Co_missilesilo

persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
edited August 2004 in Mapping Forum
screenies..
Co_Missilesilo at NS-World
Co_missilesilo_b1 has now been released.

Check 5th page for updated screen shots || Download

QUOTE

Hi everyone! It's my first time posting any mapping related so don't get angry if I miss some details. The idea of the map is familiar(to most of us) and simple. I think it was called ns_missilecommand and since the new version(3.0) lacked this kind of maps, me and my friend started to make co_missilesilo. The map consists of one big tower shaped room divided into few smaller sections. The aliens start from up and the marines from the bottom of the silo. The map is NOT finished and everything might not appear as it will be, but it gives a slight look what the map will look like. (ps. any kind of feedback is highly appriciated...)

Anyway, now some screenies... smile.gif
Post edited by Unknown User on
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Comments

  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned Posts: 1,341
    QUOTE
    to square, needs better textures
    QUOTE (Marine01)
    It hurts me, deep down, on a whole other level of conciousness to do this, but I agree absolutely with EEK.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    Is this a funmap or something?
    Anyway, lightning looks boring.. try and get some more interesting lightning.
    Also, you have some huge scale issues, scale things down man, just think how such a hell that place would be for skulks.
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  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members Posts: 1,393 Fully active user
    All i can say is, fades and lerks are going to have a feild day on this one.
    *NUKED.* Do not evade the swear filter. -Talesin
    IPB Image
    [PF LOTW] [XMAS]
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members Posts: 480
    the Marine start looks a tad on the proper Huge! side.
    user posted image
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    Any ideas for balancing the map are welcome. Still, the playtest will tell everything.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members Posts: 2,923
    r_speeds?
    wow.gif

    Please?

    If they're above 800 or something, then you'll have to cut some unnecessary stuff back.
    *Secret message :: Maveric says he's quit playing NS!*
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    Ahh.. that's the thing I forgot to mention. The r_speeds' w_poly count is a little over 1000(a bit too much, I know), but I'm working on some kind of vis blocker in the middle. At it's best it could also add some balance which I dunno.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members Posts: 152
    QUOTE (JezPuh @ Mar 16 2004, 01:03 PM)
    Anyway, lightning looks boring.. try and get some more interesting lightning.

    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members Posts: 210
    I too was inspired by ns_misslecommand way back in NS v1.x So, I had started working on ns_freefall back then. But, the problem that has plagued NS with large rooms has been with the turrets and mines. For some odd reason, if you have enough of these in a large room (~15-20) and an alien enters the area... server crash.

    This condition has been tested in NS v1, v2, and it still exists in v3. I've addressed this issue many times with the team and I'm quite tired of pushing the issue. So.... once Combat gameplay was available, I started on co_freefall, which has been pretty solid since it's first beta. No server crashes and a lot of fun.

    Anyway, you may want to take a look at it here:
    http://www.unknownworlds.com/forums/in...showtopic=62196

    Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya.
  • The_CheatThe_Cheat It's a The Cheat! Join Date: 2003-11-19 Member: 23191Members, Constellation Posts: 294
    QUOTE (NetBent @ Mar 16 2004, 04:04 PM)
    QUOTE (JezPuh @ Mar 16 2004, 01:03 PM)
    Anyway, lightning looks boring.. try and get some more interesting lightning.

    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...

    He is talking about lighting, not lightning. You must try to see past the spelling errors. wink.gif
    Yeah man. I'll gnaw your face off.
    - Teh C.

    image
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    QUOTE (HoundDawg @ Mar 16 2004, 05:32 PM)
    Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya.

    Yes, I know your map and I think it's amazing. But I hadn't heard about any when I started idealizing my map. Thanks for the tips also. I think it was nice when marines with jp and lerks took dmg when they fell far distances. smile.gif It only makes balancing harder, not impossible.. for this map.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    QUOTE (The Cheat @ Mar 16 2004, 11:40 PM)
    QUOTE (NetBent @ Mar 16 2004, 04:04 PM)
    QUOTE (JezPuh @ Mar 16 2004, 01:03 PM)
    Anyway, lightning looks boring.. try and get some more interesting lightning.

    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...

    He is talking about lighting, not lightning. You must try to see past the spelling errors. wink.gif

    Eh.. yeah.. my fault there. Oops tounge.gif
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  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members Posts: 324
    to you who say "too square":


    'tis a "funmap"...

    'nuff said tounge.gif
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    QUOTE (CaCa @ Mar 17 2004, 05:13 PM)
    to you who say "too square":


    'tis a "funmap"...

    'nuff said tounge.gif

    "funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever.
    Being too square has nothing to do with this being a funmap. Funmaps can look good.
    Just look at ns_osmsiege for instance.
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  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    QUOTE (JezPuh @ Mar 17 2004, 11:31 AM)
    QUOTE (CaCa @ Mar 17 2004, 05:13 PM)
    to you who say "too square":


    'tis a "funmap"...

    'nuff said tounge.gif

    "funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever.
    Being too square has nothing to do with this being a funmap. Funmaps can look good.
    Just look at ns_osmsiege for instance.

    At first I would like to remind this map is still under construction. This means the lighting isn't yet complete. We are still testing different kinds of possibilities and have done about 60% of the map.

    About square. Well, it's supposed to be kinda square. Funmap doesn't really have to be too rounded either. This is what we think to be best solution.

    At last thanks to everyone who has posted in this topic.
    Comments, ideas, criticism etc.. are welcome. smile.gif
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members Posts: 210
    I would make some changes if you plan on keeping to the "missle silo" theme. First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.

    Secondly, make it a more realistic room... with various levels where there are grates. Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.

    At the top, you could have a control room, where the aliens have taken over. Or, do what many have asked me, put marines on top and aliens below... That may be even more realistic.

    Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby.

    There are actually a lot of things you can do with this theme, that would provide detail, ambience, etc...
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members Posts: 83
    QUOTE (HoundDawg @ Mar 17 2004, 01:31 PM)
    I would make some changes if you plan on keeping to the "missle silo" theme.  First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.

    Secondly, make it a more realistic room... with various levels where there are grates.  Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.

    At the top, you could have a control room, where the aliens have taken over.  Or, do what many have asked me, put marines on top and aliens below...  That may be even more realistic.

    Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby.

    smile.gif
    You have lot's of good ideas that we could use.
    Especially that missile thing. smile.gif

    We will think about it...
    image
    NS2_Plant - NS2 map in progress
    co_missilesilo (2004-2005)
    Commander @ Team Exertus
    Commander @ Quaxy in ENSL S1
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members Posts: 106
    a bunch of boxes isnt my idea of the bes map ever.
    anyway the lighting is way beyond BORRING (like someone "sad" above)
    try reducing the w_poly anda add som obstacles and some fun things!!
    Currently unemployed and seeking a project... Want me Contact :P
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members Posts: 152
    edited March 2004
    QUOTE (The Cheat @ Mar 16 2004, 05:40 PM)
    QUOTE (NetBent @ Mar 16 2004, 04:04 PM)
    QUOTE (JezPuh @ Mar 16 2004, 01:03 PM)
    Anyway, lightning looks boring.. try and get some more interesting lightning.

    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...

    He is talking about lighting, not lightning. You must try to see past the spelling errors. wink.gif

    You... Your joking right? I was cracking a joke at how he said lightning twice. I know he meant lighting, the sentence "lightning looks boring" doesn't even makes sense when put in to that context and I know that, I was just playing with him.

    But uh, I won't try 'round here anymore.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned Posts: 4,109
    Hmm... my first time really paying attention to the word really, I always thought it was lightning :\ Still learning tounge.gif
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  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    Just one thing I forgot to mention. There will be doors in front of both elevator accesses and they are going to be weldable. I'm still not sure whether the func_weldable should be at the upper or lower entrance. First I thought it would be better to be down, but if lots of stuff is still going to be added in the middle section it could also be better at up.
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