of back and forth action till there is a winner.
So once again Very nice work keep it up.
Played on the map again last night ,
When suggesting the map most players did not what to play it .
I think like most custom or new map levels they don't know it so why play it. Lets play Veil .
But after the first round in the ready room they all seemed to really like it.
A couple of player wanted to change the map, but mostly all the other players wanted another round on Unearthed.
After the second round most were saying it might be the best map in NS2, even the losing team.
Seems like on that map if both teams are good players they will have a long game with a lot of back and forth action till there is a winner.
So once again Very nice work keep it up.
Max
Its things like this that keeps me working my ass of to get my builds up asap, I'm so happy you guys are enjoying the map!
The next update is a beauty, rebuilding Overlook, Passage, Reactor and Routing.
Hopefully once these are completed the feedback will be as good as it has been for the past 6 months.
Keep the feedback coming guys, whether good or bad, its all listened to and it all matters!
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
edited November 2018
Changelog:
- Reactor rebuilt from scratch, Renamed to Harvesting (Thanks to Mephilles for helping out with this.)
- Routing rebuilt from scratch, Renamed to Orientation (Thanks go to Rantology for giving this room purpose!)
- Passage rebuilt from scratch.
- Overlook rebuilt from scratch, Renamed to Access.
- Minor tweaks to detailing map wide.
- More accurate occlusion in certain areas of the map.
- Added an overlooking room (inaccessible) to the Exposure exterior.
- Fixed some commander invisible issues mapwide.
- Rumours of another secret room maybe?
- Winter is here!
Comments
- Rebuilt mining tunnel playable area (thanks go to Mephilles for helping with this)
- Rebuilt and detailed vent connecting mining tunnel and regulation
- Rebuilt the eastern side of junction (now called exposure)
- Replaced all inner mountain rocks and crystals with new props
- Relit most of the map due to the new rocks being way darker
- Tweaked collision in Purification (you can now get between the pipes on top of the purifier and through the support struts in the ceiling)
- Altered the angle of the fan in transfer
- Added more name decals to the map (there are now 10, can you find them all?)
- Replaced all lava with toxic runoff to emphasize the theme of the map
- Renamed lava pit to toxic pool
Minimap layout update -
Changelog:
- Added a vent between exposure and the filtration staircase
- Added a power node to exposure so you can actually build stuff in there now (you're welcome :P )
- Tweaked the minimap
- Altered the toxic pool to exposure vent to make it more obvious that you cannot enter as a marine from the exposure side
- Removed the cartoony crystals and replaced with the more gritty, dark looking props
- Detailed the filtration vent
Updated minimap -
Changes -
- added a new light to the exposure - filtration vent to make the whole vent more visible to marines passing by
- added barrels in front of the mining tunnel unusable door to make it clearer you can't use said door.
- lighting tweaks throughout the whole map, performance should be better mapwide now (Thanks to @Zavaro for showing me the errors of my ways and putting me on the path to greatness! :P )
- a few minor detail alterations to Furnace
Changelog -
- Fixed multiple pathing issues
- detailed the hallway between entrance and routing (see pics)
- minor lighting tweaks to extraction.
The following pictures were taken in the editor, so may not look exactly like they do in game.
Before
After
Before
After
changelog -
- Detailed Entrance
- Detailed the hallway between Entrance and Extraction
- Added in another 2 name decals
The following pictures were taken in the editor, so may not look exactly like they do in game.
Hallway -
Before
after
Entrance -
I will add however, that the current lighting is conceptual, not final, it will not be the same shade of purple throughout the whole map with no variation when i'm done, and the toxic water texture should also be updated and made 1. more visually appealing and 2. more obviously dangerous.
Like that spot in furnace, where I told you already to tone down the purple near the water.
I think it's good to keep that in mind for further polishing tho. It's a very strong color and while I like the purple theme, it should come in the right dosage.
The areas that I'm going to be redoing the purple lighting in are Crevice and Toxic Pool. I'll be balancing the purple light more at the north of Cavity too, but the shade and overall look shouldn't be too much different from what it is now.
I'm all for suggestions on how to improve the lighting etc, but I'll not be "reverting" to the Lava theme, Too many people prefer this version (myself included) and I believe that visually the map feels much more unique now than ever, its just a case of refining it now.
N.B.: I can't find any screenshots of the crystals from the current build, so I'm going off of my memory.
Changelog -
- Lighting tweaks and changes map wide
- Texture and prop tweaks and changes map wide
- Added multiple WIP cinematics to Toxic Pool
- Detailed ready room (rumour has it that there are secret things now)
Have played the map about 10 times an have to say very nice work on the level. Lights look really good. Some might say the colors are to colorful , but I think that the map has an interesting flavor to it. Had a very good round on the DMD server the other night , went back and forth for a while. Could have been anybody's game but in the end the aliens won it.
Well just my 2 cents. Keep up the nice work .
Max
Thanks for the feedback, I'm glad you guys are enjoying the map!
It is yes, having them visible makes them visible on the map, which makes people think its a playable area and not a death trap.
Thus maybe Purification RT should be more close to Crevice.
Technically you could always just edit them out of the map image files. I think paint.net can open them.
Played on the map again last night ,
When suggesting the map most players did not what to play it .
I think like most custom or new map levels they don't know it so why play it. Lets play Veil .
But after the first round in the ready room they all seemed to really like it.
A couple of player wanted to change the map, but mostly all the other players wanted another round on Unearthed.
After the second round most were saying it might be the best map in NS2, even the losing team.
Seems like on that map if both teams are good players they will have a long game with a lot of back and forth action till there is a winner.
So once again Very nice work keep it up.
Max
Its things like this that keeps me working my ass of to get my builds up asap, I'm so happy you guys are enjoying the map!
The next update is a beauty, rebuilding Overlook, Passage, Reactor and Routing.
Hopefully once these are completed the feedback will be as good as it has been for the past 6 months.
Keep the feedback coming guys, whether good or bad, its all listened to and it all matters!
Overlook -
Enjoy, and hopefully soon you'll be able to test this out!
afaik, yes they will.
There will be a readyroom secret-room dedicated to trick jumps... Ironically, there is a mini-trickjump route to get to the secret room
- Reactor rebuilt from scratch, Renamed to Harvesting (Thanks to Mephilles for helping out with this.)
- Routing rebuilt from scratch, Renamed to Orientation (Thanks go to Rantology for giving this room purpose!)
- Passage rebuilt from scratch.
- Overlook rebuilt from scratch, Renamed to Access.
- Minor tweaks to detailing map wide.
- More accurate occlusion in certain areas of the map.
- Added an overlooking room (inaccessible) to the Exposure exterior.
- Fixed some commander invisible issues mapwide.
- Rumours of another secret room maybe?
- Winter is here!
Updated Minimap -