Title: HiveCity Post by: Nqss on February 14, 2011, 05:36:05 PM http://www.megaupload.com/?d=G0G3Z3GN
and managed a longer path for nids in sewers visual improvements added timers + gameplay fixes next map http://www.40ksource.com/common/smf/index.php?topic=1432.0 Title: Re: HiveCity Post by: Farseer on February 15, 2011, 09:06:56 AM Looks nice, could we get some more screenshots?
Title: Re: HiveCity Post by: Nqss on February 15, 2011, 09:47:33 AM There is not much to see yet , as i said i wann see the gameplay first , then polish this map
anyway http://img262.imageshack.us/img262/1140/test0003.jpg http://img255.imageshack.us/img255/5079/test0004.jpg http://img809.imageshack.us/img809/631/test0005.jpg Title: Re: HiveCity Post by: Farseer on February 15, 2011, 01:42:50 PM looks very nice, i assume that its not complete yet? or is it?
Has a very royal feeling to it. Title: Re: HiveCity Post by: Nqss on February 15, 2011, 02:11:11 PM looks very nice, i assume that its not complete yet? or is it? its pretty far from being completeHas a very royal feeling to it. but its near to gameplaytest beta i need people for that so much! Title: Re: HiveCity Post by: Nqss on February 16, 2011, 08:44:16 PM IM TOTALY REMAKING THIS MAP
Here the prefab of thunderhawk landing for it http://www.youtube.com/watch?v=gN0wRGm7hIw and here some screen of i got right now http://img130.imageshack.us/img130/2771/exhivecity0000.jpg Title: Re: HiveCity Post by: Stahlhagel on February 16, 2011, 08:56:09 PM DUDE! i like it. feels heavy and industrial in the last pic, the smog is perfect. though try to use as many imperial textures as possible to make it as 40k as possible with what the team has atm. lots of pipes and other stuff found in manufactures will help you a lot, i like the atmosphere i see there. EPIC horizon, you give the player the feel hes on a high level in a tower of the hive. awesome thunderhawk thing you put in there simply amazing ! add as many such customization effects to make the feel that theres really a battle going on and youll make the father of all EX maps !
keep it up! Title: Re: HiveCity Post by: Nqss on February 17, 2011, 05:06:28 PM here is some update
i started to remake that alley from the first screens that how it looks now http://img13.imageshack.us/img13/913/exhivecity0001.jpg Title: Re: HiveCity Post by: Loxn on February 17, 2011, 09:22:45 PM i like the remake, cant wait 2 look around in first-person O_o
Title: Re: HiveCity Post by: ChromeAngel on February 18, 2011, 08:05:21 PM I am not sure how you got that lighting but it says "imperial glory" to me. :D
Something like that might make a good background for the EX main menu. Title: Re: HiveCity Post by: Nqss on February 18, 2011, 08:45:52 PM I am not sure how you got that lighting but it says "imperial glory" to me. :D its HDR Something like that might make a good background for the EX main menu. this map got specific hdr settings which manages such glowing because there is places where you dont have to see the skies And this effect works with HDR turned on so i dont think that it would be good as bg map but maybe as bg image but we can get similar effect with func_illusionary and again we have to have a good pc to see such stuff Title: Re: HiveCity Post by: Nqss on February 19, 2011, 09:06:39 PM UPDATE
The nids spawn http://img407.imageshack.us/img407/9885/exhivecity0018.jpg and some other pics http://img692.imageshack.us/img692/8733/exhivecity0015.jpg http://img253.imageshack.us/img253/7125/exhivecity0019.jpg http://img811.imageshack.us/img811/1299/exhivecity0016.jpg http://img201.imageshack.us/img201/623/exhivecity0017.jpg Title: Re: HiveCity Post by: Nqss on March 07, 2011, 07:56:35 PM IS IT UPDATE TIME?
no...not really Guys , i need a texture....for palace , maybe several which contains stained-glass window with image of some imperil hero , heroes , several different images for like 5 walls or one OVER HERE and on walls http://img52.imageshack.us/img52/8025/ex1d.jpg and map is a total mess now http://img35.imageshack.us/img35/7413/ex2cs.jpg and since im trying to make it FEX friendly - huge as hell! Title: Re: HiveCity Post by: Nqss on March 08, 2011, 10:32:14 AM and here some update
with palace http://img850.imageshack.us/img850/4329/exhivecity0021.jpg http://img717.imageshack.us/img717/5144/exhivecity0024.jpg new nid spawn http://img171.imageshack.us/img171/7316/exhivecity0022.jpg http://img508.imageshack.us/img508/5497/exhivecity0023.jpg Title: Re: HiveCity Post by: Farseer on March 08, 2011, 10:53:14 AM i cant see ANY of the screenshots, says "blocked login" or "Domain unregistered" or something...
Title: Re: HiveCity Post by: Nqss on March 08, 2011, 11:25:09 AM how about now?
Title: Re: HiveCity Post by: Farseer on March 08, 2011, 06:20:12 PM nope... still the same... its imageshack's fault... no picture hosted on their site will display.
i'll try to fix it meself. Title: Re: HiveCity Post by: Nqss on March 23, 2011, 04:35:01 PM i didnt drop it , but im feeling that im about to hit ideas / texture use limit
sewers update http://img607.imageshack.us/img607/5991/exhivecity0028.jpg im gonna use this to mark critical points http://img225.imageshack.us/img225/930/exhivecity0029.jpg http://img132.imageshack.us/img132/3515/exhivecity0027.jpg palace with art work but its quet fucked up with HDR http://img5.imageshack.us/img5/7020/exhivecity0030.jpg and some street http://img854.imageshack.us/img854/9143/exhivecity0031.jpg Title: Re: HiveCity Post by: Nqss on March 26, 2011, 08:15:29 PM http://www.easy-share.com/1914403273/ex_hivecity_gp_beta01.rar
gameplay beta for you guys any bug / shit / balance issue should be posted here ex_mission is not working right so mission description is not working at all here is screenshots of what was changed in one album http://img851.imageshack.us/g/exhivecitygpbeta010000.jpg/ Title: Re: HiveCity Post by: ChromeAngel on March 28, 2011, 09:21:05 AM OK, the problem with the translations is because you included the "_english.txt" bit in the ex_gameplay translation file property (the ".txt" is taken for granted and the "_english" depends on what language the client has set in steam).
When I changed the name of your translation file to match the full name of the map and reloaded, the mission text appeared (this is the default it falls back to if the translation file from ex_gameplay cannot be loaded). Take care wording your missions, the midway missions (Green room and Generator) can be captured in either order (the larger hallways toward the reactor actually guides the nids towards that one first). You should also add some tokens for your objective names, like so: "Space marines land spot" "Landing Gantry" "Swarm nest" "Tyranic infestation" "palace" "Govenor's Palace" I think I need to write a new page in the manual, just to cover this properly :/ Title: Re: HiveCity Post by: Nqss on March 28, 2011, 03:28:39 PM Thank you very much , now i see what was wrong and now its fixed
here the gameplay beta03 which can be run on servers i think this map needed to be tested in gameplay now here is link to download http://www.easy-share.com/1914423870/ex_hivecity_beta03.rar and performance , i really worry about that , does anyone got lags? problems on the map? Title: Re: HiveCity Post by: Stahlhagel on March 29, 2011, 02:11:53 PM Just awesome. As if you could read my mind the map is pure win, you should hovewer get rid of those TF2 and HL2 poster and put some 40k art in instead...
Title: Re: HiveCity Post by: Nqss on March 29, 2011, 03:05:02 PM ....HL2 poster and put some 40k art in instead... i have to find an artis with awesome arts who will give me permission to use themi cant use GW's arts because of copyright and some random arts because of it Title: Re: HiveCity Post by: Loxn on March 29, 2011, 04:35:02 PM <3333 the toilet :D
btw. are marines authorized to open the 2 doors between spawnnid and lastcaptureroom? Title: Re: HiveCity Post by: Nqss on March 29, 2011, 04:54:17 PM <3333 the toilet :D only after nids captured generators and sewersbtw. are marines authorized to open the 2 doors between spawnnid and lastcaptureroom? in that case marines and nids can enter palace i blocked this door so marine players wouldn't run there in first place and then get screwed by nids really fast Title: Re: HiveCity Post by: Nqss on April 03, 2011, 09:40:28 PM fuck it , no feedback - last update with source
i was thinkin to do that after final release , but....this is my final http://www.megaupload.com/?d=D1LGRFXV Title: Re: HiveCity Post by: ChromeAngel on April 25, 2011, 08:11:24 PM We had a bit of a test today. Not so much an actual game on this map, but we did find some oddities:
Carnifexs get stuck in the red water room of the sewers ( http://steamcommunity.com/id/chromeangel/screenshot/576668995835479524 ). I got a report of a player getting loads of points for capping the sewer objective. Did you add an ex_award in there to boost the normal reward for capping objectives? (BTW the nids got there before I got as far as the ladders to the green room. I think it needs moving closer to the marine spawn). Title: Re: HiveCity Post by: Nqss on April 25, 2011, 08:23:13 PM Carnifexs get stuck in the red water room of the sewers ( http://steamcommunity.com/id/chromeangel/screenshot/576668995835479524 ). thats odd I got a report of a player getting loads of points for capping the sewer objective. Did you add an ex_award in there to boost the normal reward for capping objectives? (BTW the nids got there before I got as far as the ladders to the green room. I think it needs moving closer to the marine spawn). that what i wanted to knowabout points - yes i do Title: Re: HiveCity Post by: ChromeAngel on April 25, 2011, 09:20:53 PM oh and I heard some (random?) marine sounds being played near the sewer objective. What's the deal with that?
Title: Re: HiveCity Post by: Nqss on April 25, 2011, 10:16:56 PM oh and I heard some (random?) marine sounds being played near the sewer objective. What's the deal with that? well , its too loud sounds of easter egg the door in the corridor for marines , which near generator exit , can be opened by shooting in control panel of the door Title: Re: HiveCity Post by: Nqss on April 26, 2011, 12:06:57 PM http://www.megaupload.com/?d=P58V0B5G
new version , added alter path for nids and managed a longer path for nids in sewers Title: Re: HiveCity Post by: Nqss on October 09, 2011, 01:48:07 PM http://www.megaupload.com/?d=6UBAC1NC
version _b2 with new models in use , new texturies new texturies included in pack new models are no , should be included ingame by Chrome Title: Re: HiveCity Post by: Nqss on October 23, 2011, 11:09:46 PM http://www.megaupload.com/?d=G0G3Z3GN
new version with gameplay fixes and timers timers now delaying capturing main points and those can be captured back |