Ns_napo_b3... Its Back

AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
edited February 2003 in Mapping Forum
<div class="IPBDescription">and give it a chance, its a good map</div> Hello... 2 weeks ago i released ns_napo_b2, but nearly nobody downloaded it or told me if it was good. Now i release a new version, ns_napo_b3.

I have redone the lightning
i added ambience sound
the marine spawn is redone
a new way from marine spawn to water hive
many new details
etc...

take a look, i like the new version(of course i like it.. its my map, who wouldnt say that from his map). Please, i need feedback for the deadline....

<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip</a>

and here some screenshots, just 3 random one and as always, it looks better ingame

<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_marine.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_marine.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_random.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_random.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_hallway.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na..._b3_hallway.jpg</a>

edit/Update:
if someone is interested... <a href='http://www.swissfighters.ch/Asraniel/final/ns_napo.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/final/ns_napo.zip</a> the one i submitted to flayra.. doors, a new way(better balancing)in overall better...
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Comments

  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    After looking at only the screenshots, I've noticed an error or 3.

    1. It should be 'Control Room' not 'Controll Room' (Simple Spelling Mistake)
    2. I have noticed you aren't using textured lighting
    3. Not many light sources? (e.g. Not many light textures near the point of the light)

    To say the least I'm glad you've continued your development, I reckon if you used textured lighting and sent in the map to Flayra+Dev. Team + Playtesters you got a good chance of getting another bit closer to an official NS Map.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Yes, your right, thats the last point i have to learn (i dont realy know how texture lightning works... but i learn very fast). Well... excuse the Spelling mistake.. im swiss and english isnt my first language (first is german, second is french and only after that comes english)
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    I got a lights.rad you could use, it has my custom textures in it (1 or 2) just delete them from it. although it will work with them still in. just add the file (lights.rad) into the directory of ur hlrad.exe, overwrite if it asks.
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    err, i have napo running on my server ... should i replace it with this one?
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    the answer for joe is . . . YES
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    of course.. this version is much better (at least i think so.. had not a single feedback until now except that i should make a little thing with the lightning, but i knew that before i released it)
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I had ns_napo a few weeks back but it was most definatly premature for release... hopefully this one is a little better <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I'll be running it on my server for the next 6-12 hours

    Eaglec - NS v1.04
    eaglec.homedns.org:27105
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    eaclec.. wich version of my map are you running? make shure that you have the ns_napo_b3 (link above) and its also called like that
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Oops ! Still had the old ns_napo in the maps list. I have removed that and now the server is most definately running the right version.
    Thanks for the heads up!
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Nice map - as I mentioned when we were playing. It would be nice if you could line up a few of those broken floor textures before the final and the wall grates near the hive. Also some of the doorways would look nicer with a frame to seperate the room from the corridor.
    One last thing - I noticed a couple of times when I dropped health and a jetpack on the sloped bit just outside CC they sunk throught the floor, can this be fixed as it's right in the marines base so is bould to cause irritation.

    Overall a very nice map though and it will stay in my map rotation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    common.. i need more feedback, i need feedback that my map becomes better and its good enough for the deadline.... please (and its a good map to play, i played it now on a server)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    aaaah napo, the first NS custom map that was released.
    I really hated the fact that the marine spawn had just 2 entrances leading to the same room wich is the double res. This made gameplay boring.
    The other fact was that with more than 5 ppl on each side Marines always won.
    Great that this changed (aliens now have great hiding places and such).

    Apart from some missing Eye-Candy (europa is full of this) its a nice map with good solid 3d-architecture that has some special places (new tactic and teamplay possibilities) all over it.
    the northeast hive looks like it has a damaged particle system in the water. i just see one prite glowing.
    the souteast hive has an optical bug with the water ending at a black wall (behind a grate) while the whole other wall is bright.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hehe *g*.. ok, i will change it... the "damged" particle system is just a func glow... i wasent shure if i should ad it, because the light is under the water... and i found it funny.. i will remove it.

    and the black wall... well.. ok, i had not so much choice.. i gona make it a little bit longer so that you cannot see the black texture
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    well... i gona sleep now.. download my map and tell my what you think... i mean, i have 2 weeks time to make my map better... tell me what you want!! please...

    good n8
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    <!--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-->aaaah napo, the first NS custom map that was released<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I believe ns_next was the first custom map to be released, way early during the NSTR.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    yes.. i also think next was here early.. but as far as i remember napo was the first playable custom map.. or im wrong? i dont realy remember. (the only thing i remember is, my first map ns_underworld was the first news on rr.org... im proud of it)
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited February 2003
    one question... should i make doors on the left side of the marine start? would that be ok for you? i think then the problem of those lerks and fades would be gone and i dont have to rebuild all that...

    second question, should i make a door on both ends of that hallway or only on the marine end? i think only on the marine end

    third question, should i make doors in my map? or do you think doors are... evil?
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    doors are good...
    maybe you should put doors, like in ns_eclipse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I think doors can be a good thing if intelligently placed. As a rough guide where you change floor texture I would expect a doorway of some sort,

    btw - I didn't notice many (any?) weldables on the map when I played...
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    well.. give me a idea where i could add a weldable.. i dont see a inteligent place.. maybe i can make one.. but actualy i have no idea
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Revenant+Feb 2 2003, 10:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Feb 2 2003, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->aaaah napo, the first NS custom map that was released<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I believe ns_next was the first custom map to be released, way early during the NSTR. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually it was the (god aweful) ns_one that was released first. ns_napo might have been the first after the release of NS verison 1.

    Back on-topic.

    Texture alignments, Light sources that are unlit, the env_glows in the sewer and the lack of door frames have all been mentioned. I just thought i'd say that I had noted all these during my walkthough.

    I'd also like to request trim where vent's emerge from the wall (should be flush with the wall surface, just textured to look like it's got a border). I'd also like so see the swags of cables hanging from the ceiling to be invisible to the commander.

    I loaded up the previous ns_napo by accident and ran around that first, so Ican really appreciate all the really good changes you have made in this release. I Like what you've done with the lighting.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited February 2003
    Thank you very much for your feedback. I dont know what ive done wrong, but there must be something. Everyone that played with me on a server told me that the map is very good, but they also gave me some little things to change and they are all done now.

    Please, tell me what i should change that the map can go official, im shure there are some things that you dont like. Is it to dark? some people say its perfect, some say its too dark(i guess its they fault, they should ajust theyr settings). But when its too dark tell me where. When you dont like a room tell me... i have nothing to do!! for me my map is ok as it is and i have no work to do.. but i want to make my map better. It takes you 10 min to download and wander around or hope that there is just a server that is running it. thx
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    asraniel, as soon as i get home (tomorrow) i will put b3 on my custom maps server. i have a very vocal (at times too vocal <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) community of regular players on my forums, so if you ask for feedback ( htp://forums.joe.to ) i promise you will get some <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> they have been playing ns_napo for a week though, so make sure you explicitly state you want feedback on <b>B3</b>

    joe
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    i personally don't like the long corridor leading to marines base, if you build in that area, fade/lerk can take it out with no problem since turrets won't get to them, so it makes your base smaller..
    maybe make a lift or something?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Offtopic: i released it a few weeks before the first deadline

    ok, i gonna do all that, thx for the feedback, now i have enoug work to do something
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    <!--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-->Actually it was the (god aweful) ns_one that was released first<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I had that once, man it was worse than when Next and Napo first came out! Next has been now left in the dark, and napo is progessing well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Personally I think the layout in some areas of next is good, just not the map itself. BTW Asraniel, nice map. Maybe a bit bland in areas, more detail?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i working on it...

    im right when im say that there is no way to make my wires that are func_ilusionary invisible for the commander? because i want that they are func_ilusionary so that the lerk and the skulk have no problem with em.....
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    yes, you are right, func_seethrough doesn´t have a rendermode yet and is solid. (like solid/texture whatever) and you can´t have other entitys seethrough for the commander. only way to do it would be to put a null texture on the side facing the commander. i had to do that with some transparent hive textures on the ceiling. may be a tad weird for someone who is behind it but there is no other way that i know of.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Actually that is not correct, you can make func_illusionaries invisible for the commander by checking the inv_from_top flag.
    Concerning the map, sorry to say, but I haven't found the time to test it, but I sure will.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    thx, thats great!!!!
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