Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2004
You know whats wrong with the ligthing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> That nebula is emiting a nice red/pink glow. Only I don't see this in the interior resulting in a weird combination of light. The interior is much to dark... A red/pink glow would make it look a lot better and more realistic.
Now on to the compliments <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> That architecture is very nice. I also saw that texture and tried something with it only to abandon the idea. You have managed to use it's potential. Good job there
[edit] maybe also use a yellowish spotlight from where that sun is shining into the room (not to bright thought just to accentuate the light emited from it)
arg...I'll have some new screenies up of the readyroom soon...
My computer grinds to halt when I compile the readyroom (I compile the map in pieces so the section I'm working on will be ready for me to swear about quicker <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
The amazing thing is that my computer, whilst not bragging, is a kick butt computer and a fairly simple readyroom kills it...don't have any problems with other sections (am compiling on a p4-3.0ghz, 1gb of ram)..
anyways...oooh...almost finished...next post will have the pics..
it's a readyroom...the idea is to get people to join the game not ooh and ahh too much...it's about as detailed as I wanna make it...there is 32 joins in there...not gonna add anything else cause then people will get stuck <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
More variant lighting. Small suggestion on that, make the sky give off some red/pink light, would go very well in the ready room. Also, it would make the "less empty" feel that some people are saying.
<b>Thursday</b>, yeah, was going for that...problem is that in order to get the right sort of shadows I need to make the world box a lot bigger than I would like...it's already using up a lot of mapping space and using way more faces then I'd like..
I'm considering just changing the background to a basic "space" type thing and having regular internal lights...that way I can build the skymap onto the outside of the room rather than having an actual "box" and it's just not worth wasting the faces for that...
<b>MeanMrMustard</b> - dude, no offense but I was making maps for this mod a loooong time ago - like when the original "official" maps were being made...I think I get the general idea of ns mapping... I do like your input but when it starts making me sound like an idiot - I don't like it...maybe it's just me, cause it is late...
<!--QuoteBegin-HanzGrub3r+Feb 29 2004, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Feb 29 2004, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>MeanMrMustard</b> - dude, no offense but I was making maps for this mod a loooong time ago - like when the original "official" maps were being made...I think I get the general idea of ns mapping... I do like your input but when it starts making me sound like an idiot - I don't like it...maybe it's just me, cause it is late... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The hell? He wasn't flaming you, he was providing <i>constructive critiscism</i>.
<b>Thursday</b>, yeah, was going for that...problem is that in order to get the right sort of shadows I need to make the world box a lot bigger than I would like...it's already using up a lot of mapping space and using way more faces then I'd like..
I'm considering just changing the background to a basic "space" type thing and having regular internal lights...that way I can build the skymap onto the outside of the room rather than having an actual "box" and it's just not worth wasting the faces for that...
<b>MeanMrMustard</b> - dude, no offense but I was making maps for this mod a loooong time ago - like when the original "official" maps were being made...I think I get the general idea of ns mapping... I do like your input but when it starts making me sound like an idiot - I don't like it...maybe it's just me, cause it is late... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you have the faces, leafs etc. left at the end of the map, its worth trying out, as the RR is always well above the map, it will leave you alot of space in editor.
It was just constructive criticism, your just interprating (Can't spell that bah!) his writing style and not his words. A grate with lighting flaring up underneath it could add alot of atmosphere to the room too.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<span style='color:gray'>MeanMrMustard maybe mean <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , but he doesn't flame (I never seen it anyways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ). I only see constuctive critisism in his post to...</span>
Ah well back on topic!
A readyroom is just for joining.. I agree. The map itself is the most important part, after the map is done and you have resources to spare, it is the mappers choice to enhance the readyroom. I for once think we mappers must pay the most attention to the map itself not the RR... Of course there is one map which takes my statement here TO SERIOUS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> that co map with that colorfull RR and misaligned sign textures. Dunno name.
It is <b>nice</b> to have a eye-candy kind readyroom which also gives a first impression of the map it's atmosphere or style, but not at all nececary since it wont influence the ingame map it's performance or gameplay.
<!--QuoteBegin-Kouji San+Feb 29 2004, 05:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Feb 29 2004, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Of course there is one map which takes my statement here TO SERIOUS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> that co map with that colorfull RR and misaligned sign textures. Dunno name. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> co_core's readyroom. I believe the mapper never finished it.
<b>Thursday</b> : given everyones coments and the fact it is 5:20am, I think I'm gonna put the readyroom on the shelf for now and get back to the map... there is just too much I'm gonna have to put into this map to make it work (random triggers - which aren't a problem to do, i've done all that sort of jazz before) and I think wasting a day trying to work on the readyroom is just a waste...I could have had the whole map brushed out by now (not detailed but at least the boxes of the rooms I've layed out on paper)...but I definately will try and beautify the readyroom if I have the faces and energy... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Kouji</b> : ahhh, the voice of reason in a mad, mad, cynical world...man, you have made my day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> - I like your thinking and your insight...
nah, seriously, I love it all up till now, Hans...
now I can't wait for everyone to tell you how dark your map is, and this and that lighting tweak be made, etc... etc... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
lol..well, I hope no-one minds if I let them know that when parts of the map break up whole sections will be plunged into darkness for 20 seconds...lol
<!--QuoteBegin-HanzGrub3r+Mar 1 2004, 11:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Mar 1 2004, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lol..well, I hope no-one minds if I let them know that when parts of the map break up whole sections will be plunged into darkness for 20 seconds...lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Darkness is not good IMO. Try and make it "feel" dark without being dark. TBH that just sounds annoying, 20 seconds is a long time or at least it would feel like it I think in-game. I like the breaking up idea and all but 20 seconds of darkness? It just sounds like alot to me.
I personally think it's very ballsy of you to even attempt something like this and I give you "mad props homie" for the concept alone. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
In the end we'll have to see how it plays, I was just throwing in my 2 cents. Looks good, I don't know how but you make those textures seem dirtier and <b>scarier</b> truly sensational stuff Hanz.
Very nice green lighting, keeping that effect throughout the map. It reminds me of aliens. The green colours help to focus the attention to the architecture, and help stop the evading darkness to get out of hand.
You have created a very nice balance.
Oh, I wasnt being rude, or trying to patronize you. Sorry for the misunderstanding. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-HanzGrub3r+Mar 1 2004, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Mar 1 2004, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lol..well, I hope no-one minds if I let them know that when parts of the map break up whole sections will be plunged into darkness for 20 seconds...lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> you know, how about instead of 20 secs. of total darkness, you make it more like 20 secs. of "flashing lights", like they lighting system is trying to reroute and draw alternate backup power... meanwhile, madness ensues... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
man, that'd be crazy...
I mean, when I say flashing, I mean rapid strobing from total dark to daylight brightness, y'know? the total confusion, man, a unique gaming experience, to be sure! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Seeing as you are all nice people - I'll give a bit more info now about the map...was too afraid to post too much stuff because a lot of my earlier ideas ended up being - ahem - borrowed by people when I used to map... some of this info was in the original post but a lot of it is new.
<span style='color:red'><b>Concept:</b></span> The map is set upon a research station which is working on improvements to nano and phase technologies. The entire station is built upon a powerful particle reactor. A maze of pipelines stretch across the entire structure as the powerful engine seeks pushes its' energy to the various parts of the stations large ring-like structure. A recent docking to restock the dwindling supplies included with it a specimen which the scientists had never seen. Keen to become famous the scientists agreed to store it for the marines that carried their supplies. Contact was lost several weeks ago.
<span style='color:red'><b>Layout:</b></span> As be can seen in the attached picture, the central shape of the station is a 4 pronged web. The centre of the web is the particle reactor which has a double res point. The central area has four entrances. Each sector is connected to 2 other sectors via 2 major tunnels/pipelines. Each sector is not, as it appears in the picture, a big room. Each sector is made up of multiple rooms. Each sector also contains 3 resource nodes. The decision to include more resources comes from my experience playing NS3.0b3. I have found it frustrating - especially as an alien - to gain resources. I am hoping that this larger amount of resources (14 nodes in total across a very large map) will help with the boredom and frustration. Hopefully it will lead to better defended areas and more epic scale firefights.
<span style='color:red'><b>Features:</b></span><ul><li><b><span style='color:red'>(1.) Major Layout Changes</b></span> Using a random entity and multi-managers there are 8 key points in the joining tunnels and several minor points within each sector which will be subject to varying levels of disintigration. </li><li><span style='color:red'><b>(1b.)</b></span> The main 4 points of breaking are between the 4 major connecting tunnels which lead to the double resource point in the particle reactor. Each breaking is random so in any given game either team could find it harder to reach the double resource point. Eventually the entire particle reactor will be cut off from the aliens and marines. So it is vital to gain control and keep control of this area of the map.</li><li><span style='color:red'><b>(1c.)</b></span> The particle reactor is a much more elevated position and the double resource point is only accessable by 4 ladders and an external vent. It will create a king of the hill environment for firefights and stand offs. It will need to be heavily guarded to insure it is not taken. Of course the marines will have an advantage in some respects being able to use phase gates but that puts a heavy reliance on aliens to stop the construction of such equipment.</li><li><span style='color:red'><b>(1d.)</b></span> Minor breakings will occur in the outer ring of corridors which will include such things as loss of power (completely pitch black), loss of gravity and/or breaches in the hull (causing players to be sucked out through the breach) and electricity surges (causing damage to those passing through).</li><li><span style='color:red'><b>(1e.)</b></span> Inside actual sectors such things as power outages, explosions and small changes in environments will occur. </li><li><span style='color:red'><b>(1f.)</b></span> Some may claim that the map will become unfairly balanced that assumes that the map will only ever be played once. Each playing experience will be different and so will encourage replaying and on the spot strategising. It will inevitably cause a greater balance in most gaming environments because each team will have to use their lateral thinking ability to adapt to a ever changing environment.</li><li><span style='color:red'><b>(2.) New Musical Score and Sounds </b></span> I am in the process (amongst mapping and so forth) of writing a new musical score specifically for this map as well as professionally recording new sound effects and vox files. The sound effects and, in particular, the vox files will be specific to this map but both the music and effects will be free for all to use.</li><li><span style='color:red'><b>(3.) Intense Gameplay </b></span> Gameplay will be taken up a notch with incredibly moody and dramatic lighting. That couple with over-resourcing and an ever-changing map will provide moments of ecstacy and despair. All the emotions a level creator would hope to achieve. </li><li><span style='color:red'><b>(4.) New Textures </b></span> As with any new map seeking to get a new look, this will require new textures. I have a core set of modified/new textures that comes to about 100 textures and I expect this will rise to about 120-130 by the end of the map. This is in my custom wad NS_HW3.WAD - which will not be wadincluded and be free for anyone to use.</li></ul><span style='color:red'><b>Progress and Release Timeline:</b></span> As of this point in time progress is quite good. The design phase is almost complete. The inner workings of the random generator have been worked in dummy maps and will be ready to be implemented in the complete map. For the sake of progress I have decided to build the map in it's complete state, compile it, make sure it is playable and balanced, then proceed to break it up in the places necessary.
In terms of a release timeline I foresee that the map will not be completed for at least 3 to 4 weeks - minimum. An actual final running version with the musical score, sounds and new textures will take a roughly a month and a half. This may be shortened given extra time devoted to it. But for the sake of those that will whinge when it's not done - I will say 1 and a 1/2 months.
Wow, very well thought out, and intriguing. I like to see people shake things up in areas that need it, and a dynamic NS map could be just the thing we need. ***lies in wait for progress updates***
why is there 3 res nodes in the hives? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Comments
Those windows rock.
That nebula is emiting a nice red/pink glow. Only I don't see this in the interior resulting in a weird combination of light. The interior is much to dark... A red/pink glow would make it look a lot better and more realistic.
Now on to the compliments <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
That architecture is very nice. I also saw that texture and tried something with it only to abandon the idea. You have managed to use it's potential. Good job there
[edit]
maybe also use a yellowish spotlight from where that sun is shining into the room (not to bright thought just to accentuate the light emited from it)
ah well and some typos :/
My computer grinds to halt when I compile the readyroom (I compile the map in pieces so the section I'm working on will be ready for me to swear about quicker <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
The amazing thing is that my computer, whilst not bragging, is a kick butt computer and a fairly simple readyroom kills it...don't have any problems with other sections (am compiling on a p4-3.0ghz, 1gb of ram)..
anyways...oooh...almost finished...next post will have the pics..
Its always good to get a slice of atmosphere, and some detail, just to get the ball rolling.
think of official maps, some are very basic, but do have a drop of character.
I feel the windows are great, combined with the light, but it still needs something.
The walls and roof are busy, yet the floor is just empty.
Try adding floor grates etc.
<b>Thursday</b>, yeah, was going for that...problem is that in order to get the right sort of shadows I need to make the world box a lot bigger than I would like...it's already using up a lot of mapping space and using way more faces then I'd like..
I'm considering just changing the background to a basic "space" type thing and having regular internal lights...that way I can build the skymap onto the outside of the room rather than having an actual "box" and it's just not worth wasting the faces for that...
<b>MeanMrMustard</b> - dude, no offense but I was making maps for this mod a loooong time ago - like when the original "official" maps were being made...I think I get the general idea of ns mapping... I do like your input but when it starts making me sound like an idiot - I don't like it...maybe it's just me, cause it is late...
The hell? He wasn't flaming you, he was providing <i>constructive critiscism</i>.
<b>Thursday</b>, yeah, was going for that...problem is that in order to get the right sort of shadows I need to make the world box a lot bigger than I would like...it's already using up a lot of mapping space and using way more faces then I'd like..
I'm considering just changing the background to a basic "space" type thing and having regular internal lights...that way I can build the skymap onto the outside of the room rather than having an actual "box" and it's just not worth wasting the faces for that...
<b>MeanMrMustard</b> - dude, no offense but I was making maps for this mod a loooong time ago - like when the original "official" maps were being made...I think I get the general idea of ns mapping... I do like your input but when it starts making me sound like an idiot - I don't like it...maybe it's just me, cause it is late... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you have the faces, leafs etc. left at the end of the map, its worth trying out, as the RR is always well above the map, it will leave you alot of space in editor.
It was just constructive criticism, your just interprating (Can't spell that bah!) his writing style and not his words. A grate with lighting flaring up underneath it could add alot of atmosphere to the room too.
Ah well back on topic!
A readyroom is just for joining.. I agree. The map itself is the most important part, after the map is done and you have resources to spare, it is the mappers choice to enhance the readyroom. I for once think we mappers must pay the most attention to the map itself not the RR...
Of course there is one map which takes my statement here TO SERIOUS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> that co map with that colorfull RR and misaligned sign textures. Dunno name.
It is <b>nice</b> to have a eye-candy kind readyroom which also gives a first impression of the map it's atmosphere or style, but not at all nececary since it wont influence the ingame map it's performance or gameplay.
co_core's readyroom. I believe the mapper never finished it.
<b>Kouji</b> : ahhh, the voice of reason in a mad, mad, cynical world...man, you have made my day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> - I like your thinking and your insight...
1/4
nah, seriously, I love it all up till now, Hans...
now I can't wait for everyone to tell you how dark your map is, and this and that lighting tweak be made, etc... etc... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Darkness is not good IMO. Try and make it "feel" dark without being dark. TBH that just sounds annoying, 20 seconds is a long time or at least it would feel like it I think in-game. I like the breaking up idea and all but 20 seconds of darkness? It just sounds like alot to me.
I personally think it's very ballsy of you to even attempt something like this and I give you "mad props homie" for the concept alone. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
In the end we'll have to see how it plays, I was just throwing in my 2 cents. Looks good, I don't know how but you make those textures seem dirtier and <b>scarier</b> truly sensational stuff Hanz.
~ DarkATi
It reminds me of aliens.
The green colours help to focus the attention to the architecture, and help stop the evading darkness to get out of hand.
You have created a very nice balance.
Oh, I wasnt being rude, or trying to patronize you.
Sorry for the misunderstanding. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
you know, how about instead of 20 secs. of total darkness, you make it more like 20 secs. of "flashing lights", like they lighting system is trying to reroute and draw alternate backup power... meanwhile, madness ensues... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
man, that'd be crazy...
I mean, when I say flashing, I mean rapid strobing from total dark to daylight brightness, y'know? the total confusion, man, a unique gaming experience, to be sure! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<span style='color:red'><span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'>NS_PIPE</span></span></span>
<span style='color:red'><b>Concept:</b></span> The map is set upon a research station which is working on improvements to nano and phase technologies. The entire station is built upon a powerful particle reactor. A maze of pipelines stretch across the entire structure as the powerful engine seeks pushes its' energy to the various parts of the stations large ring-like structure. A recent docking to restock the dwindling supplies included with it a specimen which the scientists had never seen. Keen to become famous the scientists agreed to store it for the marines that carried their supplies. Contact was lost several weeks ago.
<span style='color:red'><b>Layout:</b></span> As be can seen in the attached picture, the central shape of the station is a 4 pronged web. The centre of the web is the particle reactor which has a double res point. The central area has four entrances. Each sector is connected to 2 other sectors via 2 major tunnels/pipelines. Each sector is not, as it appears in the picture, a big room. Each sector is made up of multiple rooms. Each sector also contains 3 resource nodes. The decision to include more resources comes from my experience playing NS3.0b3. I have found it frustrating - especially as an alien - to gain resources. I am hoping that this larger amount of resources (14 nodes in total across a very large map) will help with the boredom and frustration. Hopefully it will lead to better defended areas and more epic scale firefights.
<span style='color:red'><b>Features:</b></span><ul><li><b><span style='color:red'>(1.) Major Layout Changes</b></span> Using a random entity and multi-managers there are 8 key points in the joining tunnels and several minor points within each sector which will be subject to varying levels of disintigration. </li><li><span style='color:red'><b>(1b.)</b></span> The main 4 points of breaking are between the 4 major connecting tunnels which lead to the double resource point in the particle reactor. Each breaking is random so in any given game either team could find it harder to reach the double resource point. Eventually the entire particle reactor will be cut off from the aliens and marines. So it is vital to gain control and keep control of this area of the map.</li><li><span style='color:red'><b>(1c.)</b></span> The particle reactor is a much more elevated position and the double resource point is only accessable by 4 ladders and an external vent. It will create a king of the hill environment for firefights and stand offs. It will need to be heavily guarded to insure it is not taken. Of course the marines will have an advantage in some respects being able to use phase gates but that puts a heavy reliance on aliens to stop the construction of such equipment.</li><li><span style='color:red'><b>(1d.)</b></span> Minor breakings will occur in the outer ring of corridors which will include such things as loss of power (completely pitch black), loss of gravity and/or breaches in the hull (causing players to be sucked out through the breach) and electricity surges (causing damage to those passing through).</li><li><span style='color:red'><b>(1e.)</b></span> Inside actual sectors such things as power outages, explosions and small changes in environments will occur. </li><li><span style='color:red'><b>(1f.)</b></span> Some may claim that the map will become unfairly balanced that assumes that the map will only ever be played once. Each playing experience will be different and so will encourage replaying and on the spot strategising. It will inevitably cause a greater balance in most gaming environments because each team will have to use their lateral thinking ability to adapt to a ever changing environment.</li><li><span style='color:red'><b>(2.) New Musical Score and Sounds </b></span> I am in the process (amongst mapping and so forth) of writing a new musical score specifically for this map as well as professionally recording new sound effects and vox files. The sound effects and, in particular, the vox files will be specific to this map but both the music and effects will be free for all to use.</li><li><span style='color:red'><b>(3.) Intense Gameplay </b></span> Gameplay will be taken up a notch with incredibly moody and dramatic lighting. That couple with over-resourcing and an ever-changing map will provide moments of ecstacy and despair. All the emotions a level creator would hope to achieve. </li><li><span style='color:red'><b>(4.) New Textures </b></span> As with any new map seeking to get a new look, this will require new textures. I have a core set of modified/new textures that comes to about 100 textures and I expect this will rise to about 120-130 by the end of the map. This is in my custom wad NS_HW3.WAD - which will not be wadincluded and be free for anyone to use.</li></ul><span style='color:red'><b>Progress and Release Timeline:</b></span> As of this point in time progress is quite good. The design phase is almost complete. The inner workings of the random generator have been worked in dummy maps and will be ready to be implemented in the complete map. For the sake of progress I have decided to build the map in it's complete state, compile it, make sure it is playable and balanced, then proceed to break it up in the places necessary.
In terms of a release timeline I foresee that the map will not be completed for at least 3 to 4 weeks - minimum. An actual final running version with the musical score, sounds and new textures will take a roughly a month and a half. This may be shortened given extra time devoted to it. But for the sake of those that will whinge when it's not done - I will say 1 and a 1/2 months.
***lies in wait for progress updates***