Ns_prometheus

PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
edited July 2005 in Mapping Forum
<div class="IPBDescription">public playtest</div> Updated: 15/7/05

Well, finally my map prometheus is ready for public playtesting.
<a href='http://home.arcor.de/kingurmel/ns_prometheus_b23.zip' target='_blank'>ns_prometheus_b23 (~2,3mb)</a>
For those who don´t know it, prometheus is a rebuilt version of <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73434' target='_blank'>phenix</a>, since i ran out of res about 2/3 done with the map.

So i scraped that map, recycled what could be used and build a new map with it.
This is the result:

let me take you for a small tour through the map ^^

<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2709/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2710/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2711/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2712/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2713/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2714/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2715/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2716/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2717/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2718/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2719/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2720/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2721/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2722/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2723/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2724/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2725/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2726/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2727/fullsize.JPG' border='0' alt='user posted image' />
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2728/fullsize.JPG' border='0' alt='user posted image' />

i did already some closed betatesting with my clan, but now i´m releasing this beta for the public audience to give it the last ditch.

Some decorative elements are not finished yet, like a fitting skybox (its just plain space yet, i need something with asteorids and a an orange sun (if someone is interested, pls PM me)), some spotlights, for more diverse lighting and some particle systems and custom sounds, but nothing that affects balance.

Well, heres the dl link:
<a href='http://home.arcor.de/kingurmel/ns_prometheus_b23.zip' target='_blank'>ns_prometheus_b23 (~2,3mb)</a>
including a res file for server ops <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

You can find the pics aswell on the <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=530' target='_blank'>ns world</a> site of the map and if you like it i would be very thankfull if you voted.

So, have fun, i´ll await your feedback ^^
«134

Comments

  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    edited February 2005
    Awesome. Just awesome

    Did I mention awesome? Its nice to see a realse topic isntead of a wip, much more...accessible.

    I'll look around and screenshot any major bugs.

    <span style='color:red'>[EDIT]</span>

    Ok, the major problem in this map is texture alignment and scaling. Some of those textures are so scaled up they just look so horribly blurred. EG the roof in marine start. Alot of the areas are vey good looking, but have some clipping issues - sewer hiv especially. Also, find something to put in the observatory instead of that crate, its so out of place!

    Marine start should be more 'fortified' perhaps a few railings and mabye some raised areas. It's too low down at the moment, and makes it easy for skulks and fades to camp. Cosmetically, have one door behind the CC instead of 3, because 3 doors appears too cluttered, plus the textures on them are squished up.

    The doors in coolant distribution take too long to open, mabye set them up so you dont need to press any buttons to open them. BTW, what happens when you weld the computer in the pumping station? I only noticed that the noise went away, and the pump stopped moving.

    Also, most of the doors dont have a trim around them, making them just sort of stick out of the wall strangley. Fix that, it will make your map look luch better.

    <span style='color:red'>[/EDIT]</span>

    Chemical Waste storage rocks, dont change anything there!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It's always a great achievement finishing a full classic map, well done on that part.

    From the screenshots (and the overhead) it looks like there is a good contrast in lighting, and good balance of dark/light areas.

    From the screenshots it looks quite undetailed and most areas seem to be quite blandly lit. I'm downloading now and I'll give it a run around, will edit this post and update with some in-game thoughts.

    PS, judging by the overhead layout it could go down a treat for CAL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    note: all these comments are based on the SCREENSHOTS

    generator seems to be the most sucky starting hive, no res nodes near (except under the hive as seen on the screenshot)
    prometheus command hive seems to be awfully close (in walking distance) to marinse start, skulks could rush ms in no time from there....
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    great screenshots!

    I only have one thing to recommend. some of the walkways are too much straight. the marines will have a better chance in these areas. so maybe you should rebuild those rooms and walkways. maybe put some broken pipes in it which block the walkway on the side so there's a small way you can only pass through.
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited February 2005
    Those screens look really really nice, I will have a look at the map later on. But for now, congratulations on your release!

    Especially:

    <img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2724/fullsize.JPG' border='0' alt='user posted image' />

    Just, wow.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited February 2005
    Oh, and before i forget, "IF" you have it seen in the mapcycle of a server (because you played there, or are an admin of the server) could you please post the ip?
    I surly would visit you to how it plays with your community.

    The only server i curretly know that has it running is the one from my clan (german) :
    83.220.138.233:27015 [Kiez]Herbertstrasse : More fun than sex

    Edit: The only real balancing flaw i have currently seen from the last days was following:
    Prometheus Commadn hive is to easily siegable if marines have conquered the secondary datanode. Its much to hard for aliens to defend that corridor.

    Can you second that? What are your experiences?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    nice work pithlit. I will take a look on it. maybe its good enough to find its way into the mapcycle of the -= Nostromo Gaming Group =- ns server.
  • draindrain Join Date: 2005-02-19 Member: 41783Banned
    Looks very good. It's actually something other than the current "rooms". You probably don't understand me, but just assume it's good. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    I'll take a look next morning. It's time to go to bed.
  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    is it just me or will vanilla skulks (specifically in the first few minutes of the game) get slaughtered down those long open hallways?
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    If they openly attack, yes (as they should be for their foolish behavior).
    If they camp and hide, no (as there are many good hidespots)
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Anyone played it yet? Feedback?

    Btw. im currently preparing a new beta with better balancing around Prom. Command and some more spotlights.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited March 2005
    B14 released:
    -vents around prometheus command tweaked
    -second level in corridor north of prometheus command now better shields aliens from fire
    -tweaked lighting

    I changed the dl link in the first post, but here is the new one aswell:
    not there anymore
    PS. The new spotlights look tremendous!
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    Your screenshots look like crap. Please, please turn on AF and AA before you take your screenshots. It's impossible to make out the textures at a distance without AF.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Well, you may be right, i updated the screenshots, now with 6x AA and 16x AS hope you enjoy the new ones more.
    I tried to take the exact same motive, can you spot the differences?
  • KazbarKazbar Join Date: 2004-10-20 Member: 32368Members, Constellation
    i played this map and its fun. great job.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The name is so complicated I'll have a hard time voting for it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Great job.
  • LazyEyeLazyEye Join Date: 2005-01-06 Member: 32959Members, NS1 Playtester
    I have played this map a few times, it is good overall but I think some changes could make it a great map.

    This map has ladders and doors that go no where; I don’t understand the purpose of this and just makes the map confusing. I think the map needs 1 more res node near the top hive, to give more options for aliens. Skulking seemed hard but I think that was due to the fact I didn’t know the map well <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .

    LazyEye
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    The ladders and doors are there as artistic elemts only.
    in the backstory (wich is not yet complete (around 2/3) it is shown that the prometheus research station is a complex out of three asteorid bases, interconnected by ridges.
    We have a top deck ith the research labs and crew quarters, ect.
    A middle deck with the command structure and maintance equipment and seperated from that on a third asteorid the agricultural domes, to support the facility with food and oxigens.

    Since the infestitation broke out on the middle deck (how is shown in the story)the crew evacuated (as far as possible) to the other two sections and sealed them off, while waiting for the TSA Support Cruiser to arrive (on wich your marine is stationed on)

    So wait for the story and its explained.

    These ladders and doors are only confusing for the first few rounds, after that you accept them and its good, believe me. additionally they break up the walls and make for a better visual appearence. But for your second point, where do you think i should place another resnode (if the majority thinks its needed:

    These are the nodes as of now(orange):

    My idea would be to have a new node in Nanogrid Control and moving the node from Secondary Datanode up to Pi-junction (shown in green)
    what do you think?
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    News : <a href='http://www.naturalselection.pexgames.com/news/1109597190.html' target='_blank'>http://www.naturalselection.pexgames.com/n...1109597190.html</a>
    Mirror : <a href='http://www.pexgames.com/filebase/?act=file_info&id=26871' target='_blank'>http://www.pexgames.com/filebase/?act=file_info&id=26871</a>
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    a player should not have to read a story for anything to make sense, it should just make sense... ladders and doors that lead no where should all be removed, or made clear to the player that they will go no where so someone new to the map doesn't try each one.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited March 2005
    Good news everybody!

    I have finished B15 wich is much better than the previous one, well at least in my eyes it features:

    - one new resnode @ nanogrid control
    - one new resnode @ Pi-junction
    - resnode @ secondary Datanode deleted
    - texture changes
    - brush optimisation
    - more contrals lighting

    Well, with these changes i realized the concept i made in my previous post. Each hice has now 2 resnode in reach, but none to near to the hive.
    Sec. Datanode is now a lesser chokepoint since rines cant camp there AND secure a central resnode at the same time. Aliens now have multiple ways to move around them if they sit there.

    The Hives are now more equally lit, so there are no advantages to either side in every hive.
    I made many of the infestitation brushes new, to reduce r_speeds and createa more organic feeling, while keeping the infested places

    The new dl link for Beta 15 is : no longer actual

    The first post is updated aswell.
    I´m going to show you the new minimap, soon, so you can see the new resnode arangement, the first post will be updated then aswell.

    Edit:
    As promised here is the new minmap:
    <img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2710/fullsize.JPG' border='0' alt='user posted image' />

    The only things now left out are:
    - a redesign of the marinestart to make it a little more defendable
    - some more sounds (if entity limit allows it) to make the map more alive
    - finding someone who can make me a proper skybox ^^

    have fun!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited March 2005
    <!--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 screen shots are so...

    \0/ beautifulllly !!!

    i scream when see this map and hope increase my shapper skill like that ^^ .

    the smallmap see too much long walk ways and less cross walks in some areas u msut rework that interconections.

    beware u have 9 nodes that are so low making a hard and not amuse fightining.

    the upepr hvie have a inside ndoe if not put because ndoes out of a hvie are a headheack for aliens.
  • AcrylicAcrylic Join Date: 2002-11-03 Member: 6400Members, Constellation, NS2 Playtester, Reinforced - Supporter, Reinforced - Shadow
    Ill be testing this on my server tonight

    209.67.60.87:27015 TSAOutpost.com
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Carioca: The upper hive has a node inside the hive, it is directly below the hive, thus not visible on the minimap, see here:
    <img src='http://home.arcor.de/kingurmel/Maps/Screens/gen.JPG' border='0' alt='user posted image' />

    Oh and a question for the people who have already played it:

    Do you think that some of the longer vents need places, where two aliens can swap positions?
    Like on ns_metal for example.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited March 2005
    <!--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--> change prometheus comand for bridge just call it bridge ^^ will be nice and easy to say: "lets save the bridge", "lets take the bridge", "PG on Bridge" & "they coming to bridge".

    thanks to show the 10 node below hive but i would like see the node far from hive because greandes launcher can easy kill the node cuting the alien power and making a easy end game, u remenber maitance in the old veil with that node die every 90% in marine rush.

    edit:
    if not like bridge just call prometheus because any hive name bigger than the image of the hives doesnt make sense and hard to spell.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Well, then i rename it to simply command (that what i call it all the time anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    I currently have the idea, if the rt should be moved (wich would be sad, since i kind of like the picture), it should be moved in a small niche between the ladders at the wall facing Power blocks. That way, it would be out of the way for your GL attacks (although i have no idea what you mean, and i don´t know a maintace hive in veil, i think you mean eclipse) but this isn´t really a problem, since both hive and rt are shielded on the short path from fire by the Generator Cells. You can see them, but you cant shoot them.
    On the long path they are open, but the LOS is much shorter, so you don´t really have an advantage, since aliens can close the distance quite quickly.
    On the other hand, the rt would still be shootable from the new location, although it would make a small siege protection from Powerblocks.
    So it wouldn´t really make any big difference.

    The otehr spot i could move it is behind the second Generator cell, moving it completly out of the way. There it "could" protect from sieges at maintance access, but otherwise it would be out of the way.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited March 2005
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> =x i mistake the name of the maps is eclispe, yes.

    u could pop some infetation i nthat hall way to block view of the hive in that slope u show in the image to protect the hive like new infestation block gl in bast refinary.

    edit:
    <a href='http://img216.exs.cx/my.php?loc=img216&image=legal9cu.jpg' target='_blank'><img src='http://img216.exs.cx/img216/747/legal9cu.th.jpg' border='0' alt='user posted image' /></a>

    in the red circle are a conection or not isnt clear in the small map and i put some lines to show how u could relocate res and add a new room to help hive flow and lower the fightining points.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited March 2005
    Sorry, but this idea would heavily unbalace the gameplay in favour to the aliens.

    If i relocated the restower from Y- junction to Beta deck access, it would be to far from the MS and undefendable, leaving marines with only one RT in their reach (Satelite uplink)
    Aswell as you second idea, if i move the Rt from Nanogrid control to this new room, it would be almost completly unaccessable for rines, since it would stay on the far edge of the map between two hives.
    If Aliens would have secured them both, they would get one rt for free.

    I don´t know how much you have played the map, but i think the rt balancing is very good for the battlefow right now.

    Edit:
    I tried to put all nodes in forward positions to promote battle for them.
    Because of that they are all arranged round the middle and not besides the hives or in relative seafty.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> if u wanna more fighting spot do that relocate the room a bit lower and conect to down hive making a lock down point.
    <a href='http://img177.exs.cx/my.php?loc=img177&image=legal4oa.jpg' target='_blank'><img src='http://img177.exs.cx/img177/9231/legal4oa.th.jpg' border='0' alt='user posted image' /></a>
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    This idea is definitly better than the other, what do the other guys think?
    Do you like the current layout or do you favour cariocas changes?
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