[release] Co_rats_b3

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
edited February 2004 in Mapping Forum
<div class="IPBDescription">Tested; Runs. Very fun map.</div> Co_Rats:

Storyline: You're rats; OUT TO SAVE TEH W0RLDz0rz!

Comments: This is far more balanced than B1 and B2 (Which I privately tested with my clan and did not release here on purpose.) Now that it has evolved to B3 I feel like I should do a public beta test on it, so if you have a server, stick it up and let me know so I can get some feedback OR if you want to play it, go to the IP in my signature and ask anyone with a <zD>LCpl tag if they will change the map to rats_b3 after the current round if finished, I'm sure they'll be happy to do so. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Download: <a href='http://mappers.riseofpower.net/co_rats_b3.zip' target='_blank'>http://mappers.riseofpower.net/co_rats_b3.zip</a>

Pictures:

<img src='http://mappers.riseofpower.net/co_rats_b30000.jpg' border='0' alt='user posted image' />

<img src='http://mappers.riseofpower.net/co_rats_b30001.jpg' border='0' alt='user posted image' />

<img src='http://mappers.riseofpower.net/co_rats_b30004.jpg' border='0' alt='user posted image' />

<img src='http://mappers.riseofpower.net/co_rats_b30005.jpg' border='0' alt='user posted image' />

<img src='http://mappers.riseofpower.net/co_rats_b30008.jpg' border='0' alt='user posted image' />

~ DarkATi

Comments

  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited February 2004
    You've got some bad texture alignment in some places, and the marine spawn could REALLY use some nex textures overall, but very nice.

    Also, keep the glowing panels closer to the wall. It looks bad when you can stick your head halfway through it.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    the marine spawn looks weird
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited February 2004
    You can't see jack squat in the underground route, and sure marines can weld it to make it bright, but aliens don't have a welder, nor do they have a flashlight. Pretty damn stupid, plus it benefits people with jacked gamma. For the two games we played, the aliens just camped around in the underground area with focus because the marines couldn't see ****, they'd leave, aliens attack the CC, then pull back and camp.

    BTW: How did you get those weapon and building models in?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--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--> You've got some bad texture alignment in some places, and the marine spawn could REALLY use some nex textures overall, but very nice.

    Also, keep the glowing panels closer to the wall. It looks bad when you can stick your head halfway through it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ...some places, this is a beta, I'm looking for critiques yes but that couldn't be anymore vague... where? Again, how would you change the marine spawn? What's wrong with it specifically? However, I shall move the panels closer to the wall, thank you.

    <!--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-->the marine spawn looks weird<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ... O_o ... [sarcasm] thank you for that in-depth evaluation, sir. [/sarcasm]

    <!--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--> You can't see jack squat in the underground route, and sure marines can weld it to make it bright, but aliens don't have a welder, nor do they have a flashlight. Pretty damn stupid, plus it benefits people with jacked gamma. For the two games we played, the aliens just camped around in the underground area with focus because the marines couldn't see ****, they'd leave, aliens attack the CC, then pull back and camp.

    BTW: How did you get those weapon and building models in?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well, I've never had anyone complain about it being too dark down there... perhaps everyone I know that's given feedback so far has their brightness really high, I don't know... I'll look into it and if I get anymore complaints I'll consider brightening it a bit.

    Also, I simply used HL Model Viewer which has a "scale" feature. Very fun indeed. Only problem is the hitboxes are messed up, so I had to add clip brushes around the models to simulate them being solid. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    ~ DarkATi
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited February 2004
    OhMiGod!1 Brave TSA frontiersmen have been shrinked with tah kewl DUKE NUKEM SHRINKAZISER in order to fight against EVIL bacteria!

    Kill-A-Ton AddON: Why there's <b>co_rats.rar</b> & <b>rats_models.zip</b> added in the /models/co_rats root?
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    those textures in the ms make it look like a normal room.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-uffo+Feb 26 2004, 02:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Feb 26 2004, 02:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OhMiGod!1 Brave TSA frontiersmen have been shrinked with tah kewl DUKE NUKEM SHRINKAZISER in order to fight against EVIL bacteria!

    Kill-A-Ton AddON: Why there's <b>co_rats.rar</b> & <b>rats_models.zip</b> added in the /models/co_rats root? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Eh? Wow, I guess I put random RARs and Zips in the models folder... oopsies. O_o <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    ~ DarkATi
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited February 2004
    Yes, the marine spawn looks less like a vent and more like just a poorly-made room. Plus, the 'grate' textures are quite an eyesore when used en masse. Just replace most of the grating with a flat panel texture, and it'll look better.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    lol I wish I could have tiny TSA men to fight the dirty battles in my house. I can see it now...

    TSA: Cleaning made FUN!!
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Ha.ze+Feb 26 2004, 10:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Feb 26 2004, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lol I wish I could have tiny TSA men to fight the dirty battles in my house. I can see it now...

    TSA: Cleaning made FUN!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    O_o

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Although I haven't played it yet... why is it a combat map? In such open places skulks will have a hard time ever leveling up to something that can fight in the open. If you made it an ns_ map then at least skulks are constantly getting res to become higher lifeforms.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited February 2004
    Its open but there is lots of obstacles all over the ground, so smart skulks will know how to avoid exposure and when to attack. I don't think it being open is a big problem.

    [edit] maybe you should make the ms sitting on top of a long run of power cables <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> something that fits the rats theme.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited February 2004
    <!--QuoteBegin-Lazer+Feb 27 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Feb 27 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Although I haven't played it yet... why is it a combat map? In such open places skulks will have a hard time ever leveling up to something that can fight in the open. If you made it an ns_ map then at least skulks are constantly getting res to become higher lifeforms. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I hear complaints of the opposite... some people say it's too alien friendly with passages below the floor and with the aliens mobility advantage. (I don't know how many times I never check the ceiling and a skulk comes crashing down on me from above.) All in all, you just have to play several games on it, one game doesn't do it justice but play a few and you'll see its pretty durn balanced and alot of fun. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    EDIT: w00t w00t, 1,009th Post. (Missed my 1,000th I guess, lol.)

    ~ DarkATi
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited February 2004
    Please, *please* remove that annoying looping sound in the marine start. It's driving me crazy.

    edit: also, some areas are way too dark, like the pathway under the floor
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Because your trying to make us feel small in the level the textures look a little stretched. Detail textures would help out... ah well only the ones with vidcards which can handle it... We need detail textures as a standart in NS
    <span style='color:gray'>*ignore me I just love it when my fav mod looks even better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> 9800XT helps but detail textures even more...*</span>
    Overal the map is very nicely done. I really feel small in it so good job on that. however:

    - Maybe make more infestation, solid entities @ 255 I mean.
    - Wall deformations in the hive?
    - More detail in the MS

    Remember people for a beta this is mighty fine!!!
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    i was expecting to see the cs rats map =)

    but this one is nice too
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the first two screenshots hurt the eyes...
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Lt.Gravity+Feb 27 2004, 03:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 27 2004, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the first two screenshots hurt the eyes... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe I am having trouble stepping out of my work, I don't know but how are they ugly/unattractive? That MS looks far better than the box I had in b1, lol.

    ~ DarkATi
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    he he he.... i wanna play that. Looks like lots of fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Just played a game on DEADClan's serv. Everyone seemed to enjoy it. Here's the list of changes for either Beta 4 or the Release. (Personally I think it's time to release it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)

    - Lightswitch weld impales user. [FIXED]
    - Annoying noise (too loud) in MS [Lowered to 4 from 10]
    - Panels moved closer to walls in MS.
    - Various cracks, null textures, CSG splits. [FIXED]
    - Added more detail and atmosphere to the Alien Hive.

    ~ DarkATi
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Wheres the link to B4 or the Release? We realy did enjoy it and would like to add it to or may rotation for awhile. Thanks!
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    can't believe so many ppl are so negative.

    I haven't tried it yet, but awesome concept and looks very cool and funneh :>

    I've been a huge fan of rats maps since the original half life DM rats maps, which I ran on my old Action Half-Life server and everyone had a blast... :>
  • Alurcard2Alurcard2 Join Date: 2003-07-30 Member: 18614Members
    edited March 2004
    <!--QuoteBegin-DarkATi+Feb 28 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Feb 28 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Various cracks, null textures, CSG splits. [FIXED] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I hope you fixed the cracks in the hive
    I dont think i played a single game on the map without saying something about them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Alurcard2.+Mar 2 2004, 10:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alurcard2. @ Mar 2 2004, 10:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkATi+Feb 28 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Feb 28 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Various cracks, null textures, CSG splits. [FIXED] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I hope you fixed the cracks in the hive
    I dont think i played a single game on the map without saying something about them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They aren't detremental(sp?) to gameplay so some may still be there, I just fixed what I found quickly. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    ~ DarkATi
  • cascas Join Date: 2004-02-09 Member: 26327Members
    i was thinking about making a Rats map also maby ill still do it but make it co_ants =P lol well it would be diffrent =P
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-cas+Mar 2 2004, 03:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cas @ Mar 2 2004, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i was thinking about making a Rats map also maby ill still do it but make it co_ants =P lol well it would be diffrent =P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just name it co_mice man!

    ~ DarkATi
  • cascas Join Date: 2004-02-09 Member: 26327Members
    well i barly got my setup rty it will take me a wile to get it right so i got a Looog time to think of name <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> tho was tinking of taking a map and expanding it and making it co_xxxxrats <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> xxxx beeing a co maps name that i used to bad that wont hapen sense no 1 would let me sens id need to change a few things <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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