Andromeda About A Week From Release.

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Some screenshots until then.</div> I'm well aware ns_andromeda will not win any architectural awards, so please refrain from attempting to point that fact out. The point here was to create a FUN addition to the NS mod without taking 6 months to do so.

I'll be offering it out for beta 1 testing on January 5 or 6, I'm not sure which depending on how the final editing goes. If you run a server and wish to playtest this map, please email me at abrock@angelfire.com

I'm on holiday for about a week starting tomorrow, otherwise I would finish it up this weekend... its that close to a beta. Without further blathering, the screenshots:

Pic1 is new and larger marine start, it is not quite finished I have to add a bit more lighting. Offscreen to the left are 2 large storage lockers where some marines will spawn at, and are excellent places to build portals.

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    The new and improved electronics maintenence (taken from a noclip view on the wall, normally marines will only be able to walk along the catwalk) The red duct (hard to see in the pic, behind the red pipe) is a fantastic skulk hiding place, its dark and impossible to see in without a flashlight.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    New and improved spooky red hallway. (Connects Computer Control and Crossroads)
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Atrium, added some nice reneissance art on the walls to fit the theme I was angling for. I may retexture it before release, I havent decided. The lighting is done.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Closeup shot of the chapel hive.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Not sure what I'm going to call this room yet... probably Atrium Snackbar or something. Its almost finished, lighting is perfect but I'm undecided on those coke machines... everyone I've talked to says leave them in they look great, and they do (one has flickering lights, adds good atmosphere) but I donno it might be going a bit far.
  • NessNess Join Date: 2002-12-17 Member: 10935Members, Reinforced - Onos
    Be sure to leave tiny little holographic "tm"s near the coke machines (allright allright...just kidding). The room with the angled pillars looks a bit iffy though. Since i almost always play aliens, and it seems rather clear this map is alien oriented, i think i'll enjoy it.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    edited December 2002
    Hmmm, I'm just not sure. Well, its definetly original and that earns double points <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    I like your texture usage in the second pic, well done!
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Original is what I was shooting for. The motto of ns_andromeda is : Light is a privaledge, not a right.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Yes, I know you already said something about this, but the chapel hive appears at least 3 times brighter than the marine spawn. I know you're adding more lights.

    Overall, "interesting" is the word I would use to sum it up. It's no absolute masterpiece, but I certainly don't see anything bad, and there are some places that look downright cool. The Chapel Hive has a nice, clean, fresh feel to it that looks really neat in its own strange way.


    Would you be offended if I said I really have no idea what kind of weird place Andromeda is? I mean, an chapel and reneissance art in a space station that also has vending machines and a locker room? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    One last one before I goto bed. This is a view from crossroads top, in the ceiling which is grated across the whole ceiling. Its dark as hell and great for spying on marines, but you can't shoot thru it... I cant find a way to do it so you can see AND shoot thru the grate texture AND skulks can walk on the underside, so for now its just a func wall.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Forgot to add it, oops...
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Hm...I don't think there's a way to make an object you can shoot through that Skulks can walk on, since Skulks cannot walk on clip brushes, func_ladders, or non-solid objects.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Vyvn: Whenever I ask myself that question, I don't say why, and I don't ask, because it takes 3 weeks to get a response, and the response is always "Don't ask".

    So in conclusion I don't know. You might say I'm a little crazy. I plan to tie it together in the txt somehow... might be an interesting read.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Actually, marine spawn is going to be a little bit brighter, chapel hive is going to be a HELL of a lot dimmer.

    The entire "point" of this map is having some neat large open areas that are bright in the middle and dark on the edges, it promotes using strategy to hold areas instead of running around holding down your chomp/fire key. Some of these areas are large and dark enough that the skulk parasite will be an annoying as hell weapon. (Instant impact, no projectile to give away position, no muzzle flash, very little sound...)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I was explicitly told not to put a coke machine in an NS map (by Flayra no less). Then again that was NS_One. Maybe Flayra will prefer Pepsi.

    The commander won't be able to drop anything through that func_wall grill. Noot good for a major junction. What you really want is something, skulks can wall climb on, that uses rendermode solid, that you can shoot though and that is invisible to the commander.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    its a vast improvement from your early shots <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    i love the coke machines, they are gr8.
    it would be alot nicer to show your improvements to the areas you showed us last time...
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    if it's just a thin platform like that use a func_illusionary with "top down invisible" set and a clip brush of the same shape...

    it doesn't matter that skulks can't wall climb on it because the sides are only tiny
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--[watch.me.die]+Dec 31 2002, 07:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Dec 31 2002, 07:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if it's just a thin platform like that use a func_illusionary with "top down invisible" set and a clip brush of the same shape...

    it doesn't matter that skulks can't wall climb on it because the sides are only tiny<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They still need to 'wallclimb' on the underside too.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Hence the whole problem. They need to be able to wallclimb on the underside to get in the area. The only way a marine can get in is with a jetpack.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    You could use a func_seethrough with render FX 0 for both ground and comm placed over the func_illusionary, of course. But then you couldn't shoot through it, of course.

    So I really have no idea why I just said that.
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