The Original G0op_siege Remake

2

Comments

  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    sorry, no screenies this time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    the map is almost done, all that is left is some cosmetic changes to the siege room, some vents and marine start and the map is complete.
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    tbh i dunno why u did this considering there are 11 versions done already
    <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/fun/' target='_blank'>http://www.brywright.co.uk/downloads/files...on/maps/ns/fun/</a>
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Bry+Oct 5 2004, 02:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bry @ Oct 5 2004, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> tbh i dunno why u did this considering there are 11 versions done already
    <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/fun/' target='_blank'>http://www.brywright.co.uk/downloads/files...on/maps/ns/fun/</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because g0opy said i could, and i like my version of the map.

    BTW. your webside is broke, Page cannot be displayed. and tested it i more than 1 location so its not me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    first beta of g0op_siege2 is done. ill post some screenies when i return home <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    website works perfectly for me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    im not trying to stop you from mapping here, just saying ive already done 10 new versions for it. As goes for the map, try and keep the g0opy style blue if possible <!--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-->
  • PhOeNiX3PhOeNiX3 Join Date: 2003-08-07 Member: 19169Members
    the website works fine...
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited October 2004
    i took a look at your map last night, and it fixed some of the issues in it but making some of the halls narrower, uhh.. heh not a good idea for onoses.

    and i didnt want to use those blue textures because they looked kinda funny, so i used blue lights to accent the white lights instead which i think look pretty good. the map is a bit dark, but i think it looks pretty good so far.

    and about brys http server not being up, i guess it was down for a short time, it works good now.


    [Edit]
    blah, typos..
    [/Edit]
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-GiGaBiTe+Oct 12 2004, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Oct 12 2004, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i took a look at your map last night, and it fixed some of the issues in it but making some of the halls narrower, uhh.. heh not a good idea for onoses. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Have you played his version? Because it actually works really well and its fine for oni.

    (Not trying to be rude if it sounds that way)
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited October 2004
    i walked around in the map, didnt play it on a server. it just looked way too narrow in spots and the ceiling looked really low also.

    not trying to bash it or anything, thats just my opinion.
  • TranquilChaosTranquilChaos Join Date: 2003-07-25 Member: 18425Members
    I'm not quite sure why you'd want to recreate such an ugly map, but whatever floats your boat.
  • 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-->I'm not quite sure why you'd want to recreate such an ugly map, but whatever floats your boat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hehe, did you see the screenshots of the remake on the first and second pages?

    but anyways i had to scrap marine start, made some wierd brushes and it wouldnt compile right and i had to restart from scratch on that area.

    also, has anyone seen g0opy lately? i have searched high and low again for him with no luck.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-CoolCookieCooks+Sep 28 2004, 08:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Sep 28 2004, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    WTH since when can cookie map?

    god i need to learn more about the community <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Please can you not bump this map with an lol and give us some other pics so I don't have to constantly see that room that you haven't even added the promised catwalk to.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    well i added the catwalk, but its just a bar with ladders going up to it. the map is done, im beta testing it right now. will add screenshots in a couple of mins...
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    mmm, more screenies...
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    sorry bout the gamma, still cant figure out how to fix it :/
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
  • Nukem3000Nukem3000 Join Date: 2004-08-03 Member: 30335Members
    Wooo hOooooO Just played the map....
    Theres 2 things I have to say. The alien-main door hallway is too long and has little or no cover. Almost impossible for skullks and onoses.
    The other one is timing.... You know this right??
  • GneralasGneralas Join Date: 2004-01-20 Member: 25523Members
    It looks pretty sweet.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited October 2004
    ok i fixed the trigger_randoms, apparently i forgot to change the key names when i copy/pasted the ents (man am i lazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) i know what im going to do to fix the long hall problem, but thats going to take awhile due to the mass amount of brush work involved.

    i also figured out why its hard to build in the door room, i used a func_nobuild to prevent stuff from getting on the glass window hanging down from the ceiling. the fix right now will be nuking that ent, allowing stuff to get up there, but i can think of no other way to block up there without messing up the commanders view. but im working on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    [Edit]
    mmm, typos.. and updates
    [/Edit]
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    More atmospheric than your average funmap.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    the long hallway on the alien side was shortened by making the loop in the hallway bigger. the no build problem in the door room is fixed. added another vent to go to the outside of the loophall.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    you can get beta 3 of the map here

    <a href='http://darksideserver.cjb.net/forums/index.php?showtopic=5' target='_blank'>http://darksideserver.cjb.net/forums/index.php?showtopic=5</a>

    g0opy came out from under his rock and played it, he liked it. but more issues were found with being able to exploit into the siege room with a phase gate. i will add a trigger_hurt to the other side of the door so that if you try to get in before the door opens, you die.
  • TheQTheQ Join Date: 2004-08-30 Member: 31034Members, Constellation
    Good work fella!

    ^^Q
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    <!--QuoteBegin--[Kobayashi]-+Oct 17 2004, 06:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 17 2004, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More atmospheric than your average funmap. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But less fun that your average ns_map.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    That's not everyone's opinion, but certainly one that I share.

    That said I'm always willing to try out a siege map to see if it doesn't simply turn into a 20min wait to have your Hives blown to smithereens by a series of sieges that are virtually unreachable.
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    ok, i just played it and it was good. but there were some complaints by the players.

    with the old goop, the siege room was pretty viable for both sides. had to actually push to get in there. so the time the siege room opened didnt matter as much. now, the siege room opens after only 5 minutes after the main doors open. couple that with the fact that it is pretty close to the marine start and that means aliens have virtually no chance to win. what i would suggest is to change the times. 8 minutes to open the main doors and 10 minutes till the siege door opens. this would be perfect. cause 5 minutes is just not possible........

    12 minutes of fighting is good.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    well when i played it on a 29 man server, the only thing they said is that the time for siege is too short. and since the map isnt as big as siege007 i didnt feel the need to have it wait that long, i mean it takes 2 fades 3 seconds to cross from the door room to the siege door without being shot to pieces, so it wasnt really a problem. im going to change the times on the doors, but have yet to have decided how long to make them wait.

    ill try 8 mins and 10 mins and see if that works, but it will take another long while to edit the trigger_randoms since i usually make a mistake when putting the times and keyvalues in there.
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