1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Natural Selection 2 - Biodome

  • dux
  • September 7, 2013 at 5:29 PM
  • dux
    • September 7, 2013 at 5:29 PM
    • #1

    Some of the sections I helped make for the new Biodome map that came with the latest ns2 update.


    The update in video format!

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Some of my stuff:


  • Thrik
    • September 7, 2013 at 5:49 PM
    • #2

    Fuckin' lovely. I really like the use of foliage within the otherwise steely industrial area. That bamboo stuff looks downright great. The only possibly criticism I could give is that the grass in the final two shots looks a bit unnatural, it's quite easy to see the 'lines' of grass.

  • FMPONE
    • September 7, 2013 at 6:18 PM
    • #3

    Shots look great


    I really like what I saw in-game from this map, as well.

  • Tschoppo
    • September 7, 2013 at 8:59 PM
    • #4

    really love it, have to check it out.

    Bamboo Grove kicks ass

  • PogoP
    • September 9, 2013 at 4:08 PM
    • #5

    Really great work on the map, Dux! I'm chuffed that a lot of my assets were still used for this too!

  • Vilham
    • September 9, 2013 at 5:10 PM
    • #6

    Terrible art, should fire that guy.

  • iwxanthi
    • September 9, 2013 at 5:52 PM
    • #7

    Awesome work!

  • PyroGXPilot
    • September 9, 2013 at 7:03 PM
    • #8

    I like grass that grows in straight lines!

  • PogoP
    • September 9, 2013 at 7:54 PM
    • #9

    That wasn't me, that was outsource

  • 2d-chris
    • September 9, 2013 at 9:02 PM
    • #10

    that's right, blame the outsourcer anyway totally digging this, not like a gardener, just as a gamer

  • Sjonsson
    • September 9, 2013 at 10:32 PM
    • #11

    Wow.... just... wow!

  • sven
    • September 22, 2013 at 11:18 PM
    • #12

    From the 256 patch notes:


    Quote

    Biodome:Lighting optimisations in many areas, approximately 300 lights removed.


    300 lights removed , wow.

  • FMPONE
    • September 22, 2013 at 11:23 PM
    • #13
    Quote from sven

    From the 256 patch notes:


    300 lights removed , wow.


    NS2 requires its own almost light-optimization pass, because you start using a hundred lights to achieve the results you want, but upon later analysis find ways to achieve the same final results using less light entities. Haven't run into that problem on Source, honestly

  • sven
    • September 23, 2013 at 9:34 AM
    • #14

    I never mapped for NS2, so thanks for the explanation. 300 lights less just seemed a lot coming from Source. I haven't played NS2 in a while, but these recent updates sounds like a good reason to try it again. I find if very interesting to see how transparent Unknown Worlds is with the regular updates on the site  .

  • PogoP
    • September 23, 2013 at 10:05 AM
    • #15

    Well Source uses baked lighting so you can do a lot more with less lights, as you get a lot of bounce lighting. There is no bounce lighting in Spark so you have to try and fake it.

  • TarrySruman
    • September 23, 2013 at 7:09 PM
    • #16

    The advantage being that you dont need to wait an hour to see what your lights look like in-game.

  • FMPONE
    • September 23, 2013 at 7:17 PM
    • #17
    Quote from TarrySruman

    The advantage being that you dont need to wait an hour to see what your lights look like in-game.


    Having worked with both, it doesn't end up being an advantage, you just sit there tweaking stuff endlessly that needn't be tweaked. The Source bounce light system is way better, if you could remove compiling from the equation it would be hands down. The problem with NS2 lighting is that you can't set ambient light to go across the entire map uniformly, and the skybox has no impact on level lighting. Two huge problems that hold the engine back IMO, but then again it reflects the nature of the game (total darkness is sometimes required, such as when aliens cut out the power in a room)

  • TarrySruman
    • September 24, 2013 at 7:00 AM
    • #18

    Fully dynamic bounce lighting would be absurdly expensive wouldnt it? Or has some super bitchin engine of the future solved that problem already

  • Thrik
    • September 24, 2013 at 2:02 PM
    • #19

    CryEngine has probably been doing that since 1987.

  • Puddy
    • September 24, 2013 at 2:04 PM
    • #20

    Absurdly is the right word here.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™