Co_freefall

HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
edited March 2004 in Mapping Forum
Some of you may have stumbled upon my playtest server running co_freefall. I will keep this first post updated with the latest information on this map.

<b>Current Version:</b> rc1 (release candidate 1)

<b>Screenshots (from b15):</b>
<a href='http://www.wwgaming.com/co_freefall_b15.php' target='_blank'>http://www.wwgaming.com/co_freefall_b15.php</a>

<b>Change Log (readme):</b>
<a href='http://nsp.wwgaming.com/co_freefall_rc1_readme.txt' target='_blank'>http://nsp.wwgaming.com/co_freefall_rc1_readme.txt</a>

<b>Download:</b>
<a href='http://nsp.wwgaming.com/co_freefall_rc1.zip' target='_blank'>http://nsp.wwgaming.com/co_freefall_rc1.zip</a>

<b>Server:</b>
WWGaming.com co_freefall Test Server (ns1.wwgaming.com; Steam)
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Comments

  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Oh, that looks lovely, downloading and finding a server to play asap. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    that last pic of the second set... how did you make that, with the wireframes and all?
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->JezPuh Posted on Feb 10 2004, 06:52 AM
      Oh, that looks lovely, downloading and finding a server to play asap
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Dont know about you, i'm gonna start a free fall fan guild, and make some tee-shirts..
  • manrinmanrin Join Date: 2003-08-10 Member: 19340Awaiting Authorization
    press camera in one of the windows and change to wire


    btw that map look NIIIIIIICCEEEE :o
    i wanna <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> some <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> there
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I like the idea of this map and some areas look good (MS and that lift shaft). But I would add some detail to the walls and floors, and make use of hint <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> since 1887 w-poly is way to much (especially for the low end gamers) and can be fixed with 1 maybe 2 hint brushes in that entrance hallway into the MS.

    [edit]typos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> [/edit]

    GreetzZz Kouji San
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    Lokos really good

    ill try it when im at home <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    <!--QuoteBegin-Kaine+Feb 10 2004, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Feb 10 2004, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that last pic of the second set... how did you make that, with the wireframes and all? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    gl_wireframe 1 or 2, in console

    Its pretty easy, but 1800 wpoly!Can you say lag?
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Just had a wonder around.
    I think this map would be really fun to play.
    Like someone said before, detail needs to be applied, if you want to add some realism and eye-candy.

    Also, it seems there is only one way up to the hive, which could get annoying, unless you have Jetpacks..but the battery would run out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    The ready room is good, as it encorportates the syle and shape of the actual map. The only criticsm is that again, detail needs to be applied. Oh, also..there is 2 marine doorways and only 1 alien..this seems odd.

    The Hive room looks nice and basic, but the Infestation texture seems to over dominate, so try and break it up.

    This can be said for the rockfaces, the texture is too repetitive, and the shape is flat and lifeless.

    Still! Like I said, I think this would be really fun.
    Instead of getting digested in the Hive-room, why not chuck yourself through the little sky hole <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Suicide is more respectable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Oh, ive just clicked on about the name.
    Jesus, I need more sleep.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Thanks for the comments everyone!

    RE: 1880 wpolys - That screenshot was made from beta 1. I've already started moving some things around (like that elevator) so there are more hallways that provide good VIS blocks. This has already decreased wpolys 50% in beta 2 from what they were in beta 1.

    I've tried HINT brushes and couldn't get any of the tests to work right at all, just because how everything was laid out. But, if there is someone very experienced in placing HINT brushes that is willing to help me out, I'd appreciate the help. The areas I'm not sure they'll ever work is when you're at the bottom/top of a long drop. For example, looking up/down the elevator shaft (still 1k wpolys due to the detail) or at the highest/lowest part of the map looking down/up through the middle hole.

    RE: Detail - The reason why these are still beta releases is because I'm working on reducing r_speeds, increasing detail, and testing balance. Dealing with such a large map, it's quite a challenge.

    Anyway, thanks again for the comments, and I look forward to reading more comments, especially suggestions on how to make the map better. So far, on the list for future changes:
    <ol type='1'><li>Change the IPs to env_sprite so they can't be destroyed.</li><li>Add a 2nd set of elevators (opposite side of MS)</li><li>Add a ladder (or 2) to the elevators (outside the frames)</li><li>Add a VIS blocking hallway to the upper elevator (like I did for the lower one)</li></ol>
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    edited February 2004
    <!--QuoteBegin-MeanMrMustard+Feb 10 2004, 08:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeanMrMustard @ Feb 10 2004, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, it seems there is only one way up to the hive, which could get annoying, unless you have Jetpacks..but the battery would run out  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You are correct that there is only 1 set of elevators and the use of a jetpack to get to the hive. I have planned to add the 2nd set of elevators soon.

    As for the jetpack running out, this map has been great for testing the various player abilities, especially with the jetpack and the various aliens.

    For example, bigger weapons and ammo add weight to the jetpack while you are holding them. For example, if you're holding an HMG, you're going to have a difficult time gaining any vertical lift. But, if you switch to something really light, like the knife (still with the HMG ready for use on a quickswitch), you'll fly un-hindered and quite far.

    Also, lerks are a joy to fly around with in this map. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> The lerk vs JP Marine has been quite fun to play on both sides.

    Thanks again for the feedback!
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    idea is old ... map layout sucks.. fps drops ..
    while were at it , call it FY_
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    Lol, the aliens can fall the entire way without a scratch but a marine trying the same gets turned into paste. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Kaine+Feb 10 2004, 09:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Feb 10 2004, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that last pic of the second set... how did you make that, with the wireframes and all? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    BLACK MAGIC.

    BEWARE!
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-Varsity+Feb 10 2004, 08:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Feb 10 2004, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol, the aliens can fall the entire way without a scratch but a marine trying the same gets turned into paste. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    FYI: Marines with Jetpacks don't take fall damage.

    Also, Gorges and Onos do take fall damage, but while the gorge will die, the Onos will survive with only about a 50% loss of health.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited February 2004
    plain.
    you know that the yellow-black stripes mean "attention!" and the red-white means "DANGER!!!" in real live? so on the platform the textures are placed little wrong. rofl
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Lt.Gravity+Feb 10 2004, 06:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 10 2004, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> plain.
    you know that the yellow-black stripes mean "attention!" and the red-white means "DANGER!!!" in real live? so on the platform the textures are placed little wrong. rofl <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I always thought it was the other way around...
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-Lt.Gravity+Feb 10 2004, 10:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 10 2004, 10:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> plain.
    you know that the yellow-black stripes mean "attention!" and the red-white means "DANGER!!!" in real live? so on the platform the textures are placed little wrong. rofl <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You know, I think you're right. I'm going to talk to a few construction friends and verify before I swap the stripe colors.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    thought that too, till I say an explanation on industrial use of signs. btw so its wrong way round in all my maps before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Danger tape is red, and caution tape is yellow.

    course so is 'police line do not cross'

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Ok, Ive just played a small game with a few others.
    and have come up with the conclusion:

    THIS MAP NEEDS SERIOUS RE-EVALUATION <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    no.
    But, on a serious note.

    Elevators look lovely, but other means of getting up need to be used.
    Elevators are unfair for the marines.
    This map is one big negative for Marines.

    Also, there is a bug on the lift.
    At the top, you sometimes get stuck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Its no fun for marines..
    and a little fun for Aliens.

    Get to the drawing board <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-MeanMrMustard+Feb 10 2004, 10:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeanMrMustard @ Feb 10 2004, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, Ive just played a small game with a few others.
    and have come up with the conclusion:

    THIS MAP NEEDS SERIOUS RE-EVALUATION <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    no.
    But, on a serious note.

    Elevators look lovely, but other means of getting up need to be used.
    Elevators are unfair for the marines.
    This map is one big negative for Marines.

    Also, there is a bug on the lift.
    At the top, you sometimes get stuck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Its no fun for marines..
    and a little fun for Aliens.

    Get to the drawing board <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When first playing this map, you may reach these conclusions. But, after playing over 10 games now within the past several days, with varrying team sizes, I can say that the balance isn't as bad as you think. Marines have a very good chance at winning, in fact, often do. You just have to learn how to play this type of map, which is very much unlike the other co_ maps.

    For example, it is definately in the marine's best interest to get a JP as quickly as they can. Likewise, the aliens usually go for lerk.

    Marines have a better chance of survival by leaving MS and standing on top of the main MS bunker. This will allow them to pull out their weapon and aim upwards, shooting falling aliens. Quite effective, especially using the pistol.

    Once you know how to use the JP properly, the rines can easily fly upward and skillfully attack the hive.

    Now, I've noticed that the changes in beta 2 still makes the hive area a little slanted in marine JP favor, so I'll have to change some things for beta 3.

    Overall, I think that you should play the map a bit more times and then let me know how it went. Actually, you should always play a map over a few days with many games in order to really see the balance.

    As for the elevator and getting stuck on it, I've never seen that happen yet to anyone, so if you could provide more information that I can test with, that would help me fix it. Thanks!
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    After quite a few games yesterday/last night... the following observations were made:
    <ol type='1'><li>Marine Glass Needs to still be Much Stronger</li><li>Elevator is getting stuck at times, possibly slow down a little more?</li><li>Alien Hive Room is still too JP friendly</li><li>Alien Hive Room is now too complex. I went opposite extreme. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> </li><li>Marines need to learn how to use a JP!!!!</li><li>In addition to JP and Elevator, Marines need a 3rd option to get up to hives. Possibly some sort of vertical air vent with a fan blowing (pushing) players upward at a high velocity?</li><li>Brighten the Marine Spawn/CC room a tad more.</li></ol>
    So, these will be areas that I'll be working on for beta 3. Are there any other suggestions?

    BTW, I've heard several players playing as marines saying that the map is stacked pro-alien. Well, I know for a fact that it isn't, and it's more that new marines to the map don't know how to use a JP and fly up to attack the hive. When experienced JPers went from alien to marine, marines won every game.

    Anyway, it's a great map for JP and Lerk practice.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    <i><b>Anyway, it's a great map for JP and Lerk practice</b></i>

    Yeah, lets leave it at that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 3 released:

    <b>Change Log for Beta 3 (this release):</b><ol type='1'><li>Simplified Hive Area</li><li>Re-Textured Hive Area</li><li>Removed Inner Marine Start Doors</li><li>Expanded Outer Door Trigger Areas</li><li>Added 2 Fans with Vertical Push on top of Marine Start</li><li>Increased Lighting in Marine Spawn Room</li><li>Increased Center Glass from 30k to 40k</li><li>Increased Side Glass from 4k to 10k</li><li>Removed IPs from Marine Spawns (too confusing for players)</li><li>Moved Marine Spawns Around to Provide More Random Positions</li><li>Re-Textured Stripe Textures at Marine Start, Elevators, and Bridge</li><li>Removed Broken Elevator Buttons from both Elevators</li><li>Increased the Elevator Button Reset Delay (players were pushing it too frequently)</li><li>Decreased Lower Elevator Speed from 250 to 200 (looking to minimize getting stuck)</li></ol>
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 4 released with some fixes and changes. First post updated.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 5 was released yesterday with some new concepts where were fine tuned in beta 6 this morning. Beta 7 will have some weld fixes and possibly a PG that goes active 15-20 minutes into the game.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Beta 7 released.... see first post.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    w00t go hound <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Ive just had a run around the beta 7.

    Still, detail needs to be added, if you want this map to have any real sense of realism.

    I checked out the weld-door, and loved the fan. Although fans etc does tend me used for fun purposes, like I said this map would be played merely for fun.

    The Hive has been simplified, and looks decent.

    Try and do something with the rock texture at the Marine base.
    Change the angle or magnify..or something. Looks very ugly at the moment.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin-MeanMrMustard+Feb 15 2004, 10:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeanMrMustard @ Feb 15 2004, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ive just had a run around the beta 7.

    Still, detail needs to be added, if you want this map to have any real sense of realism.

    I checked out the weld-door, and loved the fan. Although fans etc does tend me used for fun purposes, like I said this map would be played merely for fun.

    The Hive has been simplified, and looks decent.

    Try and do something with the rock texture at the Marine base.
    Change the angle or magnify..or something. Looks very ugly at the moment. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thanks for the feedback. Yeah, this map is probably more for "fun" than your typical combat map.

    Surprisingly enough though, the whole theme of the map seems to make players forget how to play NS. Marines do nothing but rambo or turtle and complain that it's a pro-aliens map.

    Then, when marines wise up and start attacking the hive, the aliens go around saying that the map is pro-marines, while not having an adreneline gorge around.

    Anyway, after playing all of the serious combat maps, a map like this is refreshing to play, while still fun in the process. Also, it's a great map to hone your skills. For marines, they get a LOT of practice at aiming while shooting. They also learn how to effectively use their JP.

    For aliens, they definately learn how to fly a lerk and they also improve their other upgraded traits.

    As for the detail, now that it seems gameplay has improved and I have some pretty good experienced regulars on my playtest server, I'm able to make more major detail alterations and also focus on adding features that will help balance the game more, while adding more "rush" to end the game earlier than an hour.

    For example, beta 9 will feature a completely redone marine start, placing marines in a spaceship sitting in a landing bay. Yes, this will be a rather large ship for aliens and marines to fight around and over, but it'll add more realism to the map.

    But, while adding detail, I'm having to move things around so I can decrease r_speeds as well, while still maintaining the falling theme of the map. So, beta 9 will definately be a large upgrade from the prior releases. Also, there will be phasegates available at certain times in the map, basically making the aliens wanting to kill the CC more than spawn camp (like they seem to do a lot of on all combat maps).

    The fan tunnel is a big hit, I just need to mess with the lighting to see if I can counter HL1's faulty engine.

    Anyway, I look forward to hearing more feedback here, while playing on everyone's servers I visit, and from the regulars on my playtest server!
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