Co_missilesilo

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  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited July 2004
    Browsing through the thread I noticed an area of which I haven't posted any updated shots for a while. So, here ya go..


    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0014.jpg' border='0' alt='user posted image' />

    I'm planning a new entrance to hive. I'm not really sure how it's going to work out, but I will maybe remove the bigger water spot from hive and make it there. The other way would be somewhere under the hive. Maybe first a catwalk over the missile, which then leads to the bottom entrance I' planning.

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo0015.jpg' border='0' alt='user posted image' />

    I'll post one more shot today. It's of ms area and an update I'm <i>a little</i> conserned about.. If you wonder why am I not posting r_speeds... well, there's a reason for that actually.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/story.jpg' border='0' alt='user posted image' />

    I've been adding that kind of "sidewalk" as shown in one of the shots. The sides of the ms just looked so empty. Dunno really if it's gonna balance the map at all. I'll maybe add more ways to them, to prevent fades/lerks camping there...

    Tell me what you're thinking of all this.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited August 2004
    Hello everyone! Some updates as the first beta release of co_missilesilo is getting closer. There are still only few things I'm planning to fix before releasing the map. Here is a brief summary:

    - little tweaking with lighting
    - deciding the sound scheme
    - some minor bug fixes
    - something I'm not going to mention here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <span style='color:gray'>..I know, it's pretty informative..</span>

    I'm just going to mention this once. The map has improved and since it's changing all the time it's very hard to keep the screen shots up to date. There might be something I haven't yet shown in the shots because I just don't want to reveal the whole map here.. (It's pretty small).

    Last, 2 shots.

    A simple vent system I'm working on.

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/greenvent.jpg' border='0' alt='user posted image' />

    This is something I need your opinion with. Simply choose which red light you like better, the one using overlay(note the white spot in it) or the one using light entity in front of it. Myself, I like the overlayed light better because it brings some contrast to the place which else would look kinda "washed out".

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/redlights.jpg' border='0' alt='user posted image' />

    Thanks in advance!

    <span style='color:gray'>edit: note that both of the shots are gamma corrected. The map is throughout more darker than it used to be. Hope you like the change. Download will be available not later than 10th August, if everything goes alright.</span>
  • ChareyCharey Join Date: 2004-08-07 Member: 30441Members
    For the ready room you could add a screen close to the "missile fire error" shot from Independence day just more "NS Like." <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo-->
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members
    edited August 2004
    <b><span style='color:red'>Co_missilesilo beta 1 has been released!</b></span>
    <a href='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo_b1.zip' target='_blank'>Download</a> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->

    Again, we're going to ask you to report any bugs and errors to us. Enjoy for playing, I hope you like it.

    Updated screen captures:

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/msreadyroom.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/msmarinestart.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/mshiveentrance.jpg' border='0' alt='user posted image' />

    <img src='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/waterarea.jpg' border='0' alt='user posted image' />
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited August 2004
    Naigel: The highest w_poly peak I've got is about 2800 (that's it, I'm dead). However, most of the time, when you don't look all the way up or down the amount of w_poly stays pretty low.

    Don't get me wrong, I understand this really is a serious issue. We've been trying to add catwalk and stuff here and there and trying to still maintain the theme of this map. Maybe the only way I know I could lower the w_polies is to shrink the whole map, which I'm a little unwilling to do...

    As I have played this map only on LAN with my friend this far I can't really tell what the gameplay on the internet is like. Yet I'm willing to do everything I can to lower them.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    where is the download link for the final3?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    this is another one of those "looks decent, but plays like crap" maps. out of the 100+ times i have played it, maybe 5 wins were by marines, and by the skin of their teeth.

    you need to make more ways for the marines to get to the top from the very start of the map that arent easily accessable by aliens. currently the aliens just fall down the silo, and kill whichever marine decides to pop his head up. I personally have only made it to the top once and died as soon as i saw the hive from what seemed like 10 skulks rushing me.

    the cc also needs cover from gorge bile bomb and fade acid rocket, else they just camp on that platform with gorges and bilebomb the cc till its dead which takes no time at all.
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members
    <!--QuoteBegin-GiGaBiTe+May 24 2005, 04:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ May 24 2005, 04:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the cc also needs cover from gorge bile bomb and fade acid rocket, else they just camp on that platform with gorges and bilebomb the cc till its dead which takes no time at all.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well i agree with that, but we test play it a couple a weeks ago and noticed one interesting thing. Maybe skulks can easily just fall down and kill marine but if marine notice that skulk and just jump away and you can almost easily kill that skulk.

    Marines key to win is to weld that elevator one side of marine start and use it. If you only try to climb up... thats a piece of crap. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But if we get some inspiration we propably make something above cc <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
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