Ns_altair

KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
edited April 2004 in Mapping Forum
<div class="IPBDescription">Back from the Grave</div> <!--QuoteBegin-Current Release Version+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Current Release Version)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The First version of Altair is ready for PTing
I want to say thanks to DaRk_PlAgUe from the <a href='http://community.skulkrush.com/' target='_blank'>Skulkrush community</a> site for providing a mirror for Altair. Enjoy!

<a href='http://community.skulkrush.com/site/downloads/nsaltairv6c.zip' target='_blank'>ns_altair_v6c</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

<!--QuoteBegin-Screenshots+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Screenshots)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair1.jpg' target='_blank'>Photoshop Overview</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair3.jpg' target='_blank'>Marine Spawn</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair5.jpg' target='_blank'>Coridor</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair6.jpg' target='_blank'>Muk Pump</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

<!--QuoteBegin-Version History+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Version History)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='color:orange'>ns_altair_v6c:</span>
finished roughting out lighting and details for playtest version
added entitys needed to make map work
added info_locations

<span style='color:orange'>ns_altair_v6b(internal):</span>
added walls/ceilings and got it to a version that could be compiled through HLVIS

<span style='color:orange'>ns_altair_v6a(internal):</span>
built basic layout in hammer based on photoshoped layout
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

<!--QuoteBegin-Known Issues+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Known Issues)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Altair still has several dark areas and many rooms are lacking in detail. I am trying to go for a darker feel than most of the newer ns maps so tell me if it's way too dark.

I also know that there are some texture alignment issues that I haven't caught. Feel free to point them out. I might find them on my own.

I would like to remind you that this is a beta version and is for playtesting purposes. Suggestions for added detail and for gameplay improvements are appreciated.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Comments

  • cascas Join Date: 2004-02-09 Member: 26327Members
    woot looking good =)
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Is that what good mappers do? Do they build all the floors, and then work up?


    Maybe thats why I never finish a map...
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <--- that says it all. Stunning. It looks very intricate.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited March 2004
    <!--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-->Is that what good mappers do? Do they build all the floors, and then work up?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Its kfdm, he does all sorts of weird things (like using hammers built in compiler <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    **edit**I like the layout! I wanna see some 1337 picz-0-d00w when you get this baby compiled!
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Only 8 res nodes seems a bit too few considering that your map seems kinda big with all those stairs.

    Furthermore the res nodes are placed strangely: 4 on the north side and 4 on south. Add to that fact that there is only 1 vent on the north hive, it will surely be a favorite for marines to put their nodes.

    Lastly, i feel that the center room and south zone (cyan) needs more vent conducts leading to each other.

    Otherwise it is a very eclipse-ish layout which is good <!--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
    The yellow section could do with an RT on the left hand side <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Mantrid: This is the first time I have had a layout this good and this complete. Now that I've been working with a layout I think it's much superior but all mappers work differently. It just seams to work very well for me.

    Draconis: Cobra^: I am thinking about putting in two more res nodes. One in the yellow and one in the purple on either side of the center room.

    Draconis: I'll probally mess around with vents when I get to time to playtest. No sense in messing with them too much before then.

    Some tall guy: I'm not weird, I'm Unique <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    Everyone: Thanks for the comments, I may detail one room tonight just to show what I have in store for yall <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-KungFuDiscoMonkey+Mar 17 2004, 05:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 17 2004, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is the first time I have had a layout this good and this complete. Now that I've been working with a layout I think it's much superior but all mappers work differently. It just seams to work very well for me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Damnit you're layout is even more complete then mine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. But you'll soon find out that it easier to work with then without<span style='color:gray'> <-- my pesonal opinion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--></span>

    Ow and it looks good btw...
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2004
    Updated the ingame layout to show completed layout (minus the vents) now its time for . . .

    Detail work! Oh Yeah! (This means I'm adding detail work not I'm showing it off yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    Edit: Noticed I forgot to make a way to go from top to middle with out going through a hive or MS.

    /me slaps hand against head

    I'll fix that later.

    Decided I'd tease yall with at least one image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <img src='http://www.barrettphillips.com/~ptraylor/nsforums/ms01.jpg' border='0' alt='user posted image' />
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Tweaked lighting in above shot. Starting work on communications room.
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Looks nice, still a little empty, but as there is more to come soon ... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Just go on!

    I won't say anything about layouts as they have to be tested ingame <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    And you almost ever can change critical places in a map. Hope you will finish this...
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I guess I'm done working for the evening. Thought this might be of intrest to some. I have plenty of resources left to work with <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. BTW, this is the chart through VIS. I haven't run the full thing through RAD b/c theres no lights in most of the level yet.

    <!--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-->Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              8/400          512/25600    ( 2.0)
    planes          10036/65535    200720/1310700  (15.3)
    vertexes        9437/65535    113244/786420  (14.4)
    nodes            3132/32767      75168/786408  ( 9.6)
    texinfos        1537/32767      61480/1310680  ( 4.7)
    faces            6998/65535    139960/1310700  (10.7)
    clipnodes        8640/32767      69120/262136  (26.4)
    leaves          1315/8192      36820/229376  (16.1)
    marksurfaces    8576/65535      17152/131070  (13.1)
    surfedges      33167/512000    132668/2048000  ( 6.5)
    edges          16662/256000    66648/1024000  ( 6.5)
    texdata          [variable]      1808/4194304  ( 0.0)
    lightdata        [variable]          0/6291456  ( 0.0)
    visdata          [variable]      32300/2097152  ( 1.5)
    entdata          [variable]      5313/524288  ( 1.0)
    41 textures referenced<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I have the layout minus the vents and a way to connect the top to the bottom through the middle complete. Tonight I worked on the MS (which you can see from the shot above) and did a bit of work on the sub bay and a coridor. Stay tuned for new images <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    dev_overview shot. I really should be working on my schoolwork but oh well.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited April 2004
    Heck, I'll give yall two screens too.

    <img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair5.jpg' border='0' alt='user posted image' />

    <img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair6.jpg' border='0' alt='user posted image' />
  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    Not to much to say to this. It doesnt help me see your brushwork nor lighting and You really cant tell how good a map plays till you.. play it. Please post more finished areas and shots of that sort.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin--Crackerjack-+Apr 8 2004, 02:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Crackerjack- @ Apr 8 2004, 02:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not to much to say to this. It doesnt help me see your brushwork nor lighting and You really cant tell how good a map plays till you.. play it. Please post more finished areas and shots of that sort. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    pfft... what does he know...

    looks good KFDM
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    nice ! got a good feel to it
    keep it dark <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited April 2004
    The corridors are very nice, the colouring is sweet. I'm glad you haven't gone for the massive over use of coloured lighting that are so obvious in maps these days. Good work.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Thanks guys. I wanted to try to stay away from the traditional yellow/red/orange look and so far I've been pretty happy the way it's turned out although it's still a fairly rough build. I'd love to have a version ready for PTing in a few weeks. I'll have to see how it goes though.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Looks really neat and has a unique feel, looks like it still needs some of those "special places" that really set each map apart from evey other... ya know, a signiture.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Nice looking layout, and the in-game screens are looking ok so far. Some polishing here and there (details, and lighting in some places) and you can have a winnar <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Btw, does the name of the map have anything to do with that old 56' movie? I think its called "forbidden planet" in english. If so, i wanna see a model of robby the robot! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    I think you need to figure out your own resource layout. The res points in the layout you have leave huge sections of your map with nothing, and places some rts in close vicinity to hive rts.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited April 2004
    Swiftspear: Not quite sure you mean by 'special place'. I'm guessing just a unique room that sets it apart.

    Droggog: Nope, I just seached for names of stars and found this name which sounded cool. Nothing to do with any TV show <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    Edgecrusher: Yeah, the res layout is rather weird right now but it'll be fixed eventually. Probally after a bit of PTing so that I know better where they should go.

    Keep the comments comming. Your comments can help me make a better map.

    Edit: I have some school work to work on today but maybe I'll do a bit more detail work and maybe have another screen or two.
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    I hope you are going to add those vents you have on the bottom hive or else you are going to have some problems, marines will be able to hold that access point where the two hallways meet creating a chokepoint(much like cargo hive on ns_nothing but w/o the vent, marines would be able to hold it easier on your map). your other hives dont have access in just one point, <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> theyre great!

    NICE WORK
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-KungFuDiscoMonkey+Mar 17 2004, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 17 2004, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Updated the ingame layout to show completed layout (minus the vents) now its time for . . .

    Detail work! Oh Yeah! (This means I'm adding detail work not I'm showing it off yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    Edit: Noticed I forgot to make a way to go from top to middle with out going through a hive or MS.

    /me slaps hand against head

    I'll fix that later.

    Decided I'd tease yall with at least one image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <img src='http://www.barrettphillips.com/~ptraylor/nsforums/ms01.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hope there are more entry ways than that, that is one of the most rediculously easy to defend marine spawns I've seen since the old ns_eclipse
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I just looked at the screens and i have to say:
    This map is nice, continue on it!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I FINIALLY HAVE A BUILD OF ALTAIR THAT IS READY FOR PTING!

    I'm not ready however to release a build on the NS Forums but if you would like to get a copy, try to catch me on #nsmapping (I don't want my bandwidth to take a huge hit). I hope to get a bit of PTing with the #nsmapping guys to make sure there isn't anything major wrong then I'll post a link here.
  • TranquilChaosTranquilChaos Join Date: 2003-07-25 Member: 18425Members
    It was pretty fun to PT, albeit us lacking enough players for a proper game. I liked the atmosphere. The map was dark but not too dark to play properly. My only major suggestion is same one I made on the server. Add a little more detail to some of the hallways, the r_speeds are nice and low and you can easily afford some added detail. (You said you were working on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) I would suggest perhaps adding something of interest to the walls of some of the hallways as many of them use the same texture. Perhaps support beams or lights, pipes or wires, whatever you'd think might fit in. It would help liven up some of the similary textured rooms.
    Also, in that one room with the pit, near the first hive we cleared. (I can't remember the name, a spotlight on the pit or the detailed wall behind it and perhaps a little additional detail would be nice. (Making the pit stand out more.)
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited April 2004
    Figured I'd post a link to a few screens real quick.

    <a href='http://www.barrettphillips.com/~ptraylor/index.php?page=projects&web=NSForums' target='_blank'>http://www.barrettphillips.com/~ptraylor/i...p?page=projects</a>

    I hope to have another playtest with the #nsmapping guys tonight when I get home from school. I've already identified a few minor problems but that shouldn't affect it's playability.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited April 2004
    I want to say thanks to DaRk_PlAgUe from the <a href='http://community.skulkrush.com/' target='_blank'>Skulkrush community</a> site for providing a mirror for Altair. Enjoy!

    <a href='http://community.skulkrush.com/site/downloads/nsaltairv6c.zip' target='_blank'>ns_altair_v6c</a>

    Please feel free to put this on your servers and PT. Post any comments and suggestions here. I hope to have a PT tonight around 8:00 PM EST. Join #nsmapping on gamesurge for the details.

    Edit: Also updated first post.
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