Ns_freefall Beta 7
HoundDawg
Join Date: 2002-11-01 Member: 3362Members
Here's the seventh (and hopefully last) beta with a number of changes and additions (just when you thought it could hardly be enhanced):
<ul><li>Now has it's own .WAD file, which is a little bigger to accomodate some of the new textures used.
<li>Added some alien camaflouge hangings (veils) around hives and resource ring.
<li>Fixed the several alien spawn points which were below the hive locations, which caused aliens to spawn falling.
<li>Raised Hives a tad so JP Marines can't camp on top of them.
<li>Added more alien spawn points at each hive, which should bring it to standards.
<li>Changed the water textures.
<li>Made modifications to the water pit.
<li>Changed the bunker textures.
<li>Changed the command bunker window, allowing it to act more like a tinted window where those inside can see out really good while those on the outside can't see in as well.
<li>Modified the lighting a little above both the H and the D.
<li>Added terrain to the corners of the marine drop zone area.
<li>Removed a few resource nodes from both aliens and marines.
<li>Added water ambient sounds.
<li>Reduced the health on ladder glass tubes from 1000 to 500 and increased the transparency.
<li>Fixed ready room halls so you don't have to jump up out of water.
<li>Added a few other ambient sounds.
</ul>
<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>KHARAA OBJECTIVE:</b> Build and defend 3 hives while falling down to attack the marines.
<b>TSA OBJECTIVE:</b> Build and defend the spread resource nodes while quickly upgrading to obtain jetpacks. Ladders may also be used in earlier attacks before jetpacks are available.
<b>DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/maps/ns-maps/ns_freefall_b7.zip' target='_blank'>http://www.wwgaming.com/nc/maps/ns-maps/ns...freefall_b7.zip</a>
Have fun!
<ul><li>Now has it's own .WAD file, which is a little bigger to accomodate some of the new textures used.
<li>Added some alien camaflouge hangings (veils) around hives and resource ring.
<li>Fixed the several alien spawn points which were below the hive locations, which caused aliens to spawn falling.
<li>Raised Hives a tad so JP Marines can't camp on top of them.
<li>Added more alien spawn points at each hive, which should bring it to standards.
<li>Changed the water textures.
<li>Made modifications to the water pit.
<li>Changed the bunker textures.
<li>Changed the command bunker window, allowing it to act more like a tinted window where those inside can see out really good while those on the outside can't see in as well.
<li>Modified the lighting a little above both the H and the D.
<li>Added terrain to the corners of the marine drop zone area.
<li>Removed a few resource nodes from both aliens and marines.
<li>Added water ambient sounds.
<li>Reduced the health on ladder glass tubes from 1000 to 500 and increased the transparency.
<li>Fixed ready room halls so you don't have to jump up out of water.
<li>Added a few other ambient sounds.
</ul>
<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>KHARAA OBJECTIVE:</b> Build and defend 3 hives while falling down to attack the marines.
<b>TSA OBJECTIVE:</b> Build and defend the spread resource nodes while quickly upgrading to obtain jetpacks. Ladders may also be used in earlier attacks before jetpacks are available.
<b>DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/maps/ns-maps/ns_freefall_b7.zip' target='_blank'>http://www.wwgaming.com/nc/maps/ns-maps/ns...freefall_b7.zip</a>
Have fun!
Comments
I dont like the illusionary investation on the sides in the middle.
I liked the cristal on the bottom more.
The new water pool looks nice but has hall of mirrors in it. I like transparent water.
The place on top of the ladder endings need at least a small light to find the path instead of falling down.
The window is white on the sides from outside and green on the sides from inside.
I want a particle water effect: a FEW water drops falling from the top down in the pool (making a small sea on the H) 2 particle systems, one above the H and one below..
As for the water, yeah, I noticed that too, but didn't want to wait for yet another recompile before I heard feedback. The new textures made the WAD explode in size. So, I may play around with that further.
For the ladders, I'll add one of those small crystals nearby.
As for the particles.... it will unnecessarily add to the low FPS issue that already exists. For example, I used to have some huge sprites that simulated clouds. This made the map really choppy, even though the effects were cool.
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>
<a href='http://www.unknownworlds.com/forums/index.php?s=&act=ST&f=4&t=29548' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=29548</a>