Ns_oasis
DiCola
Join Date: 2003-01-04 Member: 11790Members
<div class="IPBDescription">It's time to go public...</div>Status: Final Release
<!--coloro:red--><span style="color:red"><!--/coloro-->Update (21.12.2006):
<!--colorc--></span><!--/colorc-->
URL updates, my old webhost went down during NS forums downtime.
<b>Description:</b>
"Oasis" is an underground facility under the burning surface of the desert planet called "Dafrik".
Its main task is to supply water and food to people who work in the mines digging phosphorus and other minerals which are then processed in Oasis and used as a power supply.
Phosphorus is being melted and mixed with other matters and the result is a chemical which is reflecting beautiful, pure green light.
<a href="http://dicola.loota.fi/big_screen01.jpg" target="_blank"><img src="http://dicola.loota.fi/screen01.jpg" border="0" alt="IPB Image" /></a>
Current number of runtime entities: 189 (fewer than 200 recommended)
Highest amount of w_polys I've noticed: ~600 (fewer than 700 recommended)
<b>
Background story:
</b>
(Any similarities to actual products or locations are merely coincidental.)
Once upon the time in the Ariadne Arm was a chocolate bar company called "Choconova".
One of the company's factories was in an area which got infected of Kharaa, but production went on because the evil money-grubbing bosses of the company refused to pause the production line and clean up the bacteria.
Chocolate bars were transferred to Oasis among weekly food supplies. When the personnel in Oasis tasted them and noticed they taste somehow spoiled, they dumped all chocolate bars to sewers.
Water pipes clogged up with chocolate and after being long enough in that warm nutritious sewage, Kharaa woke from its dormant state, started to spread and conquer the facility.
Oasis was soon evacuated and TSA was alarmed.
Choconova company was sued and it went bankrupt after paying an insane amount of compensation to Oasis.
Currently TSA is battling to clean up the facility from Kharaa.
<a href="http://dicola.loota.fi/ns_oasis.zip" target="_blank">Download latest ns_oasis.zip</a>
Enjoy!
<!--coloro:red--><span style="color:red"><!--/coloro-->Update (21.12.2006):
<!--colorc--></span><!--/colorc-->
URL updates, my old webhost went down during NS forums downtime.
<b>Description:</b>
"Oasis" is an underground facility under the burning surface of the desert planet called "Dafrik".
Its main task is to supply water and food to people who work in the mines digging phosphorus and other minerals which are then processed in Oasis and used as a power supply.
Phosphorus is being melted and mixed with other matters and the result is a chemical which is reflecting beautiful, pure green light.
<a href="http://dicola.loota.fi/big_screen01.jpg" target="_blank"><img src="http://dicola.loota.fi/screen01.jpg" border="0" alt="IPB Image" /></a>
Current number of runtime entities: 189 (fewer than 200 recommended)
Highest amount of w_polys I've noticed: ~600 (fewer than 700 recommended)
<b>
Background story:
</b>
(Any similarities to actual products or locations are merely coincidental.)
Once upon the time in the Ariadne Arm was a chocolate bar company called "Choconova".
One of the company's factories was in an area which got infected of Kharaa, but production went on because the evil money-grubbing bosses of the company refused to pause the production line and clean up the bacteria.
Chocolate bars were transferred to Oasis among weekly food supplies. When the personnel in Oasis tasted them and noticed they taste somehow spoiled, they dumped all chocolate bars to sewers.
Water pipes clogged up with chocolate and after being long enough in that warm nutritious sewage, Kharaa woke from its dormant state, started to spread and conquer the facility.
Oasis was soon evacuated and TSA was alarmed.
Choconova company was sued and it went bankrupt after paying an insane amount of compensation to Oasis.
Currently TSA is battling to clean up the facility from Kharaa.
<a href="http://dicola.loota.fi/ns_oasis.zip" target="_blank">Download latest ns_oasis.zip</a>
Enjoy!
Comments
This map is introducing a new way to destroy a hive: Fumigation/Gassing!
With two marines and a welder, you can go to the <a href='http://www.nanoscape.org/dicola/ns_oasis/pics/fumigation_control_room.jpg' target='_blank'>control room</a> which is nearby Fumigation Hive, weld the other button, and after that, by pressing both of the buttons at the same time (this is where you need 2 marines), start the fumigation process which takes about 94% of the hive's health. (if none DC:s nearby)
After that you can finish it off with a few shotgun shots or an lmg clip or two.
This map is introducing a new way to destroy a hive: Fumigation/Gassing!
With two marines and a welder, you can go to the <a href='http://www.nanoscape.org/dicola/ns_oasis/pics/fumigation_control_room.jpg' target='_blank'>control room</a> which is nearby Fumigation Hive, weld the other button, and after that, by pressing both of the buttons at the same time (this is where you need 2 marines), start the fumigation process which takes about 94% of the hive's health. (if none DC:s nearby)
After that you can finish it off with a few shotgun shots or an lmg clip or two. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Way cool.
Good:
The map is wide and open with enough space for all the aliens and Jp'ers
There is plenty of good places to hide on it
The hives rooms are well made, there not to marine friendly
Nice lighting
Bad:
I think adding one or two more RT's, even a double res room would be good
The map is <b>huge</b>, and because of that I dont think that public players will warm to the map that much.
Having the gas-the-hive buttons are a great new idea but I think that any team that starts with that hive can expect a Jp rush.
Good job DiCola <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Currently I'm getting flames of ns_oasis being too easy for skulks (too much curves) so I see no reason for making it more easier for them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
"Mess room"? I'm not familiar with that name, can you be more specific?
But it looks nice ^^
Good job!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Due to its size and all the hallways its kind of confusing to know where you're supposed to go next, but that'll change once people play the map more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
-Kouji San
Although having a way to hurt the hive outside of guns or siege cannons is a bad idea. The map will never be treated seriously if it has that in it, I'm afraid.
Ps. The Hive Fumigation -thingy could be abused if commander would press the another button (he still can do that, right?). And I hope that control room isn't easy to reach by marines.
Pps. Did I mention this is a great map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Keep up the good work
Good:
The map is wide and open with enough space for all the aliens and Jp'ers
There is plenty of good places to hide on it
The hives rooms are well made, there not to marine friendly
Nice lighting
Bad:
I think adding one or two more RT's, even a double res room would be good
The map is <b>huge</b>, and because of that I dont think that public players will warm to the map that much.
Having the gas-the-hive buttons are a great new idea but I think that any team that starts with that hive can expect a Jp rush.
Good job DiCola <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The map already has 11 nodes, which is quite alot.
/me downloads now
I have added a mirror to it here:
<a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_oasis.zip' target='_blank'>http://www.brywright.co.uk/downloads/files...le=ns_oasis.zip</a>
It's been tested, and it can't be abused by the commander. Only way to find out whether the gass hive is too unbalanced, is to play the map several times and test it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Can't you spread that over the year? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway. It's a large map, that's for sure, and it's not easy, because of the many corridors, corners etc. But is that bad? - No I like it. Even though it will take some time to learn it, it looks like a nice map. The amount of 11 rt's is somthing which I usually would not like for an ns_ map, but in comparison to the size and complexity I think that it evens out in the end.
The overall lighting is nice, it seems that every light has its light source and the choice of different colors make up a interesting atmosphere, although some parts of the map might be a bit too bright. Maybe the atmosphere could need a little improvement by some steam comming out of pipes, or water drips. But alltogether the sound and lighting aswell as the texture choice and some nice effects (e.g. blue rings in the rt shaft) give a good ambient feeling in that map.
How the gassing of the hive will affect the balancing is something I'm not sure about yet, since it probably would require several rounds of playtesting. But personally I thing it's a nice idea, and when it works out in the end.. sweet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I can't say anything about the gameplay yet, but I really want to see how it get's played. Anyone knows a server where it is running at?
But so far, from the mapping view of it, it looks pretty nice.
Good job <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
now.
- water tanks hive: break some of the tanks and flood parts of the floor
- fumigation hive: i say ditch the gassing idea, instead make the room a siege room ns_lost style. also make entering the siege room harder, add a vent there so aliens have a chance, and promote sieging from there by making the usual siege spots outside the hive harder to use.
- more vents are needed. since its a huge map and thus likely marine biased, a proper vent system will help the aliens greatly.
- some corridors are massive and a deathtrap for skulks. vents will also help balancing this problem. also making some rooms very alien friendly, much like PPP, is recommendable. also add some choke points outside the hives, like the east entrance to waste handling hive. sorry if you already did that, didnt look into that very well :x
- overall spicing up. you said you have 200 entities? if i remember right the official limit is around 250. but i thank you for the low r_speeds, my fps stays at at least 20 most of the time.
looking forward to the next beta <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The map is sexy, complex layout as well and alot of work has gone into this map.
Thank you very much
All server admins get this on your servers, there arnt enough servers running this awesome map.
<!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
'eh' kind of thing??
'eh' kind of thing?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think he ment its big and complex and that being DiCola's 'kind of thing' to play...
Or at least thats what I could make of it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Me personally, I like big and complex maps...
1. Remove some unneeded curves and routes.
2. Add more vents.
3. Tweak lightning a bit. (More dark spots and less bright in some areas.)
4. Change a couple of textures. (F.E. pitnode's floor textures)
5. Ready Room needs some tweaking.
6. Fumigation needs some tweaking. (I'm not dropping it yet.)
If someone can make a textured model of "Choconova" chocolate bar for me, I'll add a few of them to the map. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I guess it'll take some time before I manage to make these changes and release the new version...