Co_poseidon

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
edited February 2004 in Mapping Forum
<div class="IPBDescription">Under the sea!</div> Poseidon Underwater Marine Biology Research Facility

The Poseidon facility was busy collecting specimen samples from a distant oceanic planet when their latest discovery ended up busting loose and terrorizing the inhabitants. The TSA marines have been called in to cleanse the underwater station and make it safe for research to resume.

Combat map that supports teams of 8 - 16, suitably large but well-connected so you won't be too far from the action.

Marines start off at a Service Dock, and the Aliens have an infested specimen observation lab all to themselves. The map takes place on multiple levels so players will have to look up and down quite regularly, but there are enough tight spots to ensure that Jetpackers and Lerks don't dominate.

NEW VERSION 1.1
- Service Dock elevator now has a cagedoor to prevent players from falling in
- Specimen Retrieval elevator is faster
- Junction area now has ramps that provide an additional route to the top floor
- Top floor of Specimen Retrieval now has crawlspaces
- More lights in some locations
- Hive fog is now a High Detail particle system, so lower end users can turn it off
- BUGFIX: Players no longer get stuck on some stairs
- BUGFIX: Some NULL-face holes removed

DOWNLOAD NOW:
<a href='http://www.jarhedz.com/dload.php?action=file&id=65' target='_blank'>Co_Poseidon.zip version 1.1 (JarHedz site)</a>
<a href='http://www.polyillusions.com/downloads/co_poseidon.zip' target='_blank'>Co_Poseidon.zip version 1.1 (Polyillusions site)</a>



More Download mirrors will be posted if I can find them. If anyone wants to host this file please PM me or msg Yamazaki on irc.gamesurge.net, I'd appreciate it.

8 screenshots to show off in total.

1st - Looking down into the Specimen Retrieval area
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Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    2nd - Looking up in the Specimen Retrieval area
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    3rd - Loading Bay adjacent to the Service Dock
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    4th - The Service Dock which is used as a starting point for the Marines
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    5th - Cryo Processing area with a nice view of the ocean
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    6th - Another view of the Cryo Processing area
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    7th - Specimen Observation Lab currently being used as a Hive
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    8th - Maintenance Area outside the Observation Lab
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    The combination of yellow trim and smooth lines gives it a very distinctive feel--are those the regular NS textures being used differently, or a new set?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Nice and clean <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The yellow beams use the yellow trims from the Yellgrey NS2 set, but extracted and resized into 256x32 and 256x64 versions. The floor tiles are just the wallpanel16 texture with some bevelling, and quite a few other textures are just recoloured or slightly altered NS2 textures, so it's not really a set on its own.

    The only fully original textures are the computer screens.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    IMHO the textures are very bland indeed. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited February 2004
    That's looking really snazzy. The lighting is perhaps a bit bland in one or two places, and I think the hive could use a bit more infestation, but overall I like it, nice style.

    Edit: I would suggest that maybe you try making those blue lights on the stairs give off light with more of a blue colour, perhaps?
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    i wonder what the pollys are on that 5th shot..
  • nopeace4unopeace4u Join Date: 2003-02-14 Member: 13553Members, Constellation
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    You get an A+ for creativity, that's for sure! It's interesting... perhaps it will grow on me as right now it feels a little HLDMish. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Nice stuff though.

    ~ DarkATi
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Lovely clean look, it borders on Art Nouveau or something like that.
    Keep at it!
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-ShenTraX+Feb 11 2004, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 11 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i wonder what the pollys are on that 5th shot.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Slightly over 700, it's the highest spot in the map. Everywhere else the poly count is a smooth 400 - 650.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Varsity+Feb 11 2004, 07:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Feb 11 2004, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMHO the textures are very bland indeed. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not really sure what to say to that, since these are textures from, and derived from, the NS2.wad. I certainly didn't run them through a Bland filter in Photoshop, I even ran a few through a Sharpen filter to ensure they looked good next to untouched NS2.wad textures.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Really nice! Looks fresh and uniqe. And it looks like it's fun to play too, with all those "level-differences". <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    <span style='font-size:8pt;line-height:100%'>And the textures doesn't look bland at all IMO.</span>

    /DM
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Drunken.Monkey+Feb 11 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drunken.Monkey @ Feb 11 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really nice! Looks fresh and uniqe. And it looks like it's fun to play too, with all those "level-differences". <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    <span style='font-size:8pt;line-height:100%'>And the textures doesn't look bland at all IMO.</span>

    /DM <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed!

    Nice job <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Fantastic use of texturing and levels <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I editted my first post to include a DL link. Thanks to Puzl of Jarhedz for hosting the map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    If anyone is interested in betatesting the map, or putting it up on a public server, let me know and give me some feedback on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    I know I should have announced I was making an underwater map months ago...

    Good luck with the playtesting.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    I like it. I love the look you have.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited February 2004
    <!--QuoteBegin-NetBent+Feb 11 2004, 05:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Feb 11 2004, 05:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know I should have announced I was making an underwater map months ago...

    Good luck with the playtesting. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yeah, same here although I hope to be doing it in a different way.



    Looking good so far. I'm downloading it right now.

    Edit:
    Beautiful map. Really gives the feeling of a high tech lab. I especially love the new textures like the custom computer screens and the nitrogen sign. It really adds to the authinticity. The stairwells give me the feeling of Aliens (which is a good thing). I look forward to fighting in those halls I think it will be a lot like Aliens. Keep up the good work.


    Edit2: I had that FPS drop at the hive also.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Awesome work Yamazaki! This looks like a lot of fun to play!

    A few points
    1) There are a few areas that are completely black. Just small corners mostly, but dark enough that I can't see the gun against the background at all. They offer nice looking contrast, but maybe just a weeee bit of light in there so that things aren't terribly invisible.
    2) The hive, while that fog looks beautiful, I drop down in FPS horribly. From 30 to about 9 (based on cl_showfps 1 method) And that's with nobody else playing. (Much like the first point, the question becomes atmosphere > all?)
    3) Ambient sounds! I heard a few sparks and things... but it needs some more noise in places. (Atmosphere!)


    Great use of textures. Fantastic looking map. Very well done all around.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Wow, I like that a lot. The observation area hive is the best!
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    In answer to the feedback:

    There are ambient sounds, there's the gurgling of the water when you're close to windows, the hum and beeps of computers when you're near a terminal, and a few other spots. I could add more though.

    The FPS drop at the hive doesn't show on my comp, so I didn't know it'd be a problem for older card/CPUs. I can reduce the size of the particle sprites a bit and thin them out, but if your max FPS is 30 in HL then you might want to invest in a better videocard or CPU, or other maps will do the same.

    There are a few spots in the map which I intended to have dark corners, such as the upper alcoves of the Specimen Retrieval area, but if other spots have dark corners then it's because your monitor is way darker than mine. I'll probably add in a few small accent lights to bring it up a notch here and there to compensate.

    In IRC I was asked if I could tone done the stair step lights a bit, and I might do that. Probably just have them bright enough that they stand out, but without any colour saturation.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Two things came up while I was running around solo:

    Falling into the shaft of the elevator next to the command chair as a marine is a Bad Thing ™ since there isn't a ladder or switch to raise the elevator -- you need to wait for assistance. There were also two small HOM (null textured?) squares visible on the underside of two vertical beams visible from on top of the lowered elevator.

    If a marine is running along the stairs to the upper deck overlooking the Observation Lab hive (see attached pic), it's possible to get jammed between the wall and the stairs -- when this happens, the player can't move up or sideways, can't jump, and has to move very slowly down the staircase to free themselves. Easily fixed by extending the reach of the stairs with some clip brushes, but it's potentially annoying to have that happen during combat. To reproduce, get halfway up those stairs as a marine, run off them perpendicularly into the wall, and then try to run up/jump/move sideways.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Damn, thought I corrected that stairs bug. Must've overwritten the changes by mistake. I fixed it by doing exactly as you suggested, using a clip that extended the stairs reach into the wall, so I'll have to make a note to redo that when I get a recompile in order. The stairs in the readyroom have a simpler solution which was to just clip off the entire caved-in part of the wall.

    As for the elevator, I didn't realize I missed a few null faces underneath. I'll have that fixed up pronto. I also didn't add a ladder because originally there was going to be a cagedoor that came down to block the shaft when the lift wasn't on your floor, but when I discarded that idea I forgot to compensate for it. So either a little ladder will get tossed in or the cagedoor gets added. The cagedoor probably is the cleaner solution, otherwise you might get caught on the func_ladder at the top when the elevator is moving, causing all sorts of gravity-defying weirdness.

    Also, as a result of Prseale's work, I've added in detail textures that I'm toying around with. So far the results are mixed, but hopefully I can add these into the next version.

    Thanks for pointing out those bugs.
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