Can We Get This Map-maker?

ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
<div class="IPBDescription">to make us some NS maps</div> <a href='http://www.planethalflife.com/' target='_blank'>http://www.planethalflife.com/</a>
has some pics from a half-life mod called Night Watch. i was looking at these pics thinking of cool places for a skulk to hide. i was thinking how perfect these maps would be in NS and they would be enjoyed alot more in NS than in Night Watch. can you tell this map-maker to give those maps to NS coz that would be cool please thanx <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

Comments

  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    If I'm not mistaken, KungFuSquirrel, Ken20banks, and Ekaj are part of Nightwatch's level design team. KungFuSquirrel contributed ns_eclipse and Ken20banks contributed ns_nothing to Natural Selection v1.0, and Ekaj is currently hard at work on ns_shaft. KungFuSquirrel and Ken20banks also have at least one NS map each in progress, as far as I know.

    So yeah, I think we can get some of these guys. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    And these maps were created with MUCH higher r_speed limits allowed (as they are single player levels, not multi player). And yes, Rhoads was right <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    Night Watch is not gonna be fun though. i hate all these single player games where you have to save & load all the time; save everytime you kill an enemy and load everytime you get injured or miss a shot because the health and ammo is limited. i wish maps like these could work in multiplayer, especially NS. it's a shame excellent maps like that are going to waste.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    <a href='http://www.planethalflife.com/' target='_blank'>http://www.planethalflife.com/</a>
    now has some pics from Poke646, now i want those maps in NS too please thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    and we need maps with new textures coz half-life engine has such basic geometry and shaders that the most interesting stuff is the textures. too bad more textures would immensely increase the hard disk size of the mod. i wish there was a way that stuff could be shared across mods besides the default half-life stuff, so you could have lots more textures by installing other mods without having to increase the hard disk usage of NS itself by very much.
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    <!--QuoteBegin--ViPr+Dec 21 2002, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 21 2002, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Night Watch is not gonna be fun though. i hate all these single player games where you have to save & load all the time; save everytime you kill an enemy and load everytime you get injured or miss a shot because the health and ammo is limited. i wish maps like these could work in multiplayer, especially NS. it's a shame excellent maps like that are going to waste.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bah you must really suck at SP MODS :-)
    Personally I love em. I try everything from the original Half-Life single player to, Poke 646, Escape From The Darkness, Counter-Life, Todesangst, Scientist Slaughter House, and many many more.
    There's many great SP mods for Half-life, judging them because you "miss a shot" is abit unfair.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I can't wait for NW. Of course, I'm also one of the contributors (concept art). (: Anyway, if you think those shots are great... you should see the ones that *haven't* been made public. (;

    Check out <a href='http://www.hl-nightwatch.net' target='_blank'>the official Nightwatch website</a>, too. (;
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i don't like single player games the way they are now coz everything is so finite and the limits absolutely predetermined. i don't like knowing that there is a perfect exact number of bullets for each weapon or amount of health etc. in the whole game.

    i don't suck at single player games. it's just that i have this urge to save and load every few seconds because of the way single player games are and i'm not the only person that does this obsessive compulsive behaviour because of the way these games are.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited December 2002
    Personally, I'm not a huge fan of save-anywhere SP games. The lack of mid-level saving in AvP (pre-patch) was frustrating at times, but in the final analysis the ever-present knowledge of your own frailty (especially as an alien) was REALLY immersive. There was no going back, ever... you had to make due and persevere, and pray that you saw the next enemy before he saw you.

    It's not a perfect system; on especially long levels, it can be quite frustrating. This is especially apparent in Giants: Citizen Kabuto - more than once I had to quit out of a level I'd just spent 45 minutes base-building on - not because I'd lost, but because I had to leave my computer, and had no way of saving my progress.

    Some games try for limited saves. One example is Resident Evil - you can only save if you have an ink ribbon. Personally, this approach frustrated me - especially in a game like Resident Evil, where you could seldom save and the tables could turn very suddenly. Silent Hill tried a different approach, limiting WHERE you could save but not how often. It was a better way to do it; I proceeded without saving until I had to quit, then backtracked to the last save spot (or quit when I found the next one).

    In my experience, I've encountered two save systems that I really like. The first was AvP's system, post-patch. Based on your difficulty level, you were allowed 2, 4, or 6 saves per level. You chose when to save, and while you did have that choice, there was always the added element of a limited supply. However, that supply wasn't excessively limited, or limited in location as well - as it was in Resident Evil, which I feel is too restrictive.

    The other, which is my favorite save system to date, is that of Bungie's <i>Oni</i>. The game automatically saved your progress 3-4 times per level, at predefined locations. These save points were usually just before or after some major confrontation; for instance, directly before a boss or directly after a dangerous trip-laser/mercury-bow-sentry puzzle. What made this system great is that there *was* a way to reload if you were in bad shape, but there was also a very strong incentive to push forward. I reached one save point on the final level with a quarter of my health bar and no hypos (meds)... rather than restore to the beginning of the level, I used stealth, varied tactics, and a fair amount of caution to take out 5 guards, which yielded me a better gun, one hypo, full health, and a force shield. Oni's save system made every hit you gave and received count, without excessively punishing mistakes like AvP's pre-patch system.

    Wow, I wrote a novel. Ok, I'm done. (:
  • TheEnigmaTheEnigma Join Date: 2002-10-17 Member: 1519Members
    <!--QuoteBegin--ViPr+Dec 21 2002, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 21 2002, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Night Watch is not gonna be fun though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just... stop talking.

    Note: The NW maps aren't designed around NS gameplay ANYWAYS.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Hmm...Isn't Dark Truths planning on eliminating the quicksave feature?

    Yup, can't wait for NW either. I've been needing a good HL SP experience that isn't about zombies.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i don't like the limited save system of AvP because what happened there was that i would play a level over and over several times until i identified the hardest part to save at then continue from there playing over and over until i identified another hard point and saved there etc. playing single player levels over and over where they are the same everytime is really tedious. besides i don't like that the number of saves is a fixed number. i really have a problem with certain things being limited in number.

    i would be happy if the save anywhere method was used but the motivation to save anywhere was removed by not having the ammo and health set at exact finite amounts. for example every so often more enemies should be introduced into the level over time and when you kill them they drop health and ammo. that way if you screw up at some point then you can just spend some extra time trying to kill the extra enemies and try to make profit in ammo and health against them to compensate and not have to worry that at some point there is no way you can you can raise your health or ammo anymore.

    i think in Age of Empires i was really bothered by the fact that the resources were limited. even wood from the trees was limited when they should have been able to grow back and wood should be used to trade to get other resources. i think meat from animals was limited too because they didn't give birth to new animals. same with fish. everything would completely run out at some point. that really makes me feel uncomfortable. i can't handle it mentally for some reason.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited December 2002
    <!--QuoteBegin--ViPr+Dec 21 2002, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 21 2002, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it's a shame excellent maps like that are going to waste.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Going to waste?

    Someone hold me back, please.

    By the way, there's 8 level designers on the Nightwatch team, myself included. You likely have encountered most of them in these parts... Ken Banks, Ekaj, Badmofo, Merkaba, WhoMe (Hand Me The Gun And Ask Me Again on these forums), Ferret, and Flashdevil.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    <!--QuoteBegin--KungFuSquirrel+Dec 31 2002, 03:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Dec 31 2002, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--ViPr+Dec 21 2002, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 21 2002, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it's a shame excellent maps like that are going to waste.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Going to waste?

    Someone hold me back, please.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Lol. Well, you can also quote

    <!--QuoteBegin--ViPr+Dec 21 2002, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 21 2002, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i hate all these single player games <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So it's each to his own, I guess.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    You know, I expected that there will be people that won't like NW for whatever reason... And that's fine; I won't hold it against anyone. But to claim that our work is "going to waste" solely because you don't like the save feature that is in pretty much every FPS on the market... That's just... ugh. <i>That</i> upsets me a bit.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i'm not complaining about the save feature. i'm complaining about the fact that the ammo and health in the level is at an exact predetermined amount.

    btw why don't you make these maps for Sven Co-op? some single player campaigns are already being converted to Sven Co-op like E.T.C. and They Hunger. I bet it should take just a couple of minutes to convert. i don't know why the others are taking so long. probably coz they want to enhance them and take advantage of the new possibilities of Sven Co-op.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Besides the fact that Nightwatch uses enemies, weapons, particle systems, and other little goodies that aren't in SvenCoop, I'm sure just getting the mod done in the first place is numero uno on their list of priorities.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ViPr+Dec 31 2002, 04:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ViPr @ Dec 31 2002, 04:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I bet it should take just a couple of minutes to convert.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ...
  • BadKarmaBadKarma The Advanced Literature monsters burned my house and gave me a 7 Join Date: 2002-11-12 Member: 8260Members
    <!--QuoteBegin--DY357LX+Dec 27 2002, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DY357LX @ Dec 27 2002, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Personally I love em. I try everything from the original Half-Life single player to..... Escape From The Darkness....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I cant get anywhere in that **obscenity** mod, too smart for me. Ever try Heart OF Darkness? IMO best SP mod ever and very close to SP Half-Life. Seeing Apocalypse Now before playing helps.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--KungFuSquirrel+Dec 31 2002, 05:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Dec 31 2002, 05:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'd like to second that.

    People, should you not yet have noticed - KFS and the rest are putting their time, love, sweat and blood into a game that's gonna be <i>free</i>. If you don't like it - don't d/l it, but don't act as if you could do it much better in much less time unless you happen to be Warren Spector.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    And remember, NW is the mod that people are mistaking for a VALVe-made addon for Half Life. They think it's retail, the screenies are so good.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Must.... resist....... urges.... to kill.....

    Ok, let's start with why these maps cannot be converted to MP. The poly ceiling is just way to high. I think 1000 wpolys is the limit, far too big for any multiplayer game in the HL engine.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it's a shame excellent maps like that are going to waste.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Errr? Why are they going to waste? Becasue they are SP maps?
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Yes DT will be removing the quick save feature though not totally.

    It will still exist in easy and also it is possible to do something using the console to bind it of something like that, i wasn't really paying attention when i read that.

    Also in DT there are auto saves in those situations before all hell breaks loss so it is not like you have to do a whole level then save.

    Also, taken from teh DT site as i'm too lazy :

    First of all is persistent save points. These are locations whereby the player may return to them at any time to save the game as many times as they see fit, these will be rarer in the higher skill settings and more frequent on Easy. They will feature more in locations where you will often travel past this point a number of times or be able to return to it easily. The second type is waypoints. These are one-shot usage save locations that will only function once and even if you return to that area they will not resave anything. These will be more frequent on the higher skill settings, however, exploration of the environments will at times reward the player with hidden persistent save locations that can be reused.

    So it is not like a totally hell that people imagine it to be, infact i think it is a good idea as games loss all challenge when you can just run in shooting see what is goig on and load.

    As for NW, those maps are not going to waste at all, NW is set to be huge, most of those mappers have either released a map or worked on one as kfs siad, 3 have released official maps you've played, one is working on one and one lost his, so you will kinda be seeig it in ns as they will carry their mapping style accross most likely to their ns levels.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    it has constantly been getting harder to type out this message as I read this topic and all posts stated here by ViPr. I am trying as hard as I can to constrain my terrible, terrible angst. I shall like to point out some things

    1) In order for a single player map like, say, one from Poke646, you have to first learn the Sven Co-op entities (many of them are new). This takes maybe half an hour to an hour of reading, then going through 20-40 some levels made in worldcraft and going through all the entities, replacing them, setting new properties, so forth, taking anywhere from 3 days to 3 weeks. Then, after setting everything up for Sven Co-op, compiling each map over again, taking 30 or so min for each map, thus by math taking aproxomitly 20 hours, and since most people can only do about 2 or 3 each day, taking an additional 5-10 days, then having to wrap it all up in a new package and release it for sven co-op, and then getting it on a website taking an additional 1-2 days, I think it takes longer than a few minutes to convert.

    Plus, when you're talking about a mod like Poke646, designed by a large team of people, its hard to get all the stuff, and maybe if you can convince some of the team members to take the long, long ammount of time and work to convert their game to Sven Co-op or something else, you might not be able to convince the others, because I doubt that theres alot of people that want to spend a week converting their stuff to another mod.

    2) You seem to want us to call upon the good mappers from all the good single player mods and get them to come and sit down and make beautiful maps for Natural Selection. You can't do that. You can't just find someone really good (maybe hard to contact) and say "Hey, we think you're good, so could you abbandon your current project and make a nice map for our mod?" Think about it. He won't. Besides, we already have almost all the best mappers in the HL community making maps for NS, and they were attracted by their own will, we don't really need to go on a search for good mappers.

    3) Why would the good maps for NW go to waste? Many people enjoy single player mods quite alot, Poke646 was extremely popular and played by many people. I enjoy single player mods alot too, I'm even working on my own SP mod right now based on Mars
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I can't wait until Nightwatch comes out. Classy piece of work.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    I'd give my right hand and my left eye if Peter Manson did a NS map <a href='http://www.kbhse.demon.co.uk/maps/' target='_blank'>for people who dont know Mr. Manson's work...</a>
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    With all due respect to his work, I don't think TFC textures and the Opposing Force rock textures would work too well in NS.
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    I could hardly bear reading this thread without laughing
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    lol. just look at the thread name and the responses <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nightwatch is set to release this year.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> comforting, really. but this nightwatch does look pretty cool. the map designs and stuff look excellent. i'll peobably dl it when it comes out, i love sp games. i love poke646, i got it a while ago, and it is t3h pwn.
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Heh, the NS team are also helping Night Watch.

    You guys get everywhere!
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