Ns_battle

DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">A fun map</div> This is an arena style map (I noticed AFTER making this map the idea had already been done, but mine works in a different way)

<a href='http://www.iinet.net.au/~narran/ns.zip' target='_blank'>ns_battle</a> (a link the map, thanks scott <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> )

This map is played over in <a href='http://www.wa-ns.net' target='_blank'>Western Australia</a> and has a few fans. Basically, the Marines and Aliens start in seperate secure locations, with no immediate access to each others base. Both teams have a one way teleporter (warp pipe thingy) into the arena, where they can face battle. Two sets of doors are situated in the arena, one which the marines are able to weld through to gain access to the alien hives, and another series of doors which can be chewed through by the aliens to reach the marine base.

Both teams must tech up as fast as possible, while at the same time protecting their base enterances from attack. Gorges / Commanders must rely on their teams to inform them of the enemy progress - they can not see it directly - and decide when to start defending their base, if at all, depending on this.

Here are some screenshots:

<a href='http://www.iinet.net.au/~narran/pic1.jpg' target='_blank'>Main Battle Arena</a> (Weldable enterance to hives on right)
<a href='http://www.iinet.net.au/~narran/pic2.jpg' target='_blank'>Marine Arena Entry Teleporter</a> (Jump to gain access to the arena)
<a href='http://www.iinet.net.au/~narran/pic3.jpg' target='_blank'>'Mist Hive' Room</a> (Marine weldable enterance on the right)
<a href='http://www.iinet.net.au/~narran/pic4.jpg' target='_blank'>Marine Spawn</a> (Door aliens enter by on left)


Enjoy!

Comments

  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Got a link to the map?
  • DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Copied a section of my post from another forum... forgot links don't copy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited July 2003
    A bit squarish and bland, but that's to be expected. The lighting looks pretty bright, I hope you gamma corrected those screenshots. Looks pretty good overall. Fairly similiar to Ollj's deathmatch maps, but I played that once and it wasn't much fun, so I'll give yours a shot. Maybe you should rename a version 'fun_battle' so {DEAD} will put it on their server.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Oooh... funny scenery.
    I know that these maps rarely have cool lighting, but why don't you give it a try. It could really add to the concept of an arena.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    It in our server rotation as of now.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Wow, what is that mist made of? It seems to be self-illuminating. Make it colored and rendermode texture. Then you have teh dark mist of pwnage. And yes, now that you know it is a lot of fun, you can start adding details. Maybe the arena could get a dome roof? Or some more height levels?
  • DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
    This map was rather rushed, but I am planning to update it to fix a few problems (Namely stalemates, a blink exploit and giving the aliens a chance against organised marines), as well as add more detail. The next version will also have a new name, "ns_duffwar", as ns_battle seems a little generic.

    This mist is the same sprite as used in ns_hera, just resized quite large with additive properties. Now I'm wondering if its possible to set negative values for additive sprites... could produce some interesting results.

    Thanks for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Lol, would be funny, yes, but negative values wont work. Additive rendering is a graphic card issue or rather: an OpenGL/D3D issue. The guidelines for OpenGL and D3D surely don't say that you can set additive to negative values, sorry. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Additive is an excellent hack for water drops reflecting light, in dark areas though they just add the sprite's color to the background. Do you remember the smoke from explosions in Half-Life? Or the gorge spit? It does not 'add' green to the background, it draws the sprite over the background and replaces it's color. It is plain simple a transparent texture, the same thing used for the standard spraypaints. Now imagine you converted the hera sprite into one of these. You could set it's rendercolor to a dark value, set the amount to the desired density and would have a dark cloud in a dark room. = Half-Life vertex-fog hack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I made me such a sprite for Day Of Defeat once, it is an animated ground-fog cloud and can make forest scenarios very scary <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Now get a sprite editor and be the first to get dark fog in an NS map. I would really like to see how it comes out.
Sign In or Register to comment.