The Original G0op_siege Remake

GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
<div class="IPBDescription">lets try this again..</div> ok i have tried to contact g0opy again, through several methods and he wont reply in any form. all i have to say is that he did give the blessing for this remake, he even went on my server and played the partially finished map and gave it the ok. now im just going to post the screenies from the progress of the map, it wont be released from my computer in any form untill i get the ok again due to people saying that i decompiled without permission, and coolcookiecooks claiming that i used his map, well here is the proof that he had no part in the original map.
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Comments

  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    and for the screenshots, reminder that this map wont be released untill i ge the ok from g0opy.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    hall leading out of hive
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    beginning of alien halls.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    resource nozzle around the corner.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 2004
    end of the bend, hall going to the door room (has been extended due to map changes)
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    the door room (still in beta, need to add stuff in)
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    wow, try to optomize some of those world polies PLEASE

    I max at aroudn 50 fps normaly... but if you drop from steady 100 to less than 50, what'll it do to my poor vid driver 0o

    Other than that, looks hot
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    thats it for now, more progress has been made on the door room and the room to the siege room, but i dont think you guys like hammer shots so you will just have to wait.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-BulletHead+Sep 27 2004, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 27 2004, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wow, try to optomize some of those world polies PLEASE

    I max at aroudn 50 fps normaly... but if you drop from steady 100 to less than 50, what'll it do to my poor vid driver 0o

    Other than that, looks hot <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    heh, the absolute higest amount of w_polys in the map is 500 and thats only in a few spots. (the hive room has been cut way down since that old screenie) and thats when i had a crap vid card (really crappy a tnt2 m64) the map lacks detail in areas, but i plan to fix that later on.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    check the w_poly on yer first pic... aroudn 1,000
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Thanks to Nz-Nexus? Right..

    Turn up the lighting, I can hardly see anything.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Personally I don't like siege maps, but their popularity gives me a reason to somewhat respect them. I think you've done pretty nicely spicing up the old version. However, I think making it darker than the original map isn't really a good solution to give it more depth.

    grr.. im sorry but math classes are taking place right now.. will be edited, cya
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 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--> Thanks to Nz-Nexus? Right..

    Turn up the lighting, I can hardly see anything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    its not really that dark, thats the difference between windows gamma and opengl gamma (open gl gamma is higher) so it appears darker.

    and if its so dark that you cant even see the pictures, then you have problems because i can see them fine on all of my computers, and even the ones at work.

    [Edit]
    heh, that first screenie was from the original g0op_siege in the secret room. nz-nexus had no part in this map, i decompiled it and remade it from start to finish, im not enlisting anyone elses help.

    the readyroom seems to be having problems with its texlights, ill fix that later. and i made the map so its not fullbright so that skulks actually have a place to hide without being seen from the fullbright floors and walls. im going to add some vents to allow more exits out of the hive room also.
    [/Edit]
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    well considering you removed all your screenshots before i could even see them, and people claiming it was mine, i figured it was one of mine. Anyway, why must you remake this map? ive done like, 10 new versions for this already
  • Mr_JeburtOMr_JeburtO Join Date: 2003-08-29 Member: 20340Members
    u remake a map thats at the beta 11 stage and u take away all of the things that made it look good

    why?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 2004
    <!--QuoteBegin-MR.JEBURTO+Sep 28 2004, 10:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MR.JEBURTO @ Sep 28 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> u remake a map thats at the beta 11 stage and u take away all of the things that made it look good

    why? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    read the first post you idiot, this isnt his map. this is a remake of g0opys original not his.

    i dont even know where to get your map CoolCookieCooks, nor seen it either.

    as for why i made it, people on a server i play at say that the original was riddled with problems so i asked g0opy if i could fix it and he said yes, so i did. and its turning out quite good i would say. also g0opy seems to like it when he looked at it so im going to continue progress on the map.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I'm not sure if I'm the right guy to criticize a siege map, but have you thought that door room over? In the siege maps I've played they've used to be quite big, the other doorway being on the opposite wall from "the door". AFAIK that is to make it harder for fades to rush through the defences at the first room which is often defended with some turrets. In that room of yours it seems quite easy to get past a turret farm. Maybe I am a noob, but that is how it has most often turned out to be like on public servers. The heck.., do these maps make sense anyway. <!--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-->
  • Mr_JeburtOMr_JeburtO Join Date: 2003-08-29 Member: 20340Members
    <!--QuoteBegin-GiGaBiTe+Sep 28 2004, 11:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Sep 28 2004, 11:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MR.JEBURTO+Sep 28 2004, 10:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MR.JEBURTO @ Sep 28 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> u remake a map thats at the beta 11 stage and u take away all of the things that made it look good

    why? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    read the first post you idiot, this isnt his map. this is a remake of g0opys original not his.

    i dont even know where to get your map CoolCookieCooks, nor seen it either.

    as for why i made it, people on a server i play at say that the original was riddled with problems so i asked g0opy if i could fix it and he said yes, so i did. and its turning out quite good i would say. also g0opy seems to like it when he looked at it so im going to continue progress on the map. <!--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-->u remake a map <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    edited September 2004
    From what I remember, this map was incredibly alien biased before marines had ha and gl, but vica versa once they did. All due to the small corridors, please change that and make them a lil' bit bigger if you could. :o

    Edit - Yar typos.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I've never played a siege map. Somebody please reassure me that the five resource nodes around that hive are supposed to be there. Thank you.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    mr. jeburto can you please not post on this thread anymore, your making absolutly no sense and your posts are pretty much mindless jabber and you dont seem to want to study the facts of this thread.

    the original map was actually very heavily marine based. if you asked players that played the original map, they would say that marines win 90% of the time. the map isnt finished, and it will need to be playtested when it is done.

    i moved the siege door out of the alien side of the map because it promotes a rush almost every game which the aliens didnt stand a chance. no cover from gls or hmgs and heavys after heavys after heavys were impossible to break through.

    if you look at the pic of the door room, those halls lead into another room which has 2 res nozzles and thats the room to the siege room and that room also leads to marine start. i got to thinking that the room to siege room and marine start are way too close to the door room as it is so im going to have to make some heavy changes to the map to balance it.

    i will post the original g0op_siege on my web server for download later today so you can see how it played, ect.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--QuoteBegin-AlienCow!+Sep 28 2004, 12:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow! @ Sep 28 2004, 12:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never played a siege map. Somebody please reassure me that the five resource nodes around that hive are supposed to be there. Thank you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    a siege map is where each side has lots of RTs, but are unable to reach eachother until a big door opens. then they fight for map control until the siege doors open, giving marines access to the siegeroom, which can siege ALL hives. at that point, it is a race to secure the Siege point. if marines get it, hives get popped by siege cannons. if aliens get it, marine base gets overrun (most likely)
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--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-->From what I remember, this map was incredibly alien biased before marines had ha and gl, but vica versa once they did. All due to the small corridors, please change that and make them a lil' bit bigger if you could. :o

    Edit - Yar typos.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    if you look at the screenshots, you can see that the halls are quite big. in most of the halls you could fit 5 or 6 onos side by side in there. also i fixed the onos swimming in the floor thing (hull file) so you cant get stuck in the floor anymore or the ceiling (laf)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-JezPuh+Sep 28 2004, 06:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Sep 28 2004, 06:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks to Nz-Nexus? Right..

    Turn up the lighting, I can hardly see anything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh No! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    He Said the "N" word.?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    some more screenshots of progress <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    ok these are the reworked hallways that lead out of the door room. im afraid the w_polys are a bit high in and around the door room now (tops at 650ish)

    retextured the door room to go with the rest of the map.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    ok obviously this room needs alot more lighting in it, will work on that later.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    and heres the basic structure of the siege room (will add a cat walk when its done)
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