Looking For An Official Map To Chop Up

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">Fun with rip ent</div> Ok, so I was just thinking that I could really have some fun with ripent and an official map,
moving res nodes around, moving the comm chairs around and changing dynamic lights and doors along with maybe new hive locations?
Same map, but not!

Is there an official mapper who wouldn't mind me doing this to their map?
Is there a map you think would be good to modify in particular so I can hunt down the mapper?

Comments

  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Actually I would like to see Bast tweaked. Its layout rocks but placement of some entitys could use fixing.

    Get your heat sheilds up, here come the flames.......
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    I'm not worried at all. I'm doing it just to see if I can.
    Personally, I wanna take cs_italy or whatever it was called, add some hives...
    I think I can already fit in a ready room...
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Unfortunately, the source for most maps is kept under lock and key by the dev crew.

    <i>Chances of this ever happening: .000001%</i>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited September 2003
    Dubbilex: Hera was given out for development for of a few movies a while ago, so mappers releasing source files isn't as rare as you think. Just shows how kind mappers like Merkaba are.

    (accidently put wasn't instead of was - silly me)
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    Indeed, sharing sources isn't rare at all. I helped Manah with Caged, and he helps me with Widow too, so we exchange sources regularily.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    He is talking about using ripent. It can move entities around in the .bsp. So he does not need the source.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    oh no! I don't want the sounce.
    I'm gonna chop it up with ripent, so the modification will be server side only so that any server running my chopped map would still be playable client side with the original.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Fortuna I do not think any mappers will mind. As server hosting companies (most noticable UK2 & Jolt CS) add their own sprites into map advertising their service.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Yes, but I'm going to ask nicely to make sure before I release to the public.

    So far what I've done is a chop of bast that changes the rotating doors into a weldable door that lowers down (I can't get it so you can build there though, I am guessing its a func_illusionary with a nobuild texture on it that's in that area, and it'd take me hours to hunt down and delete). And causes the weldable vent to be returned to 1.04 functionality. I also moved the command chair into the middle of the room and moved the res node to under where the old chair was, this is so that marines can get a clear shot to the entrance from main aft. I'm waiting to hear back from the map creator as to whether or not he approves it.

    What I'm messing around on now is a conversion of hera. holo isn't a double node anymore, and may eventually not have any nodes. Archiving has a command chair and I've removed the water there and added a res node. Where the old chair was I tossed a res node for the aliens (its siegeable from hera entrance) and moved the archiving hive to below the landing pad. The ventilation hive is now in maintenance and it looks really nice there (this was done because of the double siege issue). I'm emailing merkaba now to see what he thinks of this little project of mine. I'm really excited about it because I think that it'll play really nicely.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited September 2003
    <!--QuoteBegin--Fortuna Wolf+Sep 8 2003, 07:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fortuna Wolf @ Sep 8 2003, 07:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So far what I've done is a chop of bast that changes the rotating doors into a weldable door that lowers down (I can't get it so you can build there though, I am guessing its a func_illusionary with a nobuild texture on it that's in that area, and it'd take me hours to hunt down and delete). And causes the weldable vent to be returned to 1.04 functionality. I also moved the command chair into the middle of the room and moved the res node to under where the old chair was, this is so that marines can get a clear shot to the entrance from main aft. I'm waiting to hear back from the map creator as to whether or not he approves it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ooookay, so the vent will be sealed and you intend to make the rotating door weldable? Right? So you've just given mstart a single large entrance and made it a LOT easier to be defended? Right? Also, moving the comm chair out of it's place? Why? It was fine where it was and was unreachable by bile bomb from the vent. The CC's original position is FAR safer than being shoved in the middle of the room.

    <!--QuoteBegin--Fortuna Wolf+Sep 8 2003, 07:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fortuna Wolf @ Sep 8 2003, 07:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I'm messing around on now is a conversion of hera. holo isn't a double node anymore, and may eventually not have any nodes. Archiving has a command chair and I've removed the water there and added a res node. Where the old chair was I tossed a res node for the aliens (its siegeable from hera entrance) and moved the archiving hive to below the landing pad.  The ventilation hive is now in maintenance and it looks really nice there (this was done because of the double siege issue). I'm emailing merkaba now to see what he thinks of this little project of mine. I'm really excited about it because I think that it'll play really nicely. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Having one hive at mstart and another at maintenance is very stupid. There is far too little distance between the hives, it's unbalanced. Also, one of the main routes from the "new" mstart (archiving) would have to pass through the hive area of the original mstart. Very bad planning. Also, if you understood that holoroom was good as a double node because it was hard to control, you'd not have removed one. Also, the original mstart is now, essentially, a double node, while they both may not be visible from each other, they'll be easily within range of each other. Give the marines the chance and you'll see a relocation there, also, being designed as mstart originally, it's easy for the marines to defend. This is, essentially, unbalanced.

    You need to think about changes more before you go ahead and just do them.

    Try considering each change and look at the new layout and see if it's right, if it isn't, don't bother doing it.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Esuna, I did consider all the changes I've done so far and I still feel that its balanced. I don't think you've really thought about them yet
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Fortuna Wolf+Sep 8 2003, 02:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fortuna Wolf @ Sep 8 2003, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Esuna, I did consider all the changes I've done so far and I still feel that its balanced. I don't think you've really thought about them yet <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You don't feel that putting two hives literally spitting distance from each other and pushing the marines further away is screwed? You need to learn a little about map layouts i feel. Hera is good as it is, i suggest leaving it alone.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Good news, Merkaba's oked me to mess with hera.

    <!--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-->You don't feel that putting two hives literally spitting distance from each other and pushing the marines further away is screwed? You need to learn a little about map layouts i feel. Hera is good as it is, i suggest leaving it alone. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->\

    You don't feel that leaving two hives literally within siege distance from each other as the only way to siege both hives is screwed? You need to learn a little about map layouts i feel. Hera is ok as it is, i suggest sitting in a corner.

    Now to seriously address your issues...
    You can now siege maintenance hive from ventilation... in the tunnels where i've removed the water. Where there's no res node. You can't siege two hives from processing anymore. I removed the double res in holo because its as powerful or more so than taking generator on ns_nothing (which if you take gen and cargo you've won the game, this was an issue in 1.04 and still is in 2.0). You can take holo and still siege 4 res nodes and control a major route but you can't take holo, get 2 res nodes, and siege out 3 others and get easy access into siege points for 3 hives anymore. Marines now have several routes through the map.
    DCA -> weldable vent -> DCD
    DCA -> weldable vent -> DCD -> proc -> vent -> maint
    DCA -> holo -> hera -> MS -> Landing pad
    DCA -> Holo -> proc -> vent -> maint
    DCA -> Holo -> proc -> cargo-> maint
    DCA -> holo -> proc -> cargo -> MS -> landing pad
    DCA -> holo -> hera -> MS -> maint corridor -> maint
    DCA -> hera -> MS

    Marines get just as many routes as they did in the original configuration and the major issues (aliens holding maintenance + holo = dead marines), (proc double siege), (marine start sucks) are all taken care of.


    Now, the issues with bast.
    I didn't remove the rotating doors, I simply made them into a weldable to slow marines down and give aliens time to get there to defend it if they wish.
    it is still possible for a skulk to enter the vent in MS from MS if its been welded, and then gorge there and bile bomb. However, that won't be a major issue because the CC while bilebombable now will cause the gorge to expose his fat ****. Next, you can place the spawns out of bile range and in position to be easily defended in the open with plenty of space between the buildings and entrances. A marine commander would now have to be stupid to relocate.
    And what are you talking about giving marine start a single large entrance? As opposed to what, 2 large entrances on all the other maps? ^.~
    Now I might be able to win on bast without relocating to a hive and performing a 2 hive lockdown with turret farms and grenades and teching up on 2 res nodes.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    With a hive at either end of the fog corridor, I think you'll find that corridor a little harder to get through than usual. Hope it plays well : )
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    exactly what I was thinking. Its a rather long corridor that's dark and has an elevator. I pity the foo which tries to go through that. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Merkaba, do you know of any flattish entity brushes in the map that I can turn into func_gravities and put at the entrance to the loading bay (between the res node and where marines used to spawn?), I'd like say, 150 gravity or 200 outside on the platform and 800 inside. Just for fun, you know.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited September 2003
    trigger_gravity is broken in ns.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    they don't work even in 2.0?

    Well, I just realized that the only models I can move around are rotating ones at the moment because they come with an origin brush.

    I believe I can move doors around by figuring out where it is, and where I want it to be, then using trig to find the angle and distance at which I'd have to set the lip to and direction to open, and then setting it to start on open.
    what a pain.

    Is there a way that I can create a ladder in a specified position of my own? as it is, I'm going to have to create a mini staircase which'll be rather ugly. Or an elevator with a func_door_rot from the vent lids (omg, even uglier).
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Beta 1 is done! Now it just needs to be tested.
    play around with it and tell me what you think.

    The entity file, use ripent to merge this with the old hera
    <a href='http://www.truffula.net/~fortuna/NS/ns_hera_X2.ent' target='_blank'>http://www.truffula.net/~fortuna/NS/ns_hera_X2.ent</a>

    Or, download this <a href='http://www.truffula.net/~fortuna/NS/ns_hera.zip' target='_blank'>http://www.truffula.net/~fortuna/NS/ns_hera.zip</a>
    And either play it as ns_hera (if you overwrite your original, it won't matter, you can play on servers normally, just any game you start will be my version). Or rename it to ns_hera_x2.bsp
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