Ns_freefall Beta 1

HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
edited April 2003 in Mapping Forum
<b>UPDATE:</b> Beta 6 is now released. Download link has been updated.

<b>OVERVIEW:</b> This map is strictly a "fun" style map, which was inspired by playing ns_missilecommand. There were just a few design issues I had with that map, which really favored the marines.

<b>DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/maps/ns-maps/ns_freefall_b6.zip' target='_blank'>http://www.wwgaming.com/nc/maps/ns-maps/ns...freefall_b6.zip</a>

Feedback welcomed... Have fun!

<b>Note:</b> I'll most likely add light sources to all of the lights, a few sounds, and possibly a few other features. But, i'd like to keep this map very small. Currently, it's under 400k.

Comments

  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 2 made it in favor of aliens.... so now, Beta 3 should help out the marines a little more.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Hi, I run these maps on my pc before I upload them to our server. When I try to run this under a Lan for testing I get " could not open valve/ns_mole.wad" warning.
  • QBManQBMan Join Date: 2003-04-09 Member: 15339Members
    Do you know whats the different between me and all of you? I am mapping for 1,5 to 2 years now and i have more technics (i think). But you got the ideas! **** I dont know what to build in such a big **** map! I need brainhelp!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    ns_mole.wad is missing in the zip file.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Sorry guys.... that wad can be found in another map I'm working on (which is a darker one) and can be found here:
    <a href='http://www.wwgaming.com/nc/forums/index.php?s=&act=ST&f=4&t=609' target='_blank'>http://www.wwgaming.com/nc/forums/index.ph...ct=ST&f=4&t=609</a>

    I'll fix ns_freefall distro on next compile. It doesn't use any of the wad textures, but the compiler still linked the wad. My mistake.

    FYI, ns_mole is my very first map ever... and ns_freefall is my second, which I've only spent 8 hours working and testing it now.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Ok, I've updated it to beta 4 and it now includes the missing .wad file with these changes:

    Here's the fourth beta with several changes and additions:
    <ul><li>Removed the fog sprites. They caused unnecessary lower FPS for some players.
    <li>Moved the far middle marine resource node so that it could be built without conflicting with the alien resource node above.
    <li>Added 2 ladders going up to the hive area with breakable glass sections.
    <li>Added a ladder behind the command bunker to get on roof.
    <li>Added a breakable glass window to the front of the command bunker.
    </ul>

    The download link in the original post has been updated.
  • CoREJayFiveCoREJayFive Join Date: 2003-02-12 Member: 13479Members, Constellation
    <!--QuoteBegin--HoundDawg+Apr 11 2003, 09:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Apr 11 2003, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><li>Moved the far middle marine resource node so that it could be built without conflicting with the alien resource node above.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Still is a problem for one of the nodes.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Over the weekend, I released 2 more betas... here's their changelogs:

    <b>Beta 5:</b>
    <ul><li>Changed the wall textures to a rocky outdoor type of theme.
    <li>Totally re-designed the alien hive locations and resource nodes.
    <li>Spaced out the marine resource nodes to not conflict with the aliens nodes.
    <li>Swapped one of the marine bunkers with one of the mounds.
    <li>Added an H between the D and the alien hives. While falling, you'll pass by H and D, which are my initials for HoundDawg. =)
    </ul>
    <b>Beta 6:</b>
    <ul><li>Middle part of H now disappears as aliens fall through it. This allows aliens to drop down to pool easier. No effect for marines.
    <li>Middle part of the alien resource circle is now a hole, allowing easy drops down.
    <li>All hives were raised a little closer to the roof.
    <li>Various ready room enhancements, including a teleport for players that can't join a team due to auto team balance. Players get teleported back to ready room.
    <li>Added a RES file for server.
    </ul>
    The link in the first post of this thread has been updated.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--[CoRE]JayFive+Apr 13 2003, 12:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([CoRE]JayFive @ Apr 13 2003, 12:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--HoundDawg+Apr 11 2003, 09:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Apr 11 2003, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><li>Moved the far middle marine resource node so that it could be built without conflicting with the alien resource node above.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Still is a problem for one of the nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Try beta 6, it shouldn't be a problem as it was fixed in beta 5. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    edited April 2003
    hi,
    I <a href='http://clan00.de/mapping/index.php?action=detail&id=2396&typ=19' target='_blank'>mirrored the map</a> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Greets,
    CaptainPanaka

    Admin of <a href='http://clan00.de/mapping/index.php?typ=19' target='_blank'>NS-Maps @ Clan[00] Maparchiv</a> and <a href='http://www.ns-maps.de.vu/' target='_blank'>NS-Mapsection @ [00]Network</a>

    /?: also <a href='http://clan00.de/mapping/index.php?action=detail&id=2397&typ=19' target='_blank'>mirrored ns_mole_a3</a> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • H_U_M_PH_U_M_P Join Date: 2002-11-05 Member: 7013Members
    edited April 2003
    Onos cant get out of pool.
    Fun map though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    <!--QuoteBegin--[]--[] []_[] []V[] []0+Apr 16 2003, 02:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([]--[] []_[] []V[] []0 @ Apr 16 2003, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onos cant get out of pool.
    Fun map though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just use Charge and you can get out of the pool.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Polygon counts could do with a little work, things get very choppy when you have a whole marine base and aliens flying around in there... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--[watch.me.die]+Apr 16 2003, 06:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Apr 16 2003, 06:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Polygon counts could do with a little work, things get very choppy when you have a whole marine base and aliens flying around in there... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I can see how this may be true for those with lower end gfx cards and low bandwidth connections. Unfortunately, since this map deals with a huge vertical room, you're going to notice lower FPS as you look in different directions (like up from ground or down from hive area). But, the map is still very much playable, even with lower FPS and I don't have any issues with choppiness or lag via cable connection where my ping is ~30-45 to the server anyway.

    If I made any further modifications to help reduce this, it would alter the map too much out of the current gameplay theme.

    For example, I could split the vertical room into 2 or 3 sections with walls and doors. But, this would affect the freefall theme and would remove the height of the level which gives it a nice edge when falling and such. Anyway, I'm compiling beta 7, which hopefully will be the final release version.

    As always, I'm open to suggestions on how to improve the map. I think total development time on this map is around 20-30 hours total, including compiling and testing.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 7 is released in this thread:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=29466' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=29466</a>
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