Ns_hydrosity
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow

<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
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
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-->
me too!
I REALLY want to test this map
Have you notified the AusNS mob so they can update their server?
--Scythe--
P.S. That water is still impossible! boo!
Uploading the old ones.
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.
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-->
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!
But then i got a good look at it from the window and i was like "woh! nice landscape!"
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
btw, Hydrosity pwns.
-- Codeman
<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.
<b>Nano Gridlock</b> 64.237.35.100:27015
Mouse
:x
64.237.35.100:27015
OG OG OG!
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-->
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.
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.
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