co_cerberus

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
edited December 2007 in Mapping Forum
A continuation of the Achio storyline
QUOTE
Progress indicator: finished, beta1 first public release
This post will keep updating during progress...

QUOTE
Current version: version1 beta1 (v1b1)

This is a combat map based on the storyline of ns_achio, Achio is a classic ns map which can be found here Achio Thread Achio will also be updated to be ns3.2 compatible

The achio readyroom has been designed to be one of the launchbays on the frigate TSA Cerberus, which is the ship the marines used to get to Achio. Now after finishing their mission on Achio their support ship Cerberus has been invaded by the Kharaa.

Instead of getting a well earned rest after their battle against the Kharaa on Achio, the marines now find themselves fighting for their lives. This ship must be defended if the marines want to get home. This is because Achio has been damaged severely and can not move under its own power. The communications array of Achio also has been damaged making Cerberus their only lifeline with Central Command.

Reinforcments might be send in a few weeks if Central Command won't receive confirmation of the mission on Achio within the next few days, its safe to say that waiting on that will be too long as well. The battle tired marines must retake the ship and once and for all eradicate the Kharaa from this planetary system.

Most important map features:
  • The map is moddeled to resemble a realistic ship layout as close as possible
  • Extreme external views of the ships external hull
  • Story based custom sky texture, TSA Achio is also seen on the skybox
  • The readyroom is the Loading Bay of Achio. And the marine start is the readyroom from Achio linking Cerberus as a followup map of the Achio storyline
  • A dropship in the readyroom, which is also present in the marinestart. Linking them together
Screenshots:
imageimageimage

imageimageimage

imageimageimage

Released versions:
  • co_cerberus_v1b1 release date, Feb-07-2007:
    First public release

    Mirror Hosted by home.nl

QUOTE
Game type: Classic
Layout: This map will be build with level over level hallways. It will have extremely large external views onto the hull of Cerberus. And will be designed to resemble a ship layout, much like Achio was designed only this frigate is much smaller then the battlecarrier Achio. Achio will be seen on the skybox as well as Cerberus. Cerberus will only be viewable from the readyroom (Achio Loading Bay)
Map class: Serious
Size: Small/Medium
Env_gamma: 1.6

Map areas:
  • Marine start:
    • Starboard Launchbay 2
  • Hive:
    • Engine Injection
  • Main engine
  • Starboard Cargohold
  • Starboard Launchbay 1
  • Bridge Tower
  • Main Engine Access, Port
  • Central Access Hallways
  • Communications Array
Post edited by Unknown User on

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Comments

  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members Posts: 1,417
    Sounds cool, make with the screens. Faster!
    image
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    QUOTE(Bijiy @ Feb 7 2007, 01:22 AM) »

    Sounds cool, make with the screens. Faster!

    Done and done tounge.gif

    Guardian of the "magic cookiejar" AdminModerator

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    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members Posts: 1,642
    Love the non linear steel angles, great very furturistic, slick stylen furturistic none of this industrial sterdy junker style, almost half higher alien tech created, looks like it could very well fit in side my REX jet, sort of a chorvet of ships.
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
    http://nex17.deviantart.com/
    search under digital art works
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    edited February 2007
    Love the storyline going into the map, and it seems like you whipped this up pretty quick! Of course, as a battle hardened, ns map maker, a co map must seem pretty trivial now! wink-fix.gif

    Downloading!

    edit: Err, I try to extract, but it tells me the "compressed (zipped) folder is invalid or corrupted" though I can see the files inside the .zip fine (even read the readme...)
    Downloaded it twice, same thing.

    edit2: I can get the text files out by copying them, but the model, wad and bsp and all won't. sad-fix.gif
    www.oldf.net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    edited February 2007
    ACK!, might be the nice bug within my ftp program that it has been uploaded 100%, but ran out of space on my isp filedump. Yet forgot to tell me and simply says 100% uploaded...

    reuploading and checking it for myself...

    [edit]
    it has been fixed

    *cough* gadamn ftp prog *cough*

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    edited February 2007
    Works! Did a little run around, very nice work! Really like the style, particularly around the bridge tower area.

    The weldables in marine spawn, maybe if you could make them make a sound up above, when they open or close anyway, that'd be nice. Took me a while to figure out what the heck these welds were doing. Just something to make me look up and go "aha!"

    When I turn on developer 1, I see "Sprite: Missing frame 11" or something like that. Not sure what that's about... figured I'd let you know. (And yes, I was trying to cheat while I was figuring out those welds!)

    And finally, the chairs... the damn model's in NS, sure do wish the "env_model" got implemented for ns. But as you've probably seen, the cycler models have really silly clip hulls. You can walk through half the chair, and hit an invisible wall above the seat. I've had success editing the ns.fgd for the cycler_sprite

    from
    @PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"

    to
    @PointClass base(Targetname, Angles) studio() = cycler_sprite : "Sprite Cycler"

    and using this entity (which has no clip hull) and creating my own clipping for it in hammer. (Makes it harder to use for sprites since they just show up as pink boxes, but then, I don't use cycler_sprite for any sprites either.)

    I'd love to play this map immediately after playing achio! biggrin-fix.gif
    Post edited by Unknown User on
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    edited February 2007
    Yeah that chair is pretty annoying if not setup against a straight wall. I though I set a sound of them vent doors btw (probably forgot to save tounge.gif ) Also I'll have a look at that sprite missing a frame, not sure where the hell that sprite is supposed to be though...


    I also had a nice custom skin for the command console, to further lay the emphasis on this being a followup map. But it can't have another skin because NS overrides my model setting...

    IPB Image

    Guardian of the "magic cookiejar" AdminModerator

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    Oooh, you could probably use that in the RR at least!
    www.oldf.net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    Hmm good idea --> They turned off the nano grid to save power on Achio resulting in it not being repaired by the nanites when loaded onboard the dropship. The other buildings still are deconstructed to get back some of the resources poured into the battle on Achio for the repairs needed on Achio... Once on Cerberus, the nanogrid there repaired the command console...

    See it even fits into a believable story tounge.gif

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    Kouji, between us: how many domesticated apes did you force to map for you in your basement? biggrin-fix.gif I mean already releasing another high class map, thats freaking awesome. I traveled around a bit and it looks very kouji stylish and nice smile-fix.gif.
    I got 3 issues:
    The main access hallways dont stand up to the rest of the map, especially the ramps. Something's not feeling right in there and I think it you could add some more details.
    The floor in the communication array is sometimes a pain for marines since if you fall in one of the pits it slows you down a lot. It wouldnt hurt too much if you clip it imho...
    The runtimes for the 2 main routes to the hive from ms differ too much in runtime: one takes about 20 secondes the other takes almost 40!


    I also suggest that if you fall off the platform in the readyroom you should get autoassigned. Joining alien is not so easy either without using the f keys...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,763 Advanced user
    edited February 2007
    Off the record:
    I have about 3 domesticated chimps, one parrot and 2 goblins to do my bidding. The parrot is there to shout out orders when I'm not arround. Could be called second in command.



    On the record:
    The "Kouji style" as you call it tounge.gif I kind of had the same texture style in mind for this frigate as on Achio. At the moment I'm even toying with the idea and poking arround in Hammer for a next map as seen in the post your screenshot threads (but don't tell anyone yet!)

    As for those ramps, they have been bothering me as well. I ran out of ideas one might say biggrin-fix.gif About the pits in communication array, you mean the parts where the floor is a little bit lower? If so, clipbrushing will be there next time... I also think (for clip optimisation purpose) the outside should be clipbrushed, I got lazy and though why clipbrush it if I still have plenty to spare...

    I'm also very much aware of the longer runtime of the top route. currently I'm not sure how to deal with that. Perhaps make the lower hallway longer and result into a U turn instead of a 90degree angle (y'know to make it longer or something)

    RR needs some modification indeed. The RR of Achio was perfect for a combat MS, but it seems the Achio MS was not so good for a RR tounge.gif

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    QUOTE(BigD @ Feb 7 2007, 06:36 PM) »

    When I turn on developer 1, I see "Sprite: No such frame 11" or something like that. Not sure what that's about... figured I'd let you know.


    It appears to be something that occurs after getting a welder in co on any combat map (didn't test ns maps) in 3.2b2. (Just noticed it happen in my own map after installing it to my nsp folder to make sure it works in 3.2 as I've been using 3.1 as my test mule!)


    So, not something for you to worry about Kouji! biggrin-fix.gif
    www.oldf.net
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