40K Source

Exterminatus - Rival Species 2 => Contributions => Topic started by: Nqss on February 14, 2011, 05:36:05 PM



Title: HiveCity
Post by: Nqss on February 14, 2011, 05:36:05 PM
http://www.megaupload.com/?d=G0G3Z3GN

new version , added alter path for nids
and managed a longer path for nids in sewers

new version , added new models on map , new texturies
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?

Has a very royal feeling to it.
its pretty far from being complete

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

Something like that might make a good background for the EX main menu.

its HDR
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 them
i 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

btw. are marines authorized to open the 2 doors between spawnnid and lastcaptureroom?
only after nids captured generators and sewers
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 know
about 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