Author Topic: Ns_richmond  (Read 2823 times)

December 13, 2004, 09:54:33 AM
Reply #20

confused!

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http://maps.confusionville.net/
has a few pictures im not sure they are screened for quality though.
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December 13, 2004, 10:24:16 AM
Reply #21

Crispy

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My fav pics:

1. http://maps.confusionville.net/nsr9g5.jpg
2. http://maps.confusionville.net/nsr9g2.jpg
3. http://maps.confusionville.net/nsr9g6.jpg
4. http://maps.confusionville.net/nsr9g9.jpg

1. I dunno what it is about this pic that makes me cream my pants so much. It's fairly simple, not overdone, but the architecture is so asthetically pleasing (the brown texture looks a bit weird though).

2. Viewpoints r teh rox0r!

3. This one because it has a sense of realism.

4. Star Wars all the way, baby! (the lights would look better if indented at the support bases imo)

It looks like you cleaned up the lighting in a lot of those pics since I saw them on NS.org (although there were loads I hadn't seen before), looking forward to hearing how it beta's. ;)
« Last Edit: December 13, 2004, 10:26:02 AM by Crispy »
A lovely thing to see:
through the paper window's hole,
the Galaxy.

December 14, 2004, 11:43:45 AM
Reply #22

confused!

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ive given up.

After some qucik tweaks i have inagurated a beta. now, if i can track down jhunz..

ye olde file:
http://www.confusionville.net/maps/ns_richmond_b1a.rar

« Last Edit: December 14, 2004, 02:08:06 PM by confused! »
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December 14, 2004, 02:11:50 PM
Reply #23

Malevolent

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Ah, I downloaded the other version for nothing? My poor, poor 56k.
It's twice as clear as heaven and twice as loud as reason.

December 17, 2004, 08:04:16 AM
Reply #24

Crispy

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Quote
ive given up. But don't worry I'll be back for more...
Edited to say what you really meant to say.  :(
A lovely thing to see:
through the paper window's hole,
the Galaxy.

December 17, 2004, 01:02:43 PM
Reply #25

confused!

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well yes, i just have given  up on working on it, until i get it tested.

i PMed Jhunz but he hasn't gotten back to me...

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December 20, 2004, 12:16:33 AM
Reply #26

confused!

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to those who cam to my random late night im bored lets try my map pt tonight i thank you and some of the issues found will be dealt with.

i would like to ask a few things if you are so kind as to tell me what you think

1. general imperssions, if it has glaring flaws let me know.
2. res layout /balence.  thi is really a key to what i was hoping for from you guys. i am contemplating adding a res node in  teh lab room becasue it has little strategic value right now.
3. any stupid nit-picky stuff, i know two of my metal vent grates break in glass gibs, there is a visable null texture in the vent from turbine hall, my hive names are screwed up, tehre is a stuck spot in one of the carog hive, i am missing a location name south of the inspection hive, a few clip brushes i need to add here and there.

also the ready room secret is pretty megolomaniac so i might have change it. also in hopes of saving the clip nodes:)

if you have a complain that doesnt all under the above let me know as well
 

im sorry if this is incoherant or typed badly but ivebeen awake way to long to day and i drove 600 miles so forgive me:)
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December 20, 2004, 02:22:50 AM
Reply #27

GrayDuck

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The only complaint I have is that GreenGround was able to shoot me from the other side of the blue glass (the glass that goes away if you push that button).

Beyond that I liked it.  I liked the brightness of it (not so dark and dank as many of the other NS maps).  Though Marine Start seemed exceedingly bright, but I noticed that during our 'fun' game and it was loaded w/ dcs and mcs I don't really think that'd affect the brightness or whatnot, but maybe it was a factor as to why it wasn't asthetically (sp) pleasing.  

It takes me FOREVER to learn my way around a map, and it's not until I know a map well that I can pass judgement on it... so all I can honestly say is from what I saw, I think I'd like it.

December 20, 2004, 06:24:29 AM
Reply #28

Crispy

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Depending on where it is remember that areas can still have strategic value if they serve as decent relocation points. If it's big enough and centrally located (or near to a good supply of res) then make it nice and flat and clear the ground and woohoo now it has strategic value.

Only thing is don't make it too cosy or it'll be a given Marine strat every time and that takes away from general playability imho.
A lovely thing to see:
through the paper window's hole,
the Galaxy.

December 20, 2004, 12:10:52 PM
Reply #29

LowCrawler

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we played it earlier today... its pretty okay, very large, and it certainly will take some gettin used to. I havent read this thread but im sure someones mentioned the lighting at MS.

that has got to go... the floor is so white you cant even tell how much ammo and stuff you have.

December 21, 2004, 03:42:34 AM
Reply #30

SgtFury

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Interesting areas to it, different to any Ns map i`ve played before. Took me ages before I could figure out where marine start was.  :D

1 thing I would say about marine start is as an onos the floor texture being lie___---____----____ can get a bit hard to run along meaning a bit of a deathtrap.

Love the way its on different levels, not many maps doing that.

December 21, 2004, 07:29:06 AM
Reply #31

Malevolent

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Yeah, it is very different. A bunch of us finally got to play it on the server. Only thing is I didn't get to see much of the hives, etc. since aliens always own on new maps in the beginning.
It's twice as clear as heaven and twice as loud as reason.

December 26, 2004, 04:17:26 AM
Reply #32

TheAdj

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(All directions are from the top down or map view)

Right exit from marine start is absolutely terrible.  If marine start is hit there is no way to come back in a timely fashion if you use this route and go down below.  There should be a way back up top, otherwise the left hive will turn into engine on bast (rush ftw).

[attachmentid=899]

The left hive has a weldable door that needs to be addressed.  Sit a TF on the right side of the door and the sieges on the left and it'll be near impossible to take down.

The Recreation RT is too easy to shoot down from a very safe distance.  It needs to be non-visible from the catwalk above it.

Set lightgamma to 0 and walk around your map.  It will literally blind you at times.  There's a way to fix that, do some ns.com forum trolling (when it's up) and figure it out so you don't blind half the NS population when they play the map.

Use more colors on the minimap to show elevation changes, vents, multiple stories, etc.  Despite almost no maps doing it you can use more than just blue and white (a map next build uses brown for vents).

Left hive has a gimmick RT, move it somewhere further from the hive, but still close enough to be a "Friendly" RT.  Also note RTs should be in the same room as the hive, keep that in mind.

Nice map.

December 26, 2004, 03:32:07 PM
Reply #33

confused!

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adj, thanks for the input, especially about the left hive as it is 100% new.

 the siege issue  is one of the many things i am hoping to adress. the siege pontential of both the right and left hives is huge. i havent sat down and tried to work out how to fix it as yet but i will.

also as much as i like tehsection calle maitnence access wr what ver i am beginning to thin that it needs to get vout out as well to simplify that corner of the map.  ci am contemplating having the bridge section double back.

about the lighting issues, the map is supposed to have light that doesnt bounce. it creates this amizng ambince the problem beign that skulks dont seem to light correctly in the shadows. this is a really serious problem when the skulk is on a completely black surface and is like pale blue or orange. i'm gonna put a up a  version which has  bounce zero because i find it to look really nice, however i will be toneing some of the lights particularly those on teh floor in teh ms down nas bit so people can read their health and ammo. I can read  them now, but it seems the monitor i'm using is the exception rather than the rule. Therefor if you could point to other areas where you have this problem it would ease my load a bit.

***************** this version is no longer current*************************
the version here has  few tweaks over the current one but is 99%the smae except for the light bounces. it has no minimap etc its just to see if the lgihts are still a problem with bounce 0 on.  (its uploading right now so if it doesnt work try again in a few minutes)
www.maps.confusionville.net/ns_richmond_b1b.bsp
***************** this version is no longer current*************************
« Last Edit: December 28, 2004, 01:00:33 AM by confused! »
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December 28, 2004, 11:00:07 AM
Reply #34

confused!

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right then.

nooblet has  decided that i need to test it more and more. that and the adj may have found a serious flaw.

 thus i have redsigend the level, becasue i finally got it done around 3am last night i think that my lack of pcitures is acceptable.

finally you can get the file from maps.confusionville.net/ns_richmond_b1c.rar
file size is just under 3megs.

finally i will post a view of the new lay out some where in  

--- this -----



region shortly
« Last Edit: December 28, 2004, 11:09:07 AM by confused! »
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January 15, 2005, 02:52:31 AM
Reply #35

confused!

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new verison out: maps.confusionville.net/ns_richmond_b1e.rar

i haven't contacted jhunz yet, but i will shortly
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