Atomic Mass Beta 3

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  • H_U_M_PH_U_M_P Join Date: 2002-11-05 Member: 7013Members
    <!--QuoteBegin--Lightning Blue+Jan 12 2003, 06:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lightning Blue @ Jan 12 2003, 06:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And yes, that light in the warehouse is funny...
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I like the warehouse. Allthough some thing's fell through the box's in there. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    ok after playing this map on eaglec's server last night heres a few things i discovered in my short time on that server:

    some minor texture errors all over the map (nothing serious at all really just lines dont meet and stuff)
    the particles in cryonics suck arse bigtime (huge framerate droppage)
    the ladder overhangs are hard for skulks to ascend to the higher levels (only on some ladders)
    the map looks overly bright, i realise this was a testmap and not the final compile, but it would looks better with the radiance lowered on some of those texturelights, and run -extra too and it should be sweet.
    the rot_light push thang, make it not solid.

    also most of the corridors look too samey, theres no visual varience and subsecquently its easy to get lost, maybe you could use different coloured walls in sections of the map to colourcode the different areas for quick visual reference (just an idea nothing important)

    but one thing in the map i liked (no not glass doors i have those too) it was actually the table (the glass one) is that a custom fracture texture? i love that. how is it done btw?

    thanks to eaglec for running that server (even though i kicked his **** as com lol)
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Chromeangel, I don't like the idea of cutting the north entrances into the flanking hives. I think it limits marine and alien movement too much. And like you said, it emphasizes the center hive too much. It becomes even more of a problem, because the flanking hives have no access to their initial res.

    I joined the club and drew my proposal over your map. Changes are marked in red. The vent marked with dots I'm not sure of.

    <img src='http://www.saunalahti.fi/~soilek/atomicmass2.gif' border='0' alt='user posted image'>

    1. I returned the flanking hives their access to their initial res.
    2. I added one vent
    3. I added two resource nozzles

    Now, I do realize these changes change the map's concept dramatically, but hear me out. =)

    1. Hives need access to their initial resources and in my opinion marines need always to have two entryways into each hive.
    2. The new vent increases alien mobility and makes it harder for marines to hold Electronics junction.
    3. And the biggest change - the new nozzles. These are simply there to make the map more balanced and help out the aliens with their lack of resources. The one near the Water Reclamation (the left one) is there to give the aliens starting in Drive tubes one resource that is readily available. Also, it is there to balance the new 2 res room in Rolling deck, which is there to shift the balance from the Electronics junction a little more towards Rolling deck and to keep Warehouse as somewhat equal starting point with the other hives.

    Philosophy behind these changes is that each hive as the starting point should be roughly equal in terms of strength, but would require a different strategy. Warehouse starters couldn't let Rolling deck or Fluid fall in marine hands, but they would have good position for the midgame with lots of res. Fluid would have to choose its side of the map - enter the right side and fight over the Rolling deck and gain one more res or choose the more easily defended left side with one less res. Drive tubes would have less res but more quieter location.

    However, it seems that the key in any game that has aliens starting in the flanking hives is the center hive. If the marines conquer it early, they pretty much have the whole map under their control. That's the reason behind that vent marked in dots - to give aliens a chance if marines do capture the center hive.

    Well, this is all just suggestions. Making Rolling deck a double res site is rather drastic move, but if aliens are to get more res, it has to come in a a way that doesn't rule out aliens starting in hive x (warehouse, in this situation). Also, this would give marines more options reducing importance of the fluid hive. But, like I said, it's all just suggestions. Map is really great and this is just my idea of polishing a few edges off.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    NEW DOWNLOAD >>> <a href='http://www.btinternet.com/~chromea999/NS/ns_atomicmass14.zip' target='_blank'>ns_atomicmass14.zip</a> <<<

    Here's a new build to fix some of the non-structural issues. Main changes in this build are the light in the warehouse and the mist in cryogenics. I've also made it easier for skulks to travel up the elevator shafts and get into one of the vents. Last, but not least I've added hyper-geek's mug model.

    I will give some structural changes a shot in the week, so they can be tested next weekend.

    If you've had trouble with FPS in the cryogenics room please try this version and let me know if it has been fixed (or at least reduced to a bearable level).
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Hi there!

    Did a quick runthrough as skulk. Lifts are good now and no more slowdowns in cryogenics. Good work! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Its really nice to see a map growing and becoming beauty.

    some small improvements:
    At the "alien-wall-spikes" at the left hive are some gfx bugs, a tiny bright blue pixel glitering like diamonds in the alien texture. make that spikes func_wall (carved) to avoid that and to get better rspeeds.
    Why cant I see the right went in the minimap?
    Why is your custom cup hidden in such a dark place?
    why is the paper texture that small and messing up with the rest of the map?
    r_speed 700 is just "fine" if it looks like that (if you see all theese polygons ang get something for it) OR if its not in a main action place.
    you got r_speed 761 in a central place and most of that polygons are not visible <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    more below.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    i still want to know how you did that glass table thing m8, or is it a trade secret?
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    edited January 2003
    Cryonics doesn't kill my framerates any more and it still looks nice.

    One thing I noticed were the crates in Clutter. There's a space behind them in corner which is accessible only to skulks, lerks and jetbos and you can fit a Turret Factory there that reaches the corner near Warehouse south entrance. Is the space behind the crates intentional? It could be troublesome to basic marines also since they have no way of getting there (or I should train my jumping skills).

    But, I'm looking forward to those structural changes you are planning. Keep it up.

    Edit:

    Where is the weldable and what does it do? I tried turning on the autohelp, but still I couldn't find it.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I'm gonna check this map out, and if it's as good as everyone says it is I will try to get it on the map rotation of the CoFR NS server. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--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-->i still want to know how you did that glass table thing m8, or is it a trade secret?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No trade-secrets here. It's just a func_breakable with a glass texture. Any texture defined as a glass texture in the sounds/materials.txt should get relic's delicious shatter decal when shot.

    <!--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-->Where is the weldable and what does it do? I tried turning on the autohelp, but still I couldn't find it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The weldable is in the rolling deck area, just under the vent that it seals. And yes the gap in the corner is intentional.

    Thanks for the pointers Ollj.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    i thought it might be something like that, but when i shot that freestanding glass panel thing i never got the decal, just the regular bullet hole type. this is what confused me. thanks for the info though m8 if u need anything else playtesting just start a thread ill help j00 out np.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Very sweet map, just ran through it.

    Some small points:

    1. From the com chair there was a hole in the floor brush showing the sky texture, on the lower left side of the map.

    2. There are a couple of pipes in the "Water Reclamation" area that are at the moment to tight to allow a skul to run past above/below, it would be nice if that was ahcnged.

    3. Some spots seemed to give fps drops but for some reason I can't get the r_speeds visible on this m achine so I don't know why.


    This mao will be added to our map rotation tomorrow I think, if you want to try it out, here's the server IP: 207.44.180.88:27015

    *Warning*

    The server has very strict rules, be sure to read the MOTD before joining. It's also extremely hard to get into since it's full almost 24/7. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'll probably be posting a new build tommorow (if I can find this ***** leak).
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