Ns_kara

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Comments

  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    <!--QuoteBegin--Tzarcon+Sep. 29 2002,13:47--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Tzarcon @ Sep. 29 2002,13:47)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->That new logo is cool, but when I look at it I see a face that looks like it was just kicked in the balls , i.e >_<<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Lol, I was thinking the same thing. Well, the face part, not the just-kicked-in-the-balls part.


    Very nice map. That's about all I can say. Very nice indeed.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    That looks brilliant. Very nice.

    btw, can you ( or indeed, any other map ninjas out there..) explain quickly to a noob mapper how you got the glowing monitor screens on the second shot, 'cause I'm struggling a bit with that.?

    Is it a func_illusionary, a texture light or something else?
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <img src="http://www.atlantiscity.net/hq/smileys/jawdrop.gif" border="0">

    Ogaly googaly gah!


    Very nice!  Lookin forward to playing your existing map, and seeing this one develop!
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    ns_eclipse2 <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I had a dream where I created ns_eclipse2, in all honesty. It looked like Eclipse in the general style, but was ransacked and destroyed all over the place. I may have to follow through on that someday... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Wow, an after math version of ns_eclipse would pwn! /me envitions
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Even in his sleep, a true master never rests...

    lol
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yeah, well, expect both ns_kara and ns_valhalla before ns_eclipse2. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Ohhh, think about this littel gem:

    You start the server playing ns_eclipse.  If the marines win, a distress beacon is picked up from space station kara (or ship or whatever it is).  The server then switches maps to ns_kara, where the infestation has just begun.  however, if the aliens win on eclipse, a short message displays, talking about how several months have apssed with no word from eclipse.  The server then switches to ns_eclipse2, where a team of marines is sent in to see if the aliens still maintain a strong presense.  Nothing could prepare them, however, for the devastation that awaited them...

    lol, kinda over-dramatic, but I think it would be a neat thing.  A little way-off into the future, but fun to think about nonetheless.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice idea, Q-Ball. I like that. :) I don't know whether or not the team would be interested in adding something like that to the game, but I imagine it would at least be possible. I think TF2 was originally going to include something similar, and that used to be on the HL engine, so... heh.

    Oh, right. The map still looks killer, KFS. :D



    <!--EDIT|ken20banks|Oct. 04 2002,02:20-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Heh, you should hear some of the plans some of use testers have... *evil grin*
    Awesomer map, you already heard my praise in IRC <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    lol, if only canadians could spell correctly..  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    Looks grrrrrreat! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I've got a couple ideas about potential gameplay I'll post here after the game today. Could make for an interesting round. It'll be a smaller map, so I should definitely be able to afford the entities to pull it off. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Basic layout already may be up to 25% complete at this point. Definitely coming along a lot better than Eclipse ever did -- probably because I know what I'm doing this time around. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    that is simply a possible thing there, it would be great to switch to another map. its simply done too if the .fgd is configured.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    You'll need more than just the fgd for map changes to be implemented...

    Anyway.

    Idea with the gameplay. I'm currently basing the map on a layout in the shape of a plus.: -|- (extended vertically a bit, with the right and left branches set a bit lower than middle.)

    The idea is to have a hive on the left, bottom, and right, with the marines spawning in the center. This leaves the north quarter of the map seemingly useless... To remedy this, the command deck at the front of the ship will have a number of controls. Some will control security cameras, some will allow further access to some areas closer to the hives, and one will re-instate power for a rather large section of the ship that will be (until power is restored) fairly dark and lit with emergency lighting. The doors on the way to the command deck will be sealed, requiring small panels nearby to be welded open for acces. It'll give the illusion of the crew sealing off the vessel before evacuating (there will be some empty escape pod bays or something similar along the way).

    I think that doing something like this could add an entirely new element to the gameplay in the level -- Marines will be fully functional from the loading bay they start in, but to really try and get the upper hand, they'll need to advance to the actual command deck to get full access to some ship systems. Marines will have a choice each game -- do they go for the throat right away, or do they perhaps pursue a standoff tactic for a slight environmental advantage?

    The command deck will of course still be vulnerable to alien attacks, and it's entirely possible that the aliens could get there first and wipe out an unprepared marine relocation... Anyway, I think it might be worth it. Any thoughts?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Hmm.  Perhaps you could also make some or all of the "bonuses" destroyable by the aliens (with some effort) - like, if they get to the weldables, they can rip them apart and prevent the marines access.  But perhaps there's a node or two inside, so it might be in the aliens' best interest to *let* the marines in, and then take it for themselves... that kind of thing?
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    Great idea, KFS <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
    I've really wanted to see things like this more used in maps, with the marines actually having <b>full</b> (or close to it) control of the ship.
  • EosEos Join Date: 2002-06-08 Member: 738Members
    <!--QuoteBegin--Q-Ball+Oct. 03 2002,13:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Q-Ball @ Oct. 03 2002,13:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->lol, if only camadians could spell correctly..  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I'm Canadian. ><!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    I spell just fine.

    Nice map KFS.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    KFS, that sounds sweet.  That would be an awesome map.  Kinda reminds me of flf_bridge, if any of you ever played that for Frontline Force.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I had an lil idea for a map I did b4 my HD blew up (paiiiin).

    It was basically a door, a button and a vent. The thing was, the button for the door was on the inside and the outside button was fried. So, a marine would have to crawl through the vent (all alone, since boosting him would be only way to get inside, or building a turret, then jump onto that one and.. u get the idea) and then crawl out on the other side, weld the door panel open, press the button then let his friends in.

    Imagine the terror of standing inside an yet not littet room, trashed stuff around u, pipes hissing and u have to turn yer back against it all and weld  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> . Maybe that would work for this map?
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Just curious, these are no doubt the best shots you have given the Half-Life community yet, but the r_speeds must be 500-700? Could you confirm the r_speeds for those areas ( Aprrox. )
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I may be slightly exaggerating, but I don't believe KFS has ever built an area in a map with r_speeds higher than 6.

    Okay, well, I'd say the area in those pictures don't top 400 anywhere, and are probably even lower.
  • RivalRival Join Date: 2002-09-02 Member: 1264Members
    How does he do it?!
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