Ns_cobalt

ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
edited January 2004 in Mapping Forum
<div class="IPBDescription">new map for your testing pleasure.</div> I dont have pics...yet... Its on my list.

But, none the less, heres a new map, created with the new NS textures, under 2.3M of texture memory used, 12 nodes. Its setup right now for 8 vs 8, which will be expanded for 16 vs 16. Anyways. Please let me know what you think, creame or crapola... get a copy [edit new link] <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>FINAL!</a>

<a href='http://mailto:shentrax@hotmail.com' target='_blank'>mail me</a>

Comments

  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    Heres my 2 cents.

    The ReadyRoom: The spot with the pipes in the whole, some players may fall in and not be able to get out. (I'm talking about the players that don't know to press f4 again to get out)
    Another readyroom one: The "join marines" and "join aliens" signs were flashing slowly, so they dissapeared at times. Supoosed to do that, or bug?

    This map seems to be a little alien based considering all the doors you have to weld, yet the aliens have all the vents to go through to avoid them.

    Oh, I dont know if this is supposed to happen or not, but when I pressed the button to close the big door, near one of the hives, the button dissappears on the side you pressed it on. Was that supposed to happen?


    Overall, I liked this map, I think I could have some pretty good games on it.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Thanks for the critique.

    The buttons, i have fixed in my newest revision, forgot the 'dont move' checkbox. The signs i know of, i have to tweak them a bit for them to look right.

    Nice arguement on the alien based. I actually though i didnt put enough tunnels in it. The doors are there as alternate routs for marines. Only 3~4 routes blocked by welds, one is a one way drop, or you have to have a jp or take the long way around.


    I'll add clipping to the pipes in the ready room, and i have to fix the lights in there, that yellow seems droopy. I check the epollys on this version and i'm right around the mark, i think it spikes at 750 at 2 spots. I may see what else i can cut out.

    jp research does ward some nice routes. I tried to stick to the 'guidelines' faq for its contrtuction it told me to have routes for aliens that avoid marines, which it does. If jps are researched, the commander is well rewarded.

    I'm maxing out on my lights, even though i want to add more. I can only 'chop' so much.

    IF there is anything else that can be added/tweaked, <a href='http://mailto:shentrax@hotmail.com' target='_blank'>let me know....</a>
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Heres the Chem Control Hive
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    One of my favorite halls, in Old District
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    heres a shot of The Tower
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    edited January 2004
    Those who got RC1, <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>Heres the final!</a>

    -fixed water (i hope)
    -added clip to readyroom pipes
    -tweaked lighting, readyroom, and level 3
    -fixed hive 3 buttons
    -fixed readyroom ladder textures
    -fiddled with readyroom signs
    -added ledges to Tower to help JPs and improve skulk ambushes
    -added breakable grating to a couple of vents
    -removed extra 'glowing' red lights from pipe areas (all over)
    -removed a couple brushes from hive 3 to cut pollys
    -changed a couple crate sizes to improve climbing
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    I like the changes. I went ovet the map with a jetpack.

    Just one suggestion from me : Switch the Spectator and Random team signs with the Join Marines and Join Alien signs. Small suggestion.
    The team signs are still flashing.

    I like the changes to the water, wavy and dark. The way water in a hive room should look.
    The button stays now, woo.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Omg you know what'd be so cool?

    If you could weld that chemical vat and have it fill up the very low parts of the floor with acid. Make it so you can still get around easy enough as a gorg, but if you're not careful you'll get acided.

    that would be sooooo cool.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I'll admit I havn't played the map (I'll download it when I have more then 5 min of free time), but you said it had 12 nodes. A general rule of thumb is to only have 10 nodes. Also, you should probably update your first post with the newer version of the map if you havn't, and say that it is the newer version.
  • CMF_FatalCMF_Fatal Join Date: 2003-12-27 Member: 24792Members
    havent played it but the screens looks fun. looks like there are diff parts in it. some rooms are greenish, redish, and some just drak. i like the different atmospheres in one map. ill d/l soon and what i can do to get it on our server
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    edited January 2004
    Now <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>Final Release!</a>

    -increased Spawns to support 16 vs 16
    -fixed readyroom sign graphics (finally!) Distort, not hologram! who would have known.
    -swapped RR signs/triggers around (from suggestion Sudzz!)
    -added, but not tested water effect to hive1 (from suggestion civman2)
    -readded lift in old district
    -fixed steps in hive2 (thanks Clan DG!)
    -added another flange to hive 1 tank (Thanks again DG!)
    -fixed a couple of spotlights that weren't on (weird)
    -removed ceiling girders from marine spawn (from suggestion #NSMapping Reese!!)


    enjoy! and let me know ... creme or crapola!
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    NOTE! - the lift i just put in is FUBAR, it'll be fixed in the FINAL (hopefully thats my next release)
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    Tested, liked the changes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Couldnt find anything major
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    I havent downloaded the map yet but from the screenies it looks like each of the areas in all pics have only 1 colour lighting, try adding small amounts of different lighting like a lit up console giving off a light blue glow e.t.c.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    puttting the final touches on it today. Hopefully i'll have a package released tomorrow.

    i dropped the ascid in hive 1 idea.... sorry civman2!

    Heres the layout
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    The <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>final </a>is now available for those running custom map servers.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I like the geometry looks good. Some nice stuff you got going there. Just did a quick walkthrough, and hope to play it with people soon.

    A few things I did notice however.
    -That flashing blue light under the CC could get annoying pretty quick I think.
    -Some lighting is really nice, but there are a few spots that seem... a bit smothered in a single light scheme. (eg. near marine start is a yellow area... break it up with a white light perhaps?) I find the use of thick colour is good as an accent, but that's just me of course.
    -Some textures don't fit, are misaligned, and just don't jive. I'm in a bit of a hurry as I type this, but if you'd like I can go through and list all the areas that could use a bit of attention. (Not many though)

    A bit of polish and you'll have a winner. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    A re-release of the map is up, <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>same link</a> as all the other msgs in this thread. New compile for 2.0 hulls.
Sign In or Register to comment.