Nancy Remake Team.

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Comments

  • Fluffy_KittenFluffy_Kitten Join Date: 2003-06-20 Member: 17544Members, Constellation
    Nancy was my favourite map in 1.x, (mainly because I could win as commander about 85% of the time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) and while I'm not entirely sure it'd give good gameplay in 2.0, it'd be nice to be proved wrong... keep at it guys, looks great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The post would seem wrong if I didn't make a suggestion though, so... might it be worth adding a ladder to the "vent of doom" outside marine spawn, so commanders don't lose 1 or 2 members of the team who don't know about "kill" and get stuck down there ? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Oh, and start posting some side by side screenys to see if we can tell the difference. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    <!--QuoteBegin--Fluffy Kitten+Aug 29 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffy Kitten @ Aug 29 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nancy was my favourite map in 1.x, (mainly because I could win as commander about 85% of the time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) and while I'm not entirely sure it'd give good gameplay in 2.0, it'd be nice to be proved wrong... keep at it guys, looks great.  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The post would seem wrong if I didn't make a suggestion though, so... might it be worth adding a ladder to the "vent of doom" outside marine spawn, so commanders don't lose 1 or 2 members of the team who don't know about "kill" and get stuck down there ?  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Oh, and start posting some side by side screenys to see if we can tell the difference.  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I posted some side by side picture a little ways back however it was only to show the lighting compared between the two, I have yet to perfect the texture placement so [more] screenies won't be here too soon for Port anyway.

    ~ DarkATi
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    wow im surprised you mappers can do all that remaking <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> down to the textures but yeah for the people that say make our own changes... it's not our map and I say remake it 100% even if it doesnt work in 2.0 and give it to the original map maker to make it 2.0 compatible....
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    <!--QuoteBegin--briguy992+Aug 29 2003, 04:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Aug 29 2003, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wow im surprised you mappers can do all that remaking <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> down to the textures but yeah for the people that say make our own changes... it's not our map and I say remake it 100% even if it doesnt work in 2.0 and give it to the original map maker to make it 2.0 compatible.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed totally. Let DD decide what to do if he wants it back.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Lightning Blue+Aug 29 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lightning Blue @ Aug 29 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--briguy992+Aug 29 2003, 04:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Aug 29 2003, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wow im surprised you mappers can do all that remaking <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> down to the textures but yeah for the people that say make our own changes... it's not our map and I say remake it 100% even if it doesnt work in 2.0 and give it to the original map maker to make it 2.0 compatible.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Agreed totally. Let DD decide what to do if he wants it back. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    DevilDog has already stated many times over that he is not interested in re-working Nancy for 2.0. I agree with what you are saying but I can assure you that we will not be making needless changes in any way. I am reworking Port because it will absolutely not work with the current 2.0 Onos'. DD has entrusted Lazer with this task of remaking Nancy and Lazer has entrusted me with remaking Port Engine Room and a few surrounding areas.

    Once again, I want to assure you that no changes will be made other than out of necessity or small textures changes / enhancements. DevilDog agrees with these changes or I feel that he will. I am sorry that we cannot remake Nancy exactly but it will be a waste of our efforts if we make a complete 100% Copy, because it won't run in 2.0 and what's the point of remaking and giving a map back to someone who has no interest in working with / on it?

    Please trust me when I say that this Nancy we are remaking will be just as good as he old one. I feel as though it will be better.

    However do not trust me when I give advice on WADs and the GPL agreement. See the "Testing the Waters" Thread.

    ~ DarkATi
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    I consider a jetpackable hive to be a worthless hive.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Lightning Blue+Aug 29 2003, 06:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lightning Blue @ Aug 29 2003, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I consider a jetpackable hive to be a worthless hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OK... not sure where you were going with that...? The original Nancy Port Hive was not "jetpackable" and neither will the raised version I am creating be. No jetpacker will be able sit on top of the hive and shoot it. (If that's what you were referring to.)

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I realize that this remake will not agre with everyone, but it simply is not possible to make a map or remake Nancy in this case that agrees with everyone. Other than the raised Hive I am expanding the side opposite the door in Port so as to make more room for Onos' and Gorge Structs. like Movement or Offense Chambers. Here is a picture of the expanded area. I did add a light to the floor, but it is the same radiosity as the other greenish lights in Port. Without that light the area was too dark.

    ~ DarkATi
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    i dont mind the changes, bring some new life into the map. Just dont go crazy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--supernorn2000+Aug 29 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Aug 29 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont mind the changes, bring some new life into the map. Just dont go crazy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Definetly Not, norn.

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2003
    The expansion is looking nice but it needs more work. Kinda looks boring. Maybe a pillar or something coming out of the middel of the wall. I'm not sure exactly what to add... it's just missing something...

    I just got through with finishing Crew Lockers. There was actually a few structural flaws I found in it that I fixed, but they were very subtle.

    Oh and don't worry about the people making posts giving their opinion on the whole thing when they haven't read DevilDog's posts. And anyone who hasn't read his posts please go back a few pages and read them. He is working on another map and has left it up to us to rebuild and improve the map were it needed improvements. We will not make unnecisarry changes.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Heh, the original nancy.txt simply says

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only map with somewhere to eat!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited August 2003
    <span style='color:yellow'>Stupid Preview button throws out attachments...</span>
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Quick query on lighting, I'd like some outside opinions on which of these looks best. I can 'easilly' use any of these, or if someone has an idea for a radically-different lighting for Subspace, pipe up now. Otherwise, say which one you think looks best, including the 'lit up' bars which are actually providing the light, visible to either side of the 'green computer panels' behind the infestation.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    crimson. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Crimson is nice, but it needs to be a little birghter. Try to keep the same light level that the original subspace had. I really like the new look to the pillar thing though...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    I liked the original one you posted a while back

    ..and I second fluffy kittens comment about the Vent O' Doom. As well as providing a way out of there, a ladder would also go some way to my 'more interesting vents' suggestion.
    If you dont know where the Vent O' Doom is, its just below the entrance through the broken floor grating, not far from the marines second node.

    Just to expand a bit on the suggestion I made about giving the vents 'landmarks' and navigation features... these could include things like pipes, panels with different textures on them, fans, light fixtures, grated-off areas and branches you cant get to, or just a few spots of different lighting. Anything to break up the disorienting red monotony of the original map's vents. For examples of unique and non-boring vents, look at bast and hydrosity (sure there are others).

    Note that I do not advocate changing the actual layout of the vents at all. You may not agree with my suggestion and think the changes I propose are too drastic, its just my 2 c on how DD might have altered things (notice how the vents on caged have improved looks in the new version, though the layout remained the same on some of them).
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    ugh take that extra passage out to subspace. That is a huge gameplay change you just made. You've cut down the time from hive to marine spawn drastically. *IF* any second passage is going to be made, it needs to be longer from the MS.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2003
    The problem right now is people are talking to much about adding stuff to this map. It has been mentioned many times that this map just barel made it becuase of everything in it. Map first, big improvements later. Changing the structure of the vents (not layout) could add a many many more faces seeing as how many vents are in this map. Thats why I want to do the vents last, since its one of the biggest structures (so to speak) of this map. Changes in the layout and structure of them could greatly increase or decrease the amount of total faces that this whole map is. (which could kill or give more mapping room to this map)

    EDIT: Just saw your post DevilDog. Do not pay attention to those "new layout minimap" things. They have no relation to this project and I really don't think the layout design in them would work.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Sure, you obviously want to get 'Nancy 1.0' done before moving on to 'Nancy 2.0'. The suggestions I made are really there for when you have got the essentials out of the way <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    BTW is it Devildog or Devilblocks now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Aug 29 2003, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 29 2003, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Changing the structure of the vents (not layout) could add a many many more faces seeing as how many vents are in this map. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, in all likelyhood, rebrushing the vents will REDUCE the face-count, as right now there are MANY vent spots where they don't line up, aren't quite the same size or similair. Also, removing the 'little blip lights' in them, in favor of simple point lights spread along them, would lower the face-count as well, also freeing up space.

    And I'm <b>trying</b> to bring the Subspace lights up to the original Nancy brightness, but it's turning into a fight. The lights as they are now are nicely visible, but still leave a couple areas where Skulks can easilly hide for a moment or two, behind overhangs or in nitches in the ceiling.

    I'm just not wanting to ruin the 'ambience' I've managed to get with the rebrushing and re-texturing at this point, that's my one real fear, especially since the original Subspace hive was awfully bright to me, especially for all the infestation on all the walls.

    I'm going to tweak it a little, and post some final screenshots, and move on to Mother Interface. If there's a SPECIFIC improvement you can think of, lemme know. I just want to avoid using point lights anywhere except in the vents, as they really ruin that nice lighting effect I've gotten, as I can't place them tightly enough to get that same 'occlusion shadowing' I build into that central pillar.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Aug 29 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Aug 29 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Aug 29 2003, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 29 2003, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Changing the structure of the vents (not layout) could add a many many more faces seeing as how many vents are in this map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, in all likelyhood, rebrushing the vents will REDUCE the face-count, as right now there are MANY vent spots where they don't line up, aren't quite the same size or similair. Also, removing the 'little blip lights' in them, in favor of simple point lights spread along them, would lower the face-count as well, also freeing up space.

    And I'm <b>trying</b> to bring the Subspace lights up to the original Nancy brightness, but it's turning into a fight. The lights as they are now are nicely visible, but still leave a couple areas where Skulks can easilly hide for a moment or two, behind overhangs or in nitches in the ceiling.

    I'm just not wanting to ruin the 'ambience' I've managed to get with the rebrushing and re-texturing at this point, that's my one real fear, especially since the original Subspace hive was awfully bright to me, especially for all the infestation on all the walls.

    I'm going to tweak it a little, and post some final screenshots, and move on to Mother Interface. If there's a SPECIFIC improvement you can think of, lemme know. I just want to avoid using point lights anywhere except in the vents, as they really ruin that nice lighting effect I've gotten, as I can't place them tightly enough to get that same 'occlusion shadowing' I build into that central pillar. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    WolfWings - Concerning Lighting, if you would give me your map of subspace I will gladly write you a .rad file that meets it's needs.

    ~ DarkATi
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    :: Drools :: I can't wait, it looks good. Keep up the work n' stuff.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited August 2003
    <span style='color:yellow'>Previous download of WiP Subspace Hive removed after DartATi recieved it.</span>
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I have d-loaded it you may untac it now.

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    The lighting in this map is mainly coming from the Array Interface, or whatever that Pillar is. You have comp_lights as the texture on it, however for it to work properly it needs the d_drkmtllightb texture on it, this can be found in the ns_nancy.wad file. I will change it for you just for some tests then you can tweak it. That's basically all of your Subspace lights other than that hanging one near the weldable vent.

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Alright so I'm at the point where I don't have _that_ much to do. So... when should I be expecting the files so I can connect the hives? I'm gonna start working to the marine start area if I don't get anything to work with :]
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I say do green, it's more... life like. It compliments the infestation rather than toning it down.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--DarkATi+Aug 29 2003, 08:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Aug 29 2003, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You have comp_lights as the texture on it, however for it to work properly it needs the d_drkmtllightb texture on it, this can be found in the ns_nancy.wad file. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Um... that sucks. =-.-= No offense, but d_drkmtllightb looks pretty bad compared to the comp_lights texture, which <b>is</b> used on some faces of it in the original as well. Again, most of the faces of the Interface Array are rather randomly textured, so I used the one that looked good underneath the infestation, and appropriate for the name of the room.

    Also, I checked, neither texture is in the lights.rad file (finally thought to open it, boom, I can tweak it now) so I don't see how replacing a brightly-coloured texture with a <i>darker</i> texture would brighten the room. Quite the opposite, it should darken it, and it does when I tried that.

    So, basically, I just didn't have my light levels up high enough yet, it seems. And I'd request that we keep the uniform comp_lights texturing, as the 'monochrome black with yellow specks' of the alternative just doesn't look anywhere near good to my eye. =-.-=
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Aug 29 2003, 09:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Aug 29 2003, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright so I'm at the point where I don't have _that_ much to do. So... when should I be expecting the files so I can connect the hives? I'm gonna start working to the marine start area if I don't get anything to work with :] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm working most of tonight on Mother Interface, once I get that I'll punt it to DarkATi for lighting. I seem to have a real knack for brushwork and texturing, it's lighting I'm not that hot at. :-)

    Also, when it comes time for a final compile, send the map back my way. I have a Dual Athlon 1600MP w/ way more than enough memory to do the compile on.

    As for my timeframe, once DarkATi figures out the adjusted lights.rad settings for the one light texture I need to 'claim' for the Interface Array to light properly, it's done at this point, so you can link it into the cooridors there.

    Also, I'm not touching the cooridor between Subspace and Mother Interface, I just have the little segment of venting between the two in my test map for getting between them. The weldable grates are currently func_illusionaries, as I don't have a proper entity file for Radiant to set up weldables yet, nor have I been able to find one either, so I'll leave those to you to configure as you see fit.

    I figure I'll have Mother Interface done by tommorow afternoon or evening at the latest. :-)
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