Nancy Remake Team.

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Comments

  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    Looks good...
    I was just playing the old Nancy a few hours ago on Lunixmonster... I can't wait to be able to play it properly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Aug 28 2003, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 28 2003, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And what should I do next? I think I'm going to work on the crew locker room since it branches off of Auxiliary Generator. When I get the rmf of port Auxiliary Command and the vent / shaft thing connecting to Auxiliary Generator I'll connect the two. Then all we would have to do is finish marine start and the subspace area. After that finish a few hallways, the whole vent system, and any remaining details / tweaks and we're done I think... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Please, do hallways. I despise those things with a passion, or at least attempting to reconstruct them has been a horror I'd love to swear off of. =^.6=

    Though I still am having to resist the urge to take the little bit of time it'd take to rebrush the vents just to get those out of the way ASAP. =^.^=
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    OK... WolfWings, stressing the second W. ha ha <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    That'll be no problem for me. I already have the basic structure of the most common look to the hallways in nancy done. Now I just gotta copy + paste and then manipulate them to be whatever hallway I'm making.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    I need to bring the lighting up to the original Nancy-esque levels, and adjust it in general to match better, as just tex-lights aren't nearly enough to fill that room out unless there's a few hidden that I didn't spot.

    Anyways, on with the mini-show, so folks can comment further.

    Again, <span style='color:white'><b>lighting is still in progress</b></span> but Subspace hive is, for all intents and purposes, complete. :-)
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Stupid me, forgot to attach the pic...
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Looking good, though subspace somehow looks somewhat more sinister then before...

    Me likes...
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited August 2003
    And for those wondering, no, all that infestation doesn't affect r_speeds that much. Removing them only lowers it by around 50, the pipework and that huge 'thing' in the middle of the room have been, and will continue to be, the r_speeds-hogs, sucking up around 200-300 by themselves. :-) Thankfully, they all vanish properly when leaving the room, so they're a very localized issue. =^.^= Average wpoly r_speeds is around <span style='color:yellow'>200-450</span> for the room itself.

    And the infestation is actually just texturing on some of the skulk-clipping I did, as it makes that room VERY easy to maneuver around in as a Skulk, making things like ducking across the pipes possible, though still not 'easy' persay it's a vast improvement from the original Subspace hive.

    And yes, I wanted to show off where I put skulk-clipping, and also the infestation alignments I settled on. Aside from not having an 'infested' version of one texture I had to use, I'm quite happy with the hive as it stands. :-)

    <span style='color:yellow'>Corrected Content</span>
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I never liked nancy much but what you guys have done till now... WOW!
    maybe finish the map first and ask some people what they would like to have changed. I like the idea to add water at the hallway to noname hive, the new subspace "column" looks brilliant.
    so my wish would be:
    make the vents skulk friendly and add details in it for better orientation, so give them a recognizeable look (think I wrote the word wrong...).

    Great JOB!
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    you may wana fix no name hive so its not hanging in the air from nothing. I just noticed the stems of the hive aren't touching anything. Oh, great work, I really like the new subspace.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited September 2003
    <!--QuoteBegin--Lt.Gravity+Aug 29 2003, 04:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Aug 29 2003, 04:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> make the vents skulk friendly and add details in it for better orientation, so give them a recognizeable look (think I wrote the word wrong...). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well... I have one idea that I don't know if it's possible or not. Making everything skulk-friendly is a given though, no worries there. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    We could (ab)use the infodecal entity to bunch a ****load of decals in the vents, provided those don't count towards overall entity limits in a map.

    As an example of what I'm talking about 'spraying' onto the walls of the vents every so often (Docking being the 'In Theme' name for Marine Start, since they seem to have a cockpit for a hastilly-docked ship as their initial base)

    <span style='color:red'>*Language, please.*</span>
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    You guys will be fixing gameplay issues by doing things like adding two entrances to Subspace and Port, right?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Insane+Aug 29 2003, 05:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Aug 29 2003, 05:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You guys will be fixing gameplay issues by doing things like adding two entrances to Subspace and Port, right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Only answering this since I think Lazer's asleep and I'm awake right now. First, we recover and bug-fix Nancy, which is what we're in the process of doing. Then, we <b><i>may</i></b> change it to improve things. Subspace, IMHO, <b><i>has</i></b> two entrances already for marines, just they never bother to use the mini-vent. Possibly switching that out for breaking through that large 'fan' in Mother Interface is a possibility I could see, but I don't see any 'drastic' change occuring in either of those areas. They're pretty damn good already. Mother Interface is a very defensible position for Marines from which they can siege the hive, this makes a second full-scale entrance a moot point, again, IMHO.

    Of course, Devildog (or Lazer unless Devildog over-rules him) can tell me to stick a Barbie Doll in the middle of Subspace Hive, and I will. It's his map in the end, and Lazer is leading this motley re-building. :-)

    As for Port Engine, I don't know if it really needs that much of a change. Again, it HAS two entrances, technically. They just merge into the same doorway, but there's two very seperate routes to get to Port right now. Remember, that whole hallway needs to be defended as well, since it's very easy to siege from there, especially since Aliens don't get many projectile attacks anymore. :-)
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    I wouldn't change or 'fix' Nancy, it was great to begin with. I do not recall any serious gameplay issues back in 1.0.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Oh my god!!!

    I haven't checked this forum for a while, but I never expected to see this! Your work on recreating this map is incredible. I hope Flayra sees fit to include the remade Nancy in 2.1, because the quality is more than worthy of official status.


    BTW if you still need someone to help in redoing the odd vent and stuff, just ask me. I'd quite like to remake the vent system using the exact same layout, but with 'landmarks' and features to improve their aesthetic appeal and make them easier to navigate.
  • OkaboreOkabore Join Date: 2002-11-21 Member: 9505Members
    I wanted to agree with everyone else and say that you are doing a great job. Allways had a love/hate relationship with Nacy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I got a question though, is all the ambient sounds and steam included as well? Like the breakable panel and the steam in the corridor outside Mother.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    First of all I would like to say that you all do a great job, rebuilding this amazing map, but (no offence to DevilDog) nancy is/was not really the best looking map. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Some of the textures were strangely placed and the lighting was, in my opinon, very "gray" and booring, and I also think it didn't use the particle system.
    What I'm trying to say is that, why not instead of just make an exact copy, improve the map and make it even better? More like an ns_nancy-remake.
    However, good luck with the map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    hmm Lazer .. that hallway doesnt give me the Nancy feeling :S somethings different <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->

    GJ everyone ! its great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i agree with drunken there, although nancy's brush work was correct, lighting did suck a bit as it was boring and really **** compared to nancy. Maybe using a good light/shadows lighting style, with little bounce, high texture lighting bright and dscale 4-6 could hopefully make nancy look ALOT better. At least id give it a try.

    Btw, please do 2 entrances to each hive, at least, do one more to port engine.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin--Nazul+Aug 29 2003, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nazul @ Aug 29 2003, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm Lazer .. that hallway doesnt give me the Nancy feeling :S somethings different <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What's different is that there is no steam. Otherwise its almost a perfect replica. The lighting is almost impossible to tell the difference between.

    WolfWings: That kinda new look to subspace is amazing. It needs to be brighter, but it really looks nice. I'm thinking about adding more infestation to the hives just like KFS did with eclipse. Mother really needs it because the hive in the center has no infestation around it, it's all around the edges of the room.

    Drunken.Monkey: Yes, there will be improvements like using the particle sytem instead of cycler_sprites(?).

    So overall: Yes there will be improvements to the map, but nothing too drastic. I never noticed the single enterance to subspace thing being that much of a problem. I could argue that port has more problems with that. I'm thinking to overcome this problem, we could make that weldable vent weldable on only the Mother Interface side, and half-way through the vent it branches upwards and then dumps out at a higher place in Mother Interface so skulks can run up it and jump out at marines trying to set up siege in there. As it is right now, one good marine can hold off the aliens from coming down that long tedious hallway. Same goes for port, but the hallway isn't nearly as long so a few good skulks could take marines trying to camp it.

    I don't want to think about these hive layout changes until after we finish putting everything together though.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Regarding the issue of having two entrances to each hive.. if I recall correctly, engine and subspace were the hives with one entrance (not counting vents, which can't be accessed without jetpacks). Noname had the red corridor and the direct entrance from aux. gen.

    If I recall correctly, there was the room near the cockpit where the marines spawned in - it had only one exit as the other door inside did not go anywhere (opposite from this room was the one that eventually led into aux. gen area outside noname). Would it be possible to perhaps expand a bit from there and make that connect to a new entrance to Subspace hive? I think that would make the architecture make more sense, and also decrease the bottle-neckedness of the docking bay area at marine start.

    Port Engine room hive is harder to consider. Perhaps if Port was shifted down a bit towards marine start, then a corridor could be made from Cargo to connect to the original entrance, while a new one could be made into the hive from Port's Aux. gen. But then Port Engine seems a bit small for a hive with two entrances.

    Just my general rambling..
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    <!--QuoteBegin--blueman+Aug 29 2003, 11:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Aug 29 2003, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Btw, please do 2 entrances to each hive, at least, do one more to port engine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I posted a change log for Nancy Port Side a while back.

    I am raising the Hive (Onos tend to get stuck / not have enough room)
    Expanding Port (More Onos Room)
    Adding a second entrance you just brought up, I believe I will be doing that as well.

    EDIT: Good to note that Ia m creating two versions of port side. One full remade no personal changes and then as I call it the, "DarkATI Version" with all that stuff done, right now I'm working on texing and perfecting my .rad file entries.

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Good idea, but won't work. DevilDog said that he had a hard enough time finishing the map without having too much in the map. Adding a whole new route like that just wouldn't work. If anything that little side room should be removed... but it looks nice there.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    been reading this for a while, I'm well impressed...nancy was my favourite map in 1.04 and I was dissapointed not to see it in 2.0, but obviously not much could be done about this.

    I have to reitterate sentiments made by others here...minor asthetic changes are ok, like with some of the other maps getting face lifts...but please don't be tempted to give in to all this talk about changing rooms and routes, specifically about the ability of marines to get in to the hives because of only one viable entrance. Keep it true to the original and just make it nice and easy for onoses to move freely...don't go adding and updating the map drastically <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Keep up the good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    -Lee
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--niaccurshi+Aug 29 2003, 12:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niaccurshi @ Aug 29 2003, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> been reading this for a while, I'm well impressed...nancy was my favourite map in 1.04 and I was dissapointed not to see it in 2.0, but obviously not much could be done about this.

    I have to reitterate sentiments made by others here...minor asthetic changes are ok, like with some of the other maps getting face lifts...but please don't be tempted to give in to all this talk about changing rooms and routes, specifically about the ability of marines to get in to the hives because of only one viable entrance. Keep it true to the original and just make it nice and easy for onoses to move freely...don't go adding and updating the map drastically <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Keep up the good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    -Lee <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes I don't want to change it, however I see Port as a special case. Onoes wouldn't be able to move freely <b><i>OR</b></i> be able to REDEEM to Port. Port is too small. I have no problem leaving one entrance, but the hive must be raised, and really Port needs to be bigger. For Onos to redeem properly to Port, every info_team_start would have to be placed somewhere big enough for an Onos, and Port simply does not have that kind of room. It is necessity that brings me to changing Port, the second entrance I considered because it's really unfair to the marines, but the marines can siege from that room outside so it's not overly unfair I suppose, not to mention Flayra's changing the damage that O's do, so O Spam near the Port Door won't eb too bad so long as you have a GL. Come to think of it, this makes things interesting. You see, if the Aliens put a bunch of O's there, then Onos wouldn't be able to easily get in and out. I think this would make for some insane NS Fun!!

    The main port changes will be to accomodate Onos'.

    OK, so no second door, however the raised Hive and expanded Port Engine Room is a go? Yes?

    Also, Lazer I will be trimming off things as best I can so that we can avoid the memory error DD was talking about. It's gonna be tough but we can beat it.

    ~ DarkATi
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    What % done are you guys?
  • QuazQuaz Join Date: 2003-01-15 Member: 12327Members, Constellation
    I redid this minimap to address some of the balance issues, Onos and player problems, and the overall effectiveness of ns_nancy. I made this about a month ago right after NS 2.0 was released but never got to the stage of building the map. I hope this helps.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Teflon+Aug 29 2003, 01:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Aug 29 2003, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What % done are you guys? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't know how much Lazer is done with overall, but I am about 40 - 50% Done with Aux. Command, Port Engine Room Hive and the Sub-Tunnel to Aux. Gen. Lazer spoke about wanting to hit the 2.1 submission deadline and I think we might be able to, it would be awesome if we could but if we don't then that just gives us more time to perfect it.

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I have expanded Port Engine Room Hive, I'm still working out the kinks but it looks pretty good, Onos can roam freely now, I have also raised the Hive. I am sorry to any Classic Nancy fans but Port MUST be changed to accomodate Onos'. Thanks, I'll post some screenies later on as well.

    ~ DarkATI
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2003
    From what I've done myself... it could be almost 50% of the map. Here's what I've done:

    - Messhall
    - Area on the other side of the messhall glass
    - Cargo
    - Steps from Messhall to Cargo / Mother interface
    - Auxiliary Generator
    - Both hallways leading to Mother from Auxiliary Generator
    - Mother
    - Some of the hallway that goes from Messhall to Marine Start

    For a lot of the hallways in nancy, I just gotta copy and paste that hallway structure from outside of Messhall and manipulate it a bit. I'me just waiting for these before I try and do the connecting:

    - Port
    - Auxillary Command
    - Subspace
    - Mother Interface
    - Marine Start area

    There was a guy who said he was working on Marine Start, but he said he couldn't promise anything and that I shouldn't wait on him for anything, but I can wait since there is plenty of other stuff to do at the moment. Next for me will be the locker room and trying to connect/add some more hallways to get ready for the above. Also, I believe there is only two places in nancy where particle systems are needed, and I already added them :]

    EDIT: And ATi, I have to agree with you completely. Raising the hive and making the area a little bigger is critical if we want it to work well with onos.
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