Ns_orbital
phunktion
Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">my first map..</div> this is my first map.
my goal was to make a good competative map. i think i was sucessful.
after extensive testing in #nspug and #nspickup its now going to be the week 7 cal map.
visually i'm not perfectly happy with it but i think its balanced and a fun map to play on.
heres some shots
<img src='http://phunktion.mindsaw.com/screenshots/orbital_readyrroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_atrium.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_bigroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_data.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_cargo.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_genhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_hangarhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_ms.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_obshive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pen15.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pipe.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_port.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_powercore.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_scilab.jpg' border='0' alt='user posted image' />
get it at <a href='http://phunktion.mindsaw.com/ns_orbital.zip' target='_blank'>download map</a>
my goal was to make a good competative map. i think i was sucessful.
after extensive testing in #nspug and #nspickup its now going to be the week 7 cal map.
visually i'm not perfectly happy with it but i think its balanced and a fun map to play on.
heres some shots
<img src='http://phunktion.mindsaw.com/screenshots/orbital_readyrroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_atrium.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_bigroom.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_data.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_cargo.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_genhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_hangarhive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_ms.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_obshive.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pen15.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_pipe.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_port.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_powercore.jpg' border='0' alt='user posted image' />
<img src='http://phunktion.mindsaw.com/screenshots/orbital_scilab.jpg' border='0' alt='user posted image' />
get it at <a href='http://phunktion.mindsaw.com/ns_orbital.zip' target='_blank'>download map</a>
Comments
If it is you're first map then if I may say....thats farking awsome! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
- at least some dark spots where aliens can take advantage from
- add some more cover for aliens. from what I can see aliens have few to none cover in the locations. not even the vents will make up for this.
but very good work for a first map. if everybodies first would be comparable to this one, the ns team would have a lot of problems with submitted maps <!--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-->
The worst thing about this map is the lighting. The best is some of the brushwork you've come up with which keeps with the Competitive 'minimalist' feel while still standing out as a room feature. For instance, the sunken Res Node I saw in one of the pics, things like that really stand out in maps.
I'd love to see the overhead layout... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Lovin' that RR though :o.
to all people suggesting dark spots: just take a run around the map as a skulk, you will be amazed at the number of vents and hiding spots for skulks.
He kept the cool lighting effects in the ready room, where they belong.
Im sure not why you said the hives look like they could be shot down from a distance. None of the hives can be shot down without entering within the hive spawn radius. Although some of the RTs can be shot down.
The hives are not really easy to JP as many have stated. Hanger hive required the JP to enter between a small crack. Obs hive is hard as hell for a JP to get into, through two narrow halls, which have designed lips around the doors. Generator has less high than the rest of the hives. Look at the hives in other competative maps:
Tanith {
waste: huge hive
sat:huge hive
furnace:small and totaly removed the JP strategy because of its poor design, limits strategy
}
Eclipse {
cc: huge
main: easy as hell to JP
eclipse: again removed the possibility of a JP because of poor design
}
Veil {
sub:good size, good all around design
cargo:good size/design
pipe: huge
}
Its amazing how everyone either says a hive is too small or too large, without even thinking.
Yes the map is open, as it should be, but their is key design at every choke point.
Nice insult, but have you tried looking at the shapes of large hive rooms in other official maps compared to the ones in this map? The other maps have much different shape and variation making the use of space a confinement, where as the hives in this map appear more box and free.
Not good to defend against as an alien, all the hives are as big as Refinary in Bast, just without the big structures in the way to limit the visibility from a marine view and gun.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's week 7s CAL map. I replaced ayumi with this map. Be sure to watch the matches guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'm very pleased with this map. keep up the good work.
You, sir, should never be let near Hammer.
Your ideas on competitive mapping are narrow-minded and seem to lack substance.
Dark areas is not the worst possible element in a competitive map. That would probably be a b0rked spawn room.
You don't even bother to give an example of what you consider dark, you just make a sweeping generalisation without even citing maps that could go towards proving your point.
Environment is one of the most important things in non-matchplay NS Maps. Competitive maps have little need for environment (save making map locations easily identifiable by their architecture and lighting).
How long have you been mapping again?
[...]
furnace:small and totaly removed the JP strategy because of its poor design, limits strategy <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
fusion reactor.
ever thought about hives that are designed for a special purpose? not every hive is designed for using jp, not every hive is easily siegeable. thats because all maps are different. so the hives.
for instance cargo ,which is huge, the next room on the way to the hangar is skulk heaven. thats the ambush point.
yes there are hallways but you shouldnt be attacking down them as skulk hold back an attack from a point of advantage
i tried making the map skulk friendly to counteract the current early game marine domination in clan matches.
my lighting had more contrast in the first beta but i got alot of complaints about not being able to see well enough. generator hive has been changed 3 times because of complaints about it being frustrating to navigate as aliens. and nodes have been moved around for balance. tested all seige spot and made them all flankable with a vent.
competative players play this game as a sport and are not really intersted so much in atmosphere.
theres nothing wrong with making a map thats a beautiful peice of art. but.all the months i spent making this i wanted it to be played.
Edit: Forgot to add <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Anyways, I came into this thread thinking "aww, not another box map", but man was I wrong. When the biggest problem with the map is the lighting, you've done a damn good job I should think. Lighting is a lot easier to fix than architecture. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
this is freakin' awesome dude!! nice work! I love the shots of the map! Especially the one of the Observatory Hive! How did you manage to put in that pic of the eath in space in there? It looks futuristic..just like it has to be in NS!
Nice work! You better pay attention on the tips Lt.Gravity gave you =)
Your a pro with the brushwork and texturing.
Nice map mate, keep up the good work!! If this is your first (NS?) map every you did a great job.
I don't know if this has been mentioned before but I came across something buggy as I don't think you made it that way intentionally.
As you can see in the picture I came across a problem at the weldable door.
-> Once you weld it you can get inside it; but once you get inside the door closes and you can only open it from the inside.
-> Once you weld it and you dont get inside, well there is no way to get inside it (after the door closes of course) unless you build a Phase Gate through the weldable door as I did and as you can see in the picture.
If it was made intentionally this way and the rines get inside it either by welding it or by putting a Phase Gate behind the door (as I did) there is no way the aliens can get in that room. So basically if the rines put up sieges in that room that hive can not be taken over again by the aliens.
Possible solution is to make it possible to open the door from the outside after it has been welded. Other solution is to make the glass breakable in that siege room. I would go for the first option if that were possible.
Hope I helped you with this.
Greetz,
XtOf
get into inot the weld room and your guarenteed to get a pg up befoer they bite thru.
oh and the hallofmirrors on the power core ceiling. pretend you didnt see it. its a missing func_seethrough there.
i ran csg with -onlyents do i didnt have to recompile to fix a little mistake in the ready room random join team.
it is really bothereing me but the map has already been annouced and spread. sigh
but is shouldnt effect gameplay.
You, sir, should never be let near Hammer.
Your ideas on competitive mapping are narrow-minded and seem to lack substance.
Dark areas is not the worst possible element in a competitive map. That would probably be a b0rked spawn room.
You don't even bother to give an example of what you consider dark, you just make a sweeping generalisation without even citing maps that could go towards proving your point.
Environment is one of the most important things in non-matchplay NS Maps. Competitive maps have little need for environment (save making map locations easily identifiable by their architecture and lighting).
How long have you been mapping again? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Im only talking about competative maps, as all comments on this thread should.
If the marine ever has even the slightest desire for an area to be brighter, it should be brighter.
The lighting comment was ment to be general to prove my global point on bright white lighting.
You want examples of non-competative lighting?
Bast has some awsome lighting effects, but they dont help competative gameplay.
Altair has high-contrast lighting, decreases competative value drasticaly.
Co_core has one well known 'black' spot, its a joke. It is nothing but random biting and shooting because neither side can see. (ignore the fact that its a co_ map, the point is still valid)
ns_veil, a well accepted competative map, has no dark spots. Yes the lighting has awsome design but most importantly the lighting is 100% neutral to gameplay.
Lighting effects diffrent players very diffrently. Gamma is drasticaly diffrent on diffrent computers and easly changed.
Clearly I was exaggerating slighting when I said it is the worst possible element. My bad, I assumed people would pick up on that, but thanks for making sure everyone understood.