Outdoor Map, Ns_bloodgultch

LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
edited May 2004 in Mapping Forum
<div class="IPBDescription">A new outdoor map</div> Well, Im pretty much done with this map I have been creating. I just thought I should post this in case anyone in the comunity would like to see it or have me send it to them. I'm not sure how many outdoor maps there are out there so I created my own, pretty much it has just been a LAN map to play on. Its actually really fun if you get alot of people playing it, which is why It kinda sux for games with like 3 people or so on it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . Anyway I just thought I'd post my screenies of it all so you people can go "OOH!! AHHH!! PRETTY!" or "WTH! POS! **** MAP!"

<span style='color:red'><b>I NOW HAVE A DOWNLOAD LINK AVAILABLE </b></span>
<a href='http://www.chromeangel.co.uk/nsworld/uploads/ns_Bloodgultch.zip' target='_blank'>http://www.chromeangel.co.uk/nsworld/uploa...Bloodgultch.zip</a>

BTW: for those of you who notice, I got the idea of this map from another map. HENCE the name, and yes I do realize that the name is even spelt wrong, I'm just too lazy to change it as of yet because I would have to change alot of other files also.

If anyone has a good name for it please let me know so that I can get rid of the current one since it might not give the right impression of what the map is and its just copying.
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Comments

  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    It's pretty, but it looks like hell for aliens outside since it's so open without cover. You could probably place more crates, boxes, or other things.
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    No, dude believe it or not aliens do REALLY well on this map, unless they get like atleast 6-8 people playing marines fight for every inch of ground, NEVER underestimate sensory, lol. its really easy for aliens to hold the res compared to the marines.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Pic 20, stretched texture looks horrible. I despise this type of map, for NS. Although I'm sure you could make a small HL / OpFor Single-Player mission, this could turn out pretty good as a small Singe-Player mission (with a classic "broken bridge" too).
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    edited May 2004
    These open maps are suprisingly good for aliens with cloaking, and especially in combat. Just cloak walk on the ceiling, the marines almost NEVER look up, even when a ping goes off. An entire team (16) of skulks dropped into a base once, it was so funny, somebody new to the map thought that it was raining skulks as part of the map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> It was even funnier when somebody onos'd up high in a bug on one of the co_cs maps... they jumped down and died on impact with the marine base. I was marines and just saw this onos hit the ground in front of me and do its death animation.
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    well, you cant actually go up and look at the battle cuiser so you dont even really see the stretched texture, there is a null textured block at the top of the cliff so you cant get up there, the battle cruiser is the readyroom, I thought that was a nice effect, even though it posses for readyrooms to just be able to watch the game, its not that big of a deal cause the commander can see everything on the map.

    as you might despise this type of map for NS, well there arent many like it so dont bother ripping on why this type of map sux. I created it for variety, since there arent any maps like this. Now people can play an outdoor map like this if they ever get the whim for it at a LAN party or what naught. So please leave my post alone of scandalizing why outdoor maps suck.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    r_speeds in that outside area look like they might very well suck badly(do they?), the rock texture on the walls isn't scaled?

    The top edge of the outer rock walls is a flat line, this is ugly.
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    Great job...

    The only reccomendation is to work with the detail on the caves in pic 18. Alternatively if you play with the lighting you can soften the edges. You did a great job with the direct lighting in Marine start.

    How is the r_speed suckage? If it is bad you might want to consider lowering the sky line a bit.

    If you chop up the sky brush along the canyon walls you can get a nice jagged effect... something i was going to get to in one of my maps soon ... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.

    Forget about what [LoDw]keef said... it wouldn't matter if you recreated Nigra falls he still wouldn't be happy =) Don't know why so many NS mappers are opposed to outdoor maps... they can just as easily be balanced as cramped indoor maps.

    First it was: "you cant have MvM maps you will destroy NS", now it is "you cant have outdoor maps you will destroy NS"... LOL

    BTW please post the DL link <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin-Avitar+May 10 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ May 10 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forget about what [LoDw]keef said... it wouldn't matter if you recreated Nigra falls he still wouldn't be happy =) Don't know why so many NS mappers are opposed to outdoor maps... they can just as easily be balanced as cramped indoor maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Uhh..keef IS the map maker.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Aren't you missing the warthogs? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    hmm, looks very nice, dropships make bad maps good, and good maps better
    (this is a good map made better, just so you dont take it the wrong way)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    littele bit bit... blocky? *ducks*

    at least the vertex manipulate (or am I wrong?) ground in one of the last pics looks quite good.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    you can't make a blatantly halo-ripoff map for obvious reasons. Firstly aliens need to be close to people to attack them, so making a huge map is gonna put them at a rather large disadvantage, and secondly because of all those skulk/skybox issues.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    well it reminds me to much of half-life singleplayer. The map could use the ns textures :/
    and the straight line across the sky which the mountains now have does not look right to me, make it at least a little more realistic looking.

    The rest of the map looks ok as for the skulk skywalking you can use a trigger push of 1 grid thick and let it push downwards with a speed of 1. This should prevent the skulk skywalking.

    btw what are the overall and max r_speeds on that outdoor area?

    [edit]
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62266' target='_blank'>Ns Outdoor Mapping Guidelines/rules</a> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    edited May 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-->If you chop up the sky brush along the canyon walls you can get a nice jagged effect... something i was going to get to in one of my maps soon ... 
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    yeah i was thinking that, but i thought it might look kind of tacky so i refrained form doing it, but i guess i could awways give it a try.

    <!--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-->Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--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-->and secondly because of all those skulk/skybox issues. ....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    dude i just put a block with "CLIP" texture on it and skulks cant walk on the sky.

    <!--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-->well it reminds me to much of half-life singleplayer. The map could use the ns textures :/
    and the straight line across the sky which the mountains now have does not look right to me, make it at least a little more realistic looking.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I had ns textures in there, but there arent any ns outdoor textures for me to untilize so when i mix the textures it looks REALLY ugly and doesnt mix worth crap.

    <!--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-->BTW please post the DL link  <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    just PM me your email and ill send it too you, I think it would be a bit simpler overall for now.

    <!--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-->littele bit bit... blocky? *ducks*

    at least the vertex manipulate (or am I wrong?) ground in one of the last pics looks quite good. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    well, I kinda wanted blocky terrain, cause if you dont have flat surfaces you run into problems like they had with ns_origin origin hive, if its all uneven the commander spends 1/2 and hour looking 4 a place to build.

    [EDIT]
    <!--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-->
    <!--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-->Did you set up trigger_push to eliminate skywalking, or did you leave it as an equalizer.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--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-->and secondly because of all those skulk/skybox issues. ....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    dude i just put a block with "CLIP" texture on it and skulks cant walk on the sky.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    oh, crap! I've been using regular ns and stuff for a while and "CLIP" textured brush works but it doesnt work in steam!! going to have to remedy that! lol
    [/EDIT]
  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    edited May 2004
    OK! I finally got the little problem of skulks climbing on sky fixed, thx to Kouji San who I talked to earlier today. I created little null brushes a player size away from the cliff along it, now as you know a skulk can climb around a block in the air.

    ..... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
    .....[][][][]
    .....[][][][] <---(lol, rough drawning, pretend its upside down <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
    [][][][][][][][][]

    but I also have the earlier sugjested idea of having trigger_push there so when a skulk tries climbing down and around they fall instead of being able to keep there mouse at a 45 degree angle and fight the push and walk on the sky.
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