Ns_hydrosity

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited July 2003 in Mapping Forum
<div class="IPBDescription">The final build until 2.0</div> <i>NB. I have been up for the past 24 hours tweaking and compiling hydrosity, so please excuse any lack of coherence in this post</i>

Personally I'm saying about damn time. I started this map in september last year and I have finally finished it (for now) in July; thats nearly 11 months working (for the most part) on the one map. (Holy crap, that is the first time I have bothered to work that out. that is one hell of a long time)
I have no idea what the future holds for hydrosity, hopefully it will reflect all of the time and effort I put in to it.

And with that.
<b><a href='http://www.mcgoohq.com/web_users/mouse/ns_hydrosity/ns_hydrosity.zip' target='_blank'>I PRESENT NS_HYDROSITY</a></b>
[EDIT] <a href='http://www.mcgoohq.com/web_users/mouse/ns_hydrosity/ns_hydrosity-sfx.zip' target='_blank'>Here are the non borkeds sounds for everyone who has already DLed hydrosity</a>
I would post some screenies and assorted shizzle, but I really need to get to sleep <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .

Enjoy

Mouse

Comments

  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited July 2003
    I really would like to see a changelog, i love reading them you being a mapper myself, good to see what people change on updates even little things like spawn points rotated etc, btw i`ll download and check it out the past versions where very nice indeed and i`m sure this will be to, brb testing map

    EDIT : sorry i just read the readme.zip and theres a quick log <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> n1 mouse

    EDIT 2nd : Mouse i have a major bug not sure whats causing it or if anyone else is getting it but when i load the map I am getting this really really loud sound which is really high pitched on every part of the map any ideas? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    I'v been looking forward to the new version for a while... Can't wait to test.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    go mouse <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> cant wait to play on servers
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    <!--QuoteBegin--tseepra+Jul 8 2003, 04:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tseepra @ Jul 8 2003, 04:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can't wait to test. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    me too!

    I REALLY want to test this map
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Is it just me or is the rain sound alot louder? Because when I made a lan game the sound was really loud and all over the map, almost drove me crazy. And then when I went marine and turned sv_cheats on it crashed, maby it was just my hl:s fault because it worked with aliens and then it worked if sv_cheats were on before I went marine. But the rain sound was really loud.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Woooo!

    Have you notified the AusNS mob so they can update their server?

    --Scythe--

    P.S. That water is still impossible! boo!
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I put some new rain sounds in this build to try and fix the noticable skip where they loop. But They appear to sound rather bleh.
    Uploading the old ones.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    btw the rain sound was the sound bug i had aswell (1st reply to thread) i just deleted the rain_nice_indoor.wav it still sounded fairly loud so then i deleted the other side, what i suggest is having the rain sound near the parts with windows at about 180 volume then when you get deeper into the level maybe about 30-40 volume, any ways its a great map and it should be to considering the amount of hard dedication mouse has put into it, good job m8
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited July 2003
    <!--QuoteBegin--Nay+Jul 9 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nay @ Jul 9 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> btw the rain sound was the sound bug i had aswell (1st reply to thread) i just deleted the rain_nice_indoor.wav it still sounded fairly loud so then i deleted the other side, what i suggest is having the rain sound near the parts with windows at about 180 volume then when you get deeper into the level maybe about 30-40 volume, any ways its a great map and it should be to considering the amount of hard dedication mouse has put into it, good job m8 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The trouble is that Mouse has already reduced the number of entities in order to make Hydrosity playable. Having a seperate ambient_generic at each window might lag out the map again, the global sound is a kind of comprimise between gameplay and atmosphere.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The new rain sounds I was trying were causing that. I've updated the .zip with the working rain sounds and I have also put a .zip with just the rain sounds for those who have already DLed hydrosity
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    ah cheers Mouse!
    the rain was really doing my head in, in this build <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    I resisted the rain all the way from the open air hive (don't remember name -_-) to eastern outlook! Yay!
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited July 2003
    Ok, I just downloaded the map. It's a very good effort. The map is well layed out, and looks nice. Some parts of the map look so good that they make me actually want to go down a certain part of it and find out what's there, which is a good sign.

    There are a few niggles though:

    First of all, the rain. It's clearly one ambient_generic entity, which you've set to play everywhere, and it sounds really repetative after a couple of minutes. It's not very convincing either, because it still sounds the same, no matter how deep you go into the level. Even when you go underwater, you can still hear it. The skybox you've used looks out of place, because there aren't that many clouds to constitute this heavy rain...! You could take a look at the Wadfather website and see if they have any skyboxes that would seem more appropriate.

    EDIT: Ok, it's not an ambient_generic, I just noticed it's the mp3 thing.

    <a href='http://www.planethalflife.com/wadfather/' target='_blank'>The Wadfather is here</a>

    Oh, and there was one other small thing. In one of the corridors, there are metal girders/supports going across the ceiling which look cool. But then you go round this corner, and there is another corridor which is the same, except for the girders are paper thin. Did you put a Null texture on the underside of these? If you need me to get a screenshot to show you this, I can.

    Anyway, good effort matey, this is all constructive critism, not a flame!
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    yeah i think Mouse forgot to change the sky back to the more appropriate grey one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    But then i got a good look at it from the window and i was like "woh! nice landscape!"
  • NayNay Join Date: 2002-06-09 Member: 741Members
    I totally agree with SamR i was going to post about the sky and i have already said a little about the sounds i know its because of the large amounts of entities, The only thing i could think of are some lights seems to have light_spots near them but the source isnt lit up, again I understand this might of been done to reduce entity count, but spliting the wall and making it textural lighting could be the other step might look werid tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Finally I havent acutally played the map extensively yet but there seems to be a grill on the floor I am assuming its meant to be a weldable but I just fell through it plus i think the render mode and fx amount has been set wrong

    <img src='http://www.nay.cscentral.com/grill.jpg' border='0' alt='user posted image'>

    Sorry if its meant to be like this

    Very nice map tho mouse
  • CodemanCodeman Join Date: 2002-11-21 Member: 9497Members, Constellation, Reinforced - Shadow
    omg Mouse, time to break out my script again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    btw, Hydrosity pwns.

    -- Codeman
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2003
    <!--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-->First of all, the rain. It's clearly one ambient_generic entity, which you've set to play everywhere,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>#</b>It is actually a series of mp3_audios, one being placed near almost every window. The reason they appear to be just one is because I had been tweaking the volume and range of them in the last couple of builds. I recall them playing all over the map from the build before this. It seems I forgot to address the problem.

    <!--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-->The skybox you've used looks out of place<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This (like the borked rain sounds, which have since been fixed) was a last minute addition. Chalupamonk forgot to take the brightening effects of the env_gamma in to account when he was making the sky for me. We are currently working on a darker and generally better sky, which will be added to the main zip and made available seperately (much like the sounds were). This should be ready before the weekend.

    <!--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-->Oh, and there was one other small thing. In one of the corridors, there are metal girders/supports going across the ceiling which look cool. But then you go round this corner, and there is another corridor which is the same, except for the girders are paper thin. Did you put a Null texture on the underside of these? If you need me to get a screenshot to show you this, I can.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>#</b>As you could probally guess, there are many corridors in hydrosity with girders across the ceiling and near similar corridors. I won't have a clue where you are talking about unless you provide a screenie or a location name.

    <!--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-->The only thing i could think of are some lights seems to have light_spots near them but the source isnt lit up,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>#</b>Once again this was as a result of me rushing.
    FYI, unnamed static lights don't add to the entity count.

    <!--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-->Finally I havent acutally played the map extensively yet but there seems to be a grill on the floor I am assuming its meant to be a weldable but I just fell through it plus i think the render mode and fx amount has been set wrong<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>#</b>Yes, that is meant to be weldable (hence the little weldable icon <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->). For the unaware, that weldable is covering the vent between the double nodes at Eastern Outlook, if the marines leave it un welded, skulks can come screaming out of there to eat any base the marines may put up (Just picture the Ant Lions from the E3 Half-Life 2 video). I will admit that I may have to lower the render amount.

    NB. I don't plan on releasing another build until 2.0 is out, the only 'fixes' I may do before then involve tweaking the sky, textures and the sounds; basically anything that doesn't require a new bsp. As a result, the problems with the <b>#</b> in front of them won't be addressed until the 2.0 build is released.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Cool I may go put this version on my server now. I was playing your old one before and I have been a fan of the map for a while.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2003
    Evolutionarily Challenged has agreed to play ns_hydrosity <i>and only</i> ns_hydrosity on their server, Nano Gridlock from <b>11:30 GMT (6:30PM EST)</b> until Fam stumbles out of his lair the next morning and changes the map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <b>Nano Gridlock</b> 64.237.35.100:27015



    Mouse
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Evolutionarily Challenged and friends will be playing Hydrosity at 10:30GMT, in a locked server. After this finishes, we will unpassword the server and leave it on this great map for you all to try.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Well, I look forward to seeing future builds

    :x
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    playtest of hydro is going on from NOW (the 9th) for the rest of the day on Nano-Gridlock!

    64.237.35.100:27015

    OG OG OG!
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    Where should I write comments? Here?
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    I just popped into Nano Gridlock for a quick look at the map, and all the sounds are making me want to go to the toilet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Seriously, the map looks stunning <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    please everyone post your comments and feedback in this thread.

    Mouse, amazing map, iloev the arquitecture, specially at the double node and hives. You know marine spawn is a bit undefended but that can be solved. Lighting is really great i find it fantastic. My main concern are the numerous vents along the map, which gives aliens a bit of an advantage (although some vents can be reached easily by marines). Its a big map if you play 6 vs 6 but on a 8 vs 8 or 10 vs 10 games it does play wonderfull.

    nice work Mouse, cant wait to see Frigid.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    My only problem is that the entrance to marine spawn on the left (when standing in spawn and looking at the large door) is hard to get in through as a marine. In general it seems very possible to get stuck outside of your own spawn, since the door only opens from the inside. (which is a cool idea, btw) I absolutely LOVED all the direction signs you put up. That was one of the single best ideas i've seen on any map, and I would have been lost the entire time without them. Other than that, I wish someone would teach me how to lay brushes that well, my r_speeds are always terrible. (maybe have something to do with my bad habit of building floor/ceiling brushes that span entire room... and sometimes into the hallways.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited July 2003
    I noticed a few things from last nights game.

    1: most of the vents aren't very marine friendly. Aliens have a large number of hidden vents around Marine Start, which just makes defending base harder.

    2: The sewer hive (the one with the tunnels) only has one exit, but about 4 tunnels. I suggest either removing them entirely to free space, or make them go somewhere. Last game aliens were trapped in this hive, due to continous assaults from HA marines coming from our only exit. We held them off for an hour or two but eventually they got us.

    3: Defending base is still harder than it should be. You know about the borked weldable door. It just removes the button, so the door can still be used from the outside.

    4: there should be one or two resource nodes close to marine start. As commander i had to get my marines a fair distance to get to the closest resource point. Plus, as turrets are a must for this map (they actually work well!) Marines usually need to spend a fair amount of res on defence at the start.

    I really hope this helps.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2003
    <!--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-->My only problem is that the entrance to marine spawn on the left (when standing in spawn and looking at the large door) is hard to get in through as a marine.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Those big pipes are vis blockers. But I will probably make the step up to get in to the marine spawn easier to traverse.

    <!--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-->1: most of the vents aren't very marine friendly. Aliens have a large number of hidden vents around Marine Start, which just makes defending base harder. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I was thinking of removing the vent from Maintainence Corridors to Upper Sewers. While I'm at it I might move the other Upper Sewers vent entrance so it is closer to Pumping Turbines.

    <!--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-->2: The sewer hive (the one with the tunnels) only has one exit, but about 4 tunnels. I suggest either removing them entirely to free space, or make them go somewhere. Last game aliens were trapped in this hive, due to continous assaults from HA marines coming from our only exit. We held them off for an hour or two but eventually they got us.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I assume you are talking about Pumping Control. There is a vent 'hub' in the ceiling of the central corridor. It has vents coming in to it from the two side corridors, the central corridor and one in the ceiling of the 'hub' the leads out to the Pumping Turbines node. I'm not sure what to do about this. For now I doubt I will do anything.

    <!--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-->3: Defending base is still harder than it should be. You know about the borked weldable door. It just removes the button, so the door can still be used from the outside.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, I know about this. I am hoping that the Trigger on Use property of the func_weldable is working in 2.0. If it doesn't I shall have to explore different ways to achieve this effect.

    <!--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-->4: there should be one or two resource nodes close to marine start. As commander i had to get my marines a fair distance to get to the closest resource point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The closest node is the one in Maintainence Corridors, followed closely by the Overflow Access and Pumping Turbines nodes. The walking time from base to node for these is similar to those in the official NS maps (ns_nothing is the only exception that I can think of).

    As a side note
    I will admit that Hydrosity has a somewhat complex layout. I did this so that it would have a high level of replayability. As a result, tactics that are outside the norm are called for, where you expand to next becomes a concsious decision. My original intention with hydrosity was that every major location on the map would require a different set of tactics to take from the enemy and I think I have, to a certain degree achieved that.

    Mouse
Sign In or Register to comment.