Ns_origin - Preview Video
Cadaver
Creator of original ns_origin Join Date: 2002-04-17 Member: 466Members, NS1 Playtester, Contributor
If you missed my first post about this map, there are some screenies and info on this thread:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=16602&hl=ns_origin' target='_blank'>http://www.unknownworlds.com/forums/in...02&hl=ns_origin</a>
Couple of screenies here to remind you:
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_biodome.jpg' border='0' alt='user posted image'>
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_generator.jpg' border='0' alt='user posted image'>
Anyway, I was messing about with VideoMach and put together this little preview/trailer type thing of a flyby through the level, showing off the three major hive routes. It's an AVI file (9.3MB) and needs <a href='http://www.divx.com' target='_blank'>DivX</a> to work. Hope you enjoy it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<a href='http://www.fileplanet.com/dl.aspx?planethalflife/cadaver/origin_preview.avi' target='_blank'>http://www.fileplanet.com/dl.aspx?planetha...gin_preview.avi</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=16602&hl=ns_origin' target='_blank'>http://www.unknownworlds.com/forums/in...02&hl=ns_origin</a>
Couple of screenies here to remind you:
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_biodome.jpg' border='0' alt='user posted image'>
<img src='http://www.planethalflife.com/cadaver/images/origin/ns_origin_generator.jpg' border='0' alt='user posted image'>
Anyway, I was messing about with VideoMach and put together this little preview/trailer type thing of a flyby through the level, showing off the three major hive routes. It's an AVI file (9.3MB) and needs <a href='http://www.divx.com' target='_blank'>DivX</a> to work. Hope you enjoy it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<a href='http://www.fileplanet.com/dl.aspx?planethalflife/cadaver/origin_preview.avi' target='_blank'>http://www.fileplanet.com/dl.aspx?planetha...gin_preview.avi</a>
Comments
I'll work on the map some more tomorrow: put the model in, and see if I can reduce the planes too.
WOW!
you have put a heck of alot of effort into making that map look perfect, and i mean it is really really good,. I would LOVE to play in that map multiplayer.
to bad you have reg to get it, course I really really really hate gamespy.
6 pod plants = 1 skulks worth of polies
2 Mushroom-Tree-Things = 1.1 skulks worth of polies
if those are the only ways into those rooms, it'd be too easy for a Gorge to build chambers underneath them and prevent access to that room.
other wise, looks bad ****, looking forward to playing it ..
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I like the lighting. It's a nice change of pace from the other maps.
Map looks GREAT, I can't wait to play it!
Edit: Now I remember! You're on the S&I team! I was wondering where I recognized the style/colorations on that map... S&I is one of my favorite mods, its hella fun.
That dual rotating centerpiece in your science annex looks really spiffy, and you've got nice details spread around the map to add to the atmosphere. The overall feeling I get is that this place has more life to it than most maps I see (not just for NS).
Only thing that might be left to do is some serious playtesting to find gameplay issues that might ruin the fun.
Bitmap: i dont see why you think that, tanith is my favorite map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Good to see how you fit 3 themes into one map, and they all seem to go nicely.
However the first section (the name escapes me) seems a bit too bright, and maybe some more interesting lighting would satisfy me there.
In the other sectors, I love the part where it seems the ceiling is broken out, and in the mining sector where the lava is pouring down, really great work. And the other area with the catwalk over the lava, really great brushwork there by the looks of it. I like 45 degree angled things, they are only a bit different, but they make things very interesting.
My only complaint here is; where are the resource nozzles? I didnt seem to see any during the video.
just dont like the lightning, it seems too bright in all areas, with the same monotome greyness
SilverFox: hopefully the elevators won't be a problem. The one in the Science Annex actually has a big depression below the lift in it's bottom position (there's a vent there that leads to the Industrial Sector), therefore a gorge would have to stack buildings quite high in order to block the lift (it's also supposed to deliver damage on block, does that affect buildings?). It's not the only way into the biodome anyway. The only other lift is the one in the Industrial Sector, and this one always auto-returns to the bottom position, so it'd require some llama teamwork to get it blocked (i.e. one alien presses the button to bring it up, then the gorge quickly gets underneath and builds). It'll need some llama playtesting to see if it's going to be a problem, I guess <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
As for the lighting: firstly, I used a gamma correction video effect in VideoMach to make it slightly brighter, which makes it look a bit washed out. In playtesting on Nano, a few people actually said it was too dark, so again, I'm not sure which direction to go in. I do agree that the lighting in the Science Annex is a bit too flat though, I'll try and do something about that.
I also agree that some areas are too sparse and empty, but there's not much I can do about this unless I cull some major areas (which I may well have to do) - I'm pushing all sorts of limits, mainly the max_planes limit, already.
re: the nozzles - they're there, it's just that the way I recorded this (i.e. did a demo first, then timedemo, then startmovie), the particle effects don't seem to work properly, so you don't see the nozzle steam.
Psycho-Kinetic Hyper-Geek: sorry, I've had really irregular internet access since I posted the original thread, and I just completely forgot about your offer. That would definitely be cool if you could do some alien vegetation models for the biodome, it'd really give it some character, and make it less of a death-trap for aliens.
Re: infestation - yeah, I'm aware that this is lacking also. I want to have progressive infestation (things like infestation bursting through walls and ceilings as you get closer to the hive), but at the moment this plan is scuppered by the max_planes thing. I'm also nudging the upper texture memory limit. This will be resolved in the final version, though - I'll find somewhere to cut back and optimise, then add better infestation.
For Max Planes: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=21248</a>
Could solve alot of your problems! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->