Yes questions!
Muu
Join Date: 2002-01-24 Member: 23Members
<div class="IPBDescription">Morphology, longevity, incept dates?</div>Could someone tell me how relyable this gamma entity is? Ive been using it and so ive darkend my map to make it look really cool - but if it dosent work for everyone I would rather compile the map with less fade and more light.
Who made that pink metal Im using for everthing and the kitchen sink? - I'd like to recolour it from the original if possible(im not very good)?
And now some woffle:
Ive been trying really hard to think of way to give the aliens cover (with out using crates <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ) and its quite hard - esp. on the r_speeds. Hows everyone else dealing with this?
Example my large hall (<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/cube40016.jpg" target="_blank">cube40016</a>) is very pretty but it needs something in it, originaly I imagined it with a central round stage with a grand piano(in glass <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ) with four cresent moon tables but after id got the tabels in r_speeds were well over 900, so then I tryed the seminar room - which looked pants, then an art gallery but I dont want to do the textures, hum har Im close to splitting the room in two.
latest stuff
<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/" target="_blank">http://www.mumuland.co.uk/ns/map/ns_jewel/</a>
Who made that pink metal Im using for everthing and the kitchen sink? - I'd like to recolour it from the original if possible(im not very good)?
And now some woffle:
Ive been trying really hard to think of way to give the aliens cover (with out using crates <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ) and its quite hard - esp. on the r_speeds. Hows everyone else dealing with this?
Example my large hall (<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/cube40016.jpg" target="_blank">cube40016</a>) is very pretty but it needs something in it, originaly I imagined it with a central round stage with a grand piano(in glass <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ) with four cresent moon tables but after id got the tabels in r_speeds were well over 900, so then I tryed the seminar room - which looked pants, then an art gallery but I dont want to do the textures, hum har Im close to splitting the room in two.
latest stuff
<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/" target="_blank">http://www.mumuland.co.uk/ns/map/ns_jewel/</a>
Comments
<!--EDIT|Relic25|Feb. 06 2002,16:03-->
This is considering the perfect case - how I would like people to play.
I would imagin that most commanders will try to do the following. Quickly locate the nearest hive by seeing which root the aliens attack them from. At this time the marines are defending the commander/spawn area as a tight knite group. once the command thinks he is certain of the first hives location he will send perhaps 75% of his squad forward quickly to build a forward base near the hive but in an "easly" defended room. Then if hes certain that this is the location of the hive ( He may send forward a scout or two ) he'll build up this defencive position - turrets, welded doors, a slip gate? etc. now he moves his last men to cover any roit between him and the forward base. Once this is done hes in a good position to start attacking the hive so he sets up a relay with 80% troups attacking the hive will 20% return to the forward base to get patched up. Once the hive is distroyed the commander will get his squade ready to flush the remaining aliens out of the pipe work - he fits up 6 or so marines with heavy weapons and sends them in pairs in to the vents, mean while he positions his lighter armed men at the end of each tunnel ready to bag 'em and tag 'em. The commander then recalls his men befor the next hive spawns( that is how is works right? )
Ok the aliens are compleatly different, alway opertunistic and ready to jump you at the slightest weekness in your defences. The aliens will try and position them themselves in rooms in such a way that they can rush the marines causing heavy damage and stressing the commander( cool! ), because the commander cant keep up with there attacks are service his marines he make mistakes and his marines start to make lose confidence in him ( awsome! ). The lighter classes will try and stay out of the serius fighting later in the map but instead act as scouts to spot vunerable marines and coordinate rush attacks. The lighter classes try to pull stupid marines after them, ofcourse them out run them and lead them directly into a room with 3 class 5s ( Arrrrh mummy! ). Should the unthinkable happen and the marrines kill the hive the heavyer classes will try to hide and wait to attack when the commander has split his squade up to search the vents. The lighter classes will try to out run the marines as much as possible and get them lost in the vents( scarry noise making would be a good alien skill ) or try and rush the commander.
Ok thats how I imagin it in breaf what do people think?
--edited for gibberish--
<!--EDIT|Relic25|Feb. 06 2002,16:57-->
"Hi Im texturaly inept!"
But I think there will be many Different strategies by both sides.
Here are some examples I can think of right now.
Early strategies for marines:
1 Defend the base until you know what hive the aliens are coming from
2 Split your marines in four groups and send three out to scout, one to each hive.
3 Send 50% of your marines to one of the hive point and hope the hive is there. If not build a turret there and precede to next hive spot.
Early strategies for aliens:
a Rush to try to get an early victory. (Bad against 1)
b Spread out and lay out ambushes all over the map. (To bye time to get more hives). (Good against 1 & 2)
c Delay attack a little to get in position and attack from all routs att once. (Good against 1)
d fortify the hive and wait fore more hives.
Now I command you to post your ideas for strategies and poke holes in my.
I think its very important to have some idea of what players will want to do when designing a map and accomodate those wants. So Why are more mappers in this thread? I dont know maybe they've got it all figured out but I'd appreciate any pearly of stratergy people are willing to dispence. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Relic I dont like the idea of my map not looking to others as it does to me so Im going to send a peace to a freind and see what he thinks - theres a big difference between what I see in-game and the screenshots.
Unnessicery screenshot <a href="http://www.mumuland.co.uk/ns/map/ns_jewel/cube40033.jpg" target="_blank">Cube40033</a>
I don't tink a single turret will kill a hive so fast a bob won't have time to spawn and kill it. But it will give a warring that the aliens have a new hive there.
1. The env_gamma is defintitely a misnomer. I've been thinking about naming it env_overbright for the NSTR2.
2. The env_gamma entity is not 100% reliable on all systems. However, NS WILL get the value as close as it can. I would suggest using a value of 1.8 or higher. If you're really worried about this, don't be. There is already so much variance on different systems due to monitor type/age/settings, network speed, CPU speed (it can be appalling to see your game on someone else's system at times), etc. On my old monitor, the highest gamma ramp it can seem to do is 1.7 or so but I haven't done widespread compatibility testing. Quake3 does overbrightening of 2.0 outside of mapper control and no one is complaining about that. I would suggest 2.0, or 1.7 if you're really worried about it.
3. Gameplay wise, I sure hope that more then one option is available! I'm hoping that sometimes teams will split up, group together, rush, delay, upgrade, harass and more. I hope that you can't summarize the basic strategies in a couple paragraphs.
4. Great shots.
5. I love lists.
6. That is all.