Author Topic: Ns_thorstation  (Read 45057 times)

March 10, 2004, 08:03:50 PM
Read 45057 times

Plaguebearer

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Made this map last week, and since then have been trying to find a place and group to playtest it.  It's all but finished; I'm concerned over the resource layout and a couple uninteresting bits of hallway.

If I can get a playtest organized, I'll post up a download link close to playtest-time, to give me the opportunity to keep working on bits and pieces of it...

(ps, that's not the sky i'm actually using :D)















God, I'm old.

March 10, 2004, 08:15:32 PM
Reply #1

Legionnaired

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Great architecture, but maybe a little more contrast?

I love the formations of the walls, very un-flat is very good. Great work.

March 10, 2004, 08:38:24 PM
Reply #2

Uranium - 235

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As a mapper, I feel compelled to slap your wrist and say:

GAH DIE DIAMOND FLOOR PATTERN, DIE!!!!

That elevator better move, BTW :)
« Last Edit: March 10, 2004, 08:38:39 PM by Uranium - 235 »

March 10, 2004, 11:19:51 PM
Reply #3

Dark

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I'ld be glad to playtest it for you plaguebear.  It looks really good  :D
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

March 10, 2004, 11:35:32 PM
Reply #4

BobTheJanitor

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I love PTing maps. I'm sure you'll find several ready candidates here. We just have to get the word from the big kahuna on whether or not he wants to run it, unless you're offering to provide the PT server yourself, of course.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

March 11, 2004, 01:31:33 AM
Reply #5

SaltzBad

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It looks pretty sweet. Same as Bob, love the unflat look in all screens except the 'rine spawn one ( :p ), but will kindly withhold further scolding until we can actually play it.

The lighting also looks like its always a bit underpowered, but if I remember right those sort of things can change quickly depending on how you compile it.

March 11, 2004, 01:49:24 AM
Reply #6

Dark

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i likes me maps that i play on to be flat and un bumpy B)

i don't really how the lighting is as long as it is not really really dark where you have to have high gamma to see anything
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

March 11, 2004, 02:20:14 AM
Reply #7

Uranium - 235

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oh... are you still using the desert? I remember seeing the thread on this and you said it was supposed to be space, but the map looks so... building-on-the-ground-y.

March 11, 2004, 02:22:49 AM
Reply #8

Dark

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Quote
(ps, that's not the sky i'm actually using :D)

 
i think this should square you away with on how he is handling the sky

he should be changing it to something spacey to fit the map name  ;)
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

March 11, 2004, 02:58:05 AM
Reply #9

Sancho

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Wow, only 1 week to make this? :o

My artsy side loves the unflat walls, but my skulky side hates them.  Would it be such a bad thing to use clip brushes on the walls to make them run smooth as a skulk?
« Last Edit: March 11, 2004, 02:58:40 AM by Sancho »

April 14, 2004, 04:07:02 PM
Reply #10

Bogglesteinsky

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Skulks do not stick to clip brishes (AFAIK), so it would be even worse

April 14, 2004, 04:48:13 PM
Reply #11

BobTheJanitor

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1. Holy threadomancy!

2. Skulks can walk on clip brushes in 3.0, it was 2.0 where that didn't work.

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

April 14, 2004, 10:57:53 PM
Reply #12

Grimm

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First off, I'd like to apologize for going Onos in that 3v3 game. Under normal circumstances, I wouldn't go Onos at all, unless they got lvl 3/3 HA/HMG. However, I really really really had to use the bathroom, and not just for a minute, and I didn't want to just leave my teammates  there to fend for themselves.

Anyway, back to the map. After playing a couple rounds on each side, two things are very apparent; One is that the map is much too dark in a few too many areas, allowing for easy ambushes and such from the Kharaa, and Two being there are some parts of hallways that are made to change the monotony of a normal hallway, but add easy places for Skulks to wait for passing marines. Early in the first game as a Kharaa tonight, for example, I got two marines right away after waiting in a little nich, then a third a moment later.

Another problem that I've found is I tend to get pretty laggy, almost as if my marine were walking while haveing a seizure, when I got near the stacks of crates and the like.

Also, I like the style of the lights and ladders that are inset into the walls, although the hallways still end up seeming relatively plain to the point of almost being eyesores. I can't put my finger on it directly, but there is something missing.

Also, it might be a good idea to get a minimap up for it.

On a final side note, I noticed that you use the res-node gas sprites for the lights on the ends of railings and sides of ladders. Most people wouldn't notice this, but I happen to have a custom sprite for the res gas that shows the $ dollar symbol instead of the usual circular puffs. I must say though, it made it all a little funnier, and I got some screenshots of various areas. First two are the ladders of money lights (top two), Vent tunnel of money lights (bottom left), and the Tank Hive of money lights (bottom right).  :lol:
« Last Edit: April 14, 2004, 10:58:42 PM by Grimm »

April 14, 2004, 11:39:16 PM
Reply #13

Plaguebearer

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I think most of the lag people experienced was from not having the minimap... which IS in the zip file :p

The thing about the light sprites - I use flare3.spr; it just so happens that the res nozzles do too.  It's not an intentional usage of node sprites - it's just the only one that ns doesn't screw around with that I think fits.
God, I'm old.

April 15, 2004, 12:21:52 AM
Reply #14

Grimm

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I don't have a problem with them being like that, in fact it's actually kinda cool and funny, but it was something I thought I'd point out anyway.

Another thing I noticed after joining that goof-off game was some of the turns in the smaller, more square-ish vents are easy to get stuck in, and it takes a little manuevering into the center to get by.

April 15, 2004, 04:13:24 AM
Reply #15

Mr.Bill

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If your missing the minimap couldn't you just type "buildminimap" in console? I mean that might lag you for a little bit, but once it's done theres no fear of being booted for the spamming of "so in so sprite not found" a thousand times in console...

just a thought

It's a nice map btw, heard some people syiang that walking on the uneven walls earlier would be hard (not that the aliens need anymore help it seems ;) ) but if you really wanted to (which im sure you wouldn't) you could use an invisible texture and make all the walls flat, but still apear not flat, like an invisible wall, it would look odd at times (depending how far it is) but it would work...

 
Hows my comming? PM!

For the win

April 15, 2004, 09:33:26 AM
Reply #16

Plaguebearer

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I've already done that on most of the uneven walls and ceilings, Mr.Bill, using the CLIP texture.
God, I'm old.

April 16, 2004, 04:32:54 PM
Reply #17

foundit

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I have not played it enough yet, but I thought that it looked very professional all the way around.

My mini-map had no background (like a CO map) and I am not sure why.  Is that a setting I can change?

I hope to play some, and I will take some notes.
"I wanna know what happened to Saddam's rocket-powered monkey-piloted bio-terror trains of DEATH that were tunneling through the very CORE of the earth, ready to surface in the Rose Garden and spewing ANTHRAX MURDER all over Jenna's pyramid of empty hooch bottles!"

April 22, 2004, 10:47:09 AM
Reply #18

Torque2k7

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First LM Playtest=Best game EVAH!  <3


I know that won't always be true for the map, but I think the first run was the epitomy of a balanced game.  I love it!  Beautiful map too.  Looking forward to playing it regularly, if you guys can get that set up with LB.


Extreme Kudos to Plaguebearer ^_^
22kb is the max sig size allowed, yours is 55kb. - DHP

April 22, 2004, 12:53:12 PM
Reply #19

Dark

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Quote
First LM Playtest=Best game EVAH!  <3


I know that won't always be true for the map, but I think the first run was the epitomy of a balanced game.  I love it!  Beautiful map too.  Looking forward to playing it regularly, if you guys can get that set up with LB.


Extreme Kudos to Plaguebearer ^_^
hehe that was the first one for you but it was actually first playtested in the aplha stage and then went through quite a few beta releases before the release client

the release release client is actaully a great map but i'm just waiting on the next pt for it
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]