First of all I would like to say that you've done a beautiful fantastic job. The map is visually and artistically amazing. I totally respect how much work you've obviously put into this. Observatory is stunning.
In terms of competitve play, I would say to make sure there are enough marine nodes, but it doesn't seem like thats a huge problem.
The biggest problem with the layout that i see, is that both the bottom two hives are seigable from observatory. The bottom left hive can be hit if you go one room to the right, and then place your seiges on the threshold of the ramp down to observatory.
So for the bottom left hive, the seiges go at the top of the ramp from obs right in that doorway. then the tf is more than halfway down the ramp, which is visible from a pg in the upper left corner platform of obs. Opposite that corner in obs, in the north east corner of obs, there is a spot that can seige the lower right hive. The point is that if the marines can get a good pg control of observatory, the aliens risk losing both those hives.
Seriously it would be a shame if you didn't get this map into v3.1. Make sure you talk to the ns devs.
I´m glad you like the map ^^ that gives me that fuzzy warm feeling, that i have done something good <!--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 already wrote a mail via the submission form, but haven´t heard from them yet, i think they were busy because of the release of 3.0, so well see ^^
And for your concern: From the rounds i already played that is not a real problem, since if you try to siege sewer from the door (sieges have at least be placed in the door to hit the hive), gorges can esily bomb them down from the storage platforms in "chemical waste storage", without being hittable from anything than grenades, end even then they can switch platforms to evade. A good organized alienteam could always defend their hive when marines tried to siege from there.
And over the other siege position @ obs opens a vent, that is directly connected with the hiveroom, so skulks can flow easily to the position, lerks can gas and gorgs can bomb ^^
yeah, those were the same spots i was looking at. I noticed that at all three hives, you made sure to compromise otherwise ridiculous seige positions with vents like a pro.
Don't count on Bile bombs being the saving grace though, its usually the building second hive that gets seiged. Its kind of a stretch in terms of it being a significant problem. But as a comm, thats the main thing i noticed about the map is that a pg in obs is the most important thing. Obs is at least as important as the tanith cargo in your map.
I know that obs is a very important position, since its between two hives, with possible siege positions. To defuse the situation i decidet not to place a resnode there, from the beginning, so that rines may have an important strategic position, if they can hold obs, but not a ressouce aswell.
Since the beginning i get many complaints from rines that there should be a resnode in obs, but it will never happen ^^
As you can see, Nanogrid Control is now connected with secondary Datanode not with Central hub anymore. There is now a connection between Nanogrid and command The direct acess to command via Datanode is now a weldable door (closed at beginning)
i also ripped some unnecessesary brushes out of the map and redesigned the RR
1) <a href='http://img175.exs.cx/my.php?loc=img175ℑ=fullsize0we.jpg' target='_blank'><img src='http://img175.exs.cx/img175/2434/fullsize0we.th.jpg' border='0' alt='user posted image' /></a> could u add a hallway in this palce to short the walk and up game flow? 2) <a href='http://img113.exs.cx/my.php?loc=img113ℑ=nsprometheusb1600001ui.jpg' target='_blank'><img src='http://img113.exs.cx/img113/9717/nsprometheusb1600001ui.th.jpg' border='0' alt='user posted image' /></a> you could add this brush in the corners to remove the square fell ? 3) <a href='http://img113.exs.cx/my.php?loc=img113ℑ=nsprometheusb1600016gq.jpg' target='_blank'><img src='http://img113.exs.cx/img113/6263/nsprometheusb1600016gq.th.jpg' border='0' alt='user posted image' /></a> you could lower the steam efect because the fps get so low. 4) <a href='http://img58.exs.cx/my.php?loc=img58ℑ=nsprometheusb1600027ms.jpg' target='_blank'><img src='http://img58.exs.cx/img58/1940/nsprometheusb1600027ms.th.jpg' border='0' alt='user posted image' /></a> i stuck in the observatory in the glass i only can rotate when stuck there but not jump or crouch. 5) <a href='http://img58.exs.cx/my.php?loc=img58ℑ=nsprometheusb1600040mp.jpg' target='_blank'><img src='http://img58.exs.cx/img58/7766/nsprometheusb1600040mp.th.jpg' border='0' alt='user posted image' /></a> could u lower this pipe to cross over it and make a hot spot? 6) <a href='http://img196.es.cx/my.php?loc=img196ℑ=nsproxmetheusb1600075ez.jpg' target='_blank'><img src='http://img196.exs.cx/img196/4944/nsprometheusb1600075ez.th.jpg' border='0' alt='user posted image' /></a> could u move the buton to that point and add the textures of the button in the lights rad to make bright up and can see better where the doors buttons are? 7) <a href='http://img213.exs.cx/my.php?loc=img213ℑ=nsprometheusb1600085bq.jpg' target='_blank'><img src='http://img213.exs.cx/img213/2158/nsprometheusb1600085bq.th.jpg' border='0' alt='user posted image' /></a> could add a ladder here?
<a href='http://img213.exs.cx/my.php?loc=img213ℑ=nsprometheusb1600090zd.jpg' target='_blank'><img src='http://img213.exs.cx/img213/5539/nsprometheusb1600090zd.th.jpg' border='0' alt='user posted image' /></a> another ladder will be nice. 8) <a href='http://img240.exs.cx/my.php?loc=img240ℑ=nsprometheusb1600102hu.jpg' target='_blank'><img src='http://img240.exs.cx/img240/6841/nsprometheusb1600102hu.th.jpg' border='0' alt='user posted image' /></a> leak or null texture remove please. 9) <a href='http://img198.exs.cx/my.php?loc=img198ℑ=nsprometheusb1600119in.jpg' target='_blank'><img src='http://img198.exs.cx/img198/418/nsprometheusb1600119in.th.jpg' border='0' alt='user posted image' /></a> empty place could add some computer crates what u like but not clean and square like that. 10) <a href='http://img186.exs.cx/my.php?loc=img186ℑ=nsprometheusb1600121ra.jpg' target='_blank'><img src='http://img186.exs.cx/img186/3933/nsprometheusb1600121ra.th.jpg' border='0' alt='user posted image' /></a> square feel add brush in it. 11) <a href='http://img186.exs.cx/my.php?loc=img186ℑ=nsprometheusb1600136uf.jpg' target='_blank'><img src='http://img186.exs.cx/img186/7100/nsprometheusb1600136uf.th.jpg' border='0' alt='user posted image' /></a> add fx texture to this pipe and bring small light to the map like sat core i lsot the right name u knwo that big greenish room with a floor with this pipes could bring a lighting better for the map 12) <a href='http://img223.exs.cx/my.php?loc=img223ℑ=nsprometheusb1600145pv.jpg' target='_blank'><img src='http://img223.exs.cx/img223/7231/nsprometheusb1600145pv.th.jpg' border='0' alt='user posted image' /></a> player can die because this platform in the elevator pass add some short grill around the elevator to protect the player or remove this and enlarge the elevator. 13) <a href='http://img194.exs.cx/my.php?loc=img194ℑ=nsprometheusb1600156es.jpg' target='_blank'><img src='http://img194.exs.cx/img194/4066/nsprometheusb1600156es.th.jpg' border='0' alt='user posted image' /></a> add trim to vents to prevent a ugly like when joint a vent in a hall way. 14) <a href='http://img32.exs.cx/my.php?loc=img32ℑ=nsprometheusb1600167mx.jpg' target='_blank'><img src='http://img32.exs.cx/img32/156/nsprometheusb1600167mx.th.jpg' border='0' alt='user posted image' /></a> less deep because i have to jump out and not walk. 15) <a href='http://img32.exs.cx/my.php?loc=img32ℑ=nsprometheusb1600175ru.jpg' target='_blank'><img src='http://img32.exs.cx/img32/8/nsprometheusb1600175ru.th.jpg' border='0' alt='user posted image' /></a> you could remove the slopes and enlarge the platform and add small stair to make a better dock bay and dont have to jump over the platform?
<a href='http://img126.exs.cx/my.php?loc=img126ℑ=nsprometheusb1600189fc.jpg' target='_blank'><img src='http://img126.exs.cx/img126/9020/nsprometheusb1600189fc.th.jpg' border='0' alt='user posted image' /></a> this i mean about enlarge the platform and add a stair.
only this why u have to weld a pump machine only to lower the noise?
make a better rr and could be a good map if u increase the quality of the shapes could be oficial.
Sory, that i can´t see the full images, but i try to comment on what i´m seeing in the thumbnails:
1. yes, that was exact the same idea i had, i have to see if it can be realized 2. why should i want to do that? 3. FPS is ok on my machine, what are your specs? 4. No problem. i already clipbrushed the windows in Command, but not those in obs, because that error never occured until now, maybe the new ZHLT? 5. sorry, i don´t want to make the area close to ms too alienfriendly, you can camp behind it, but not hide above it. 6. ok, i´m going to move the button there and it will but it well me lit by an ent_light 7. no, the second level is for the aliens. To get at least some hold up there, you can go to the armored lounge on the other side or use grenades. And the ladders would serve no purpose, the commander can build nothing up there, rines would only camp up there, wich is not appreciated. 8. Was null textured, because noone ever looks there and i wanted to save faces. is now replaced with invisable, e.g. black ingame 9. r_speeds are already high in observatory, but i will se what i can do 10. Square feeling is wanted. It should resemble the one area in the command centre at DS9, where all the important switches and cables go together. 11. I don´t have an FX texture for this pipes. if you find one, and the enitiy limit allows it i will definitly do it. 12. i will make a grate around it, no Problem 13. ok 14. its meant to be that deep, since you can walk around it, but if you go in, you have to jump 15. marinestart still has to be reworked, i see what i can do.
<!--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--> thanks to ansewer ^^ =D, i hope help u. the number 2 the pipes in the ceiling are too much close of the ceiling and i cant pas over it could u lower the pipe to pass over and the power cells could u lower the power tubs to camp up in that vent?
the texture i mean for the cables are:
<b>FX_CABLES01</b> that texture are in the ns2.wad
When my map's done I'm getting carioca to PT 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-->
Sorry, no fx effects for the cables <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I can´t include the texture, becauset hat would catapult the map over the texture limit :/
<!--QuoteBegin-Pithlit+Mar 14 2005, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Mar 14 2005, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry, no fx effects for the cables <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I can´t include the texture, becauset hat would catapult the map over the texture limit :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> u using in csg the -textdata 8192 ?
no, im mapping with the 4mb limit but i found a way to use them, some things may look a little uglier, now, but now we have glowing cables <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
pretty nice work. carioca may have a point but many things are still up to individual taste. and carioca asks questions all the time <!--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--> example?
ns_source betatest: <i>(translated due to bad english on both sides)</i>
carioca: "gravity how did you do this diagonal ladder?"
<i>gravity wonders</i>
gravity: "erm, I just made it diagonal... you know?"
<!--QuoteBegin-Lt Gravity+Mar 16 2005, 04:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Mar 16 2005, 04:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> pretty nice work. carioca may have a point but many things are still up to individual taste. and carioca asks questions all the time <!--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--> example?
ns_source betatest: <i>(translated due to bad english on both sides)</i>
carioca: "gravity how did you do this diagonal ladder?"
<i>gravity wonders</i>
gravity: "erm, I just made it diagonal... you know?"
XD <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> dont be harsh, i try make one so raise angle when u try go up they launch u to roof is so funny i decide to remove from my maps.
i have absolutly no idea what you 2 are talking about <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Pithlit+Mar 16 2005, 09:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Mar 16 2005, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i have absolutly no idea what you 2 are talking about <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> u did the light cables if did could show us please.
b17 comes in two versions, first i give you the overbrighted version (wich was requested by several PTs) to increase contrast on the map. when the normal lighted version is ready, i will upload that one aswell.
So you can decide wich one you like better and i´m going to continue working on that one.
both versions fetaures these improvements: - glowing cables ;p - some architectural changes - changes in texture - changes in lighting - revised MS - some other ares redone to improve r_speeds (not everywhere successful <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
And guys, i still need a proper skybox, so if you know one that would fit or are able to create one have a look here: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=90116' target='_blank'>Skybox request</a>
So, well here is the new beta 17 overbrighted version (ob) removed Edit: and here for the not overbright version, you decide wich one i´ll use in the future: removed
<a href='http://img113.exs.cx/my.php?loc=img113&image=nsprometheusb17ob00126dg.jpg' target='_blank'><img src='http://img113.exs.cx/img113/571/nsprometheusb17ob00126dg.th.jpg' border='0' alt='user posted image' /></a> make a hallway trough this wall in a line to other hallway to increase fightining points
could u relocate that res ndoe a litle up and make a pass in the lower area and turn the welder instead of stop song to open the door, could relocate that middle hallway betwen the hives to up area conecting the room betwen up hives or the hallway i show to make a t-conecting.
add the welder in the middle hallway to save the aliens to be lock down by the 2 side for 2 guys with shotguns, and a res ndoe a better palce in more up instead of the near ms to amke the room in midle less center combat because are near of 3 res nodes.
<a href='http://img194.exs.cx/my.php?loc=img194&image=nsprometheusb17ob00023rv.jpg' target='_blank'><img src='http://img194.exs.cx/img194/4664/nsprometheusb17ob00023rv.th.jpg' border='0' alt='user posted image' /></a> all your vents are with out a trim except some vents, could u add a trim in all vents to give the same good look?
could u add a glass over this lights or a grill. <a href='http://img239.exs.cx/my.php?loc=img239&image=nsprometheusb17ob00003kb.jpg' target='_blank'><img src='http://img239.exs.cx/img239/9345/nsprometheusb17ob00003kb.th.jpg' border='0' alt='user posted image' /></a> could u add a up floor switch? could reamke the elevator form because they have platform in a edge and that cut some cuteness of the elevator coudl u extend the platform or remove. <a href='http://img240.exs.cx/my.php?loc=img240&image=nsprometheusb17ob00072np.jpg' target='_blank'><img src='http://img240.exs.cx/img240/2580/nsprometheusb17ob00072np.th.jpg' border='0' alt='user posted image' /></a> could u make this light mroe inside of the wall because they look a bit flat like the ceiling u did in the elevator <a href='http://img194.exs.cx/my.php?loc=img194&image=nsprometheusb17ob00082gr.jpg' target='_blank'><img src='http://img194.exs.cx/img194/6545/nsprometheusb17ob00082gr.th.jpg' border='0' alt='user posted image' /></a> add a deep angle inside of the wall to make look like lighting the ceiling and the circle one put outside of the wall like the ms rt light yellgrey blue u did. <a href='http://img183.exs.cx/my.php?loc=img183&image=nsprometheusb17ob00118bw.jpg' target='_blank'><img src='http://img183.exs.cx/img183/9411/nsprometheusb17ob00118bw.th.jpg' border='0' alt='user posted image' /></a>
1. No, since this would provide to fast access to a thrid Rt from Ms and very quick advancing possibilities to Sever or Observatory. 2. You suggested to move that resnode upwards already for an previous version, but the anser is still no, since the node would be to far away from Ms to be properly defended, and marines already have a hard stand if aliens act coordinated. I i would made the door to Coolant distribution weldable, that room would be hardly accessable -> no I already thought about connecting the Power Blocks area with secondary Datanode, but decidet against it, because i think this path should only be open for aliens or Jp, since Power blocks is a very crucial position for aliens defending the generator hive and should not be accessiable easily from the middle of the map. However, if others should feel the same way and post reasons why i should do this, i might reconsider. 3. I don´t exactly know wich point you mean to be locked by 2 shotguns, but i just guess its sewer hive, and then i don´t understand how this should be possible, since there are vents bypassing both entrances if necessary 4. Ok, i missed that vent. But i don´t intend to ad a trimming to all vents, since some already fit good into the walls. i wanted to ad a trimming only to those who stand out like this one. 5. Can be easily done, but i don´t know if it would make such a change to appearance. I will check that and if it looks better i´ll keep it. 6. No, the elevaor is only for upward trasports. If you want to go down, use the ladder. Because of the just mentioned the platform can´t be removed. 7. Can be done. 8. I really have no idea what you want here...
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> trim around vents like this i did in my map and increase the beautiful ceiling. <a href='http://img55.exs.cx/my.php?loc=img55&image=dsgfghg9xc.jpg' target='_blank'><img src='http://img55.exs.cx/img55/461/dsgfghg9xc.th.jpg' border='0' alt='user posted image' /></a>
Well guys, i will be gone for a week to visit my grandma, so the actual version of prometheus will be actual for quite some time. So please test the map, c&c and give me specifics with wich i can work, to make the map better. The official Pts mentioned some clipping errors, but i don´t have specifics yet and i was unable to find them. Additionally the is a leaf portal error somewhere in the map, who finds it gets a cookie. And of course any horribly misaligned textures, ect. Im glad for everything. If you get in the luck position to pplay the map with others, you can also post your balancing impressions here.
Greetings everyone. In the last two weeks i wasn´t idle, well at least not all the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
and made a new beta, wich has major changes in balancing and map layout. The old layout was too defensive and not combat driven enough. This is changed in the new version. The number of Rts has been increased due to map size and area control is now very important. Every hive features now a defensive and an offensive Rt in their vicinity to build in the beginning. This also applies to the MS.
so, i hope you like the new version, i know i do ^^ heres the link: *link removed* Please C&C
AND here specially for you, a node connectivity map so you can see,how you can move on the map:
So, aftersome rounds on the map, the only real gameplay flaw in my eyes is the relative distance to the sat. uplink rt from rinestart. The ways is too long and i want to shorten it a bit. This would also decrease the walk time to Gen hive, wich is currently with 40 secs the longest of the three.
Do you think this would be good, or is the current outfit ok for you?
On a sidenote: maybe i connect the new sat uplink to subspace antenna, thus creating a shorter walkpath to beta deck access and the Y-junction resnode.
PS. I´m going to turn 20 tommorow and the only thing i wish for is FEEDBACK!
<!--QuoteBegin-Lt Gravity+Apr 12 2005, 11:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Apr 12 2005, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Pithlit+Apr 9 2005, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Apr 9 2005, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/2720/fullsize.JPG' border='0' alt='user posted image' /> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> those red lights look absolutely horrible. try to fix the texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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 yellow squarish light in ceiling is the worse. try include some lights like that in the old ms blue and cirlce in ceiling.
Comments
In terms of competitve play, I would say to make sure there are enough marine nodes, but it doesn't seem like thats a huge problem.
The biggest problem with the layout that i see, is that both the bottom two hives are seigable from observatory. The bottom left hive can be hit if you go one room to the right, and then place your seiges on the threshold of the ramp down to observatory.
So for the bottom left hive, the seiges go at the top of the ramp from obs right in that doorway. then the tf is more than halfway down the ramp, which is visible from a pg in the upper left corner platform of obs. Opposite that corner in obs, in the north east corner of obs, there is a spot that can seige the lower right hive. The point is that if the marines can get a good pg control of observatory, the aliens risk losing both those hives.
Seriously it would be a shame if you didn't get this map into v3.1. Make sure you talk to the ns devs.
that gives me that fuzzy warm feeling, that i have done something good <!--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 already wrote a mail via the submission form, but haven´t heard from them yet, i think they were busy because of the release of 3.0, so well see ^^
And for your concern:
From the rounds i already played that is not a real problem, since if you try to siege sewer from the door (sieges have at least be placed in the door to hit the hive), gorges can esily bomb them down from the storage platforms in "chemical waste storage", without being hittable from anything than grenades, end even then they can switch platforms to evade. A good organized alienteam could always defend their hive when marines tried to siege from there.
And over the other siege position @ obs opens a vent, that is directly connected with the hiveroom, so skulks can flow easily to the position, lerks can gas and gorgs can bomb ^^
Ninja edit:
I marked the position i mean:
Don't count on Bile bombs being the saving grace though, its usually the building second hive that gets seiged. Its kind of a stretch in terms of it being a significant problem. But as a comm, thats the main thing i noticed about the map is that a pg in obs is the most important thing. Obs is at least as important as the tanith cargo in your map.
I know that obs is a very important position, since its between two hives, with possible siege positions.
To defuse the situation i decidet not to place a resnode there, from the beginning, so that rines may have an important strategic position, if they can hold obs, but not a ressouce aswell.
Since the beginning i get many complaints from rines that there should be a resnode in obs, but it will never happen ^^
With the suggestions of carioca and my own ideas i created B16:
<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' />
As you can see, Nanogrid Control is now connected with secondary Datanode not with Central hub anymore.
There is now a connection between Nanogrid and command
The direct acess to command via Datanode is now a weldable door (closed at beginning)
i also ripped some unnecessesary brushes out of the map and redesigned the RR
So, enjoy:
link removed
The first post is updated aswell.
<a href='http://img175.exs.cx/my.php?loc=img175ℑ=fullsize0we.jpg' target='_blank'><img src='http://img175.exs.cx/img175/2434/fullsize0we.th.jpg' border='0' alt='user posted image' /></a>
could u add a hallway in this palce to short the walk and up game flow?
2)
<a href='http://img113.exs.cx/my.php?loc=img113ℑ=nsprometheusb1600001ui.jpg' target='_blank'><img src='http://img113.exs.cx/img113/9717/nsprometheusb1600001ui.th.jpg' border='0' alt='user posted image' /></a>
you could add this brush in the corners to remove the square fell ?
3)
<a href='http://img113.exs.cx/my.php?loc=img113ℑ=nsprometheusb1600016gq.jpg' target='_blank'><img src='http://img113.exs.cx/img113/6263/nsprometheusb1600016gq.th.jpg' border='0' alt='user posted image' /></a>
you could lower the steam efect because the fps get so low.
4)
<a href='http://img58.exs.cx/my.php?loc=img58ℑ=nsprometheusb1600027ms.jpg' target='_blank'><img src='http://img58.exs.cx/img58/1940/nsprometheusb1600027ms.th.jpg' border='0' alt='user posted image' /></a>
i stuck in the observatory in the glass i only can rotate when stuck there but not jump or crouch.
5)
<a href='http://img58.exs.cx/my.php?loc=img58ℑ=nsprometheusb1600040mp.jpg' target='_blank'><img src='http://img58.exs.cx/img58/7766/nsprometheusb1600040mp.th.jpg' border='0' alt='user posted image' /></a>
could u lower this pipe to cross over it and make a hot spot?
6)
<a href='http://img196.es.cx/my.php?loc=img196ℑ=nsproxmetheusb1600075ez.jpg' target='_blank'><img src='http://img196.exs.cx/img196/4944/nsprometheusb1600075ez.th.jpg' border='0' alt='user posted image' /></a>
could u move the buton to that point and add the textures of the button in the lights rad to make bright up and can see better where the doors buttons are?
7)
<a href='http://img213.exs.cx/my.php?loc=img213ℑ=nsprometheusb1600085bq.jpg' target='_blank'><img src='http://img213.exs.cx/img213/2158/nsprometheusb1600085bq.th.jpg' border='0' alt='user posted image' /></a>
could add a ladder here?
<a href='http://img213.exs.cx/my.php?loc=img213ℑ=nsprometheusb1600090zd.jpg' target='_blank'><img src='http://img213.exs.cx/img213/5539/nsprometheusb1600090zd.th.jpg' border='0' alt='user posted image' /></a>
another ladder will be nice.
8)
<a href='http://img240.exs.cx/my.php?loc=img240ℑ=nsprometheusb1600102hu.jpg' target='_blank'><img src='http://img240.exs.cx/img240/6841/nsprometheusb1600102hu.th.jpg' border='0' alt='user posted image' /></a>
leak or null texture remove please.
9)
<a href='http://img198.exs.cx/my.php?loc=img198ℑ=nsprometheusb1600119in.jpg' target='_blank'><img src='http://img198.exs.cx/img198/418/nsprometheusb1600119in.th.jpg' border='0' alt='user posted image' /></a>
empty place could add some computer crates what u like but not clean and square like that.
10)
<a href='http://img186.exs.cx/my.php?loc=img186ℑ=nsprometheusb1600121ra.jpg' target='_blank'><img src='http://img186.exs.cx/img186/3933/nsprometheusb1600121ra.th.jpg' border='0' alt='user posted image' /></a>
square feel add brush in it.
11)
<a href='http://img186.exs.cx/my.php?loc=img186ℑ=nsprometheusb1600136uf.jpg' target='_blank'><img src='http://img186.exs.cx/img186/7100/nsprometheusb1600136uf.th.jpg' border='0' alt='user posted image' /></a>
add fx texture to this pipe and bring small light to the map like sat core i lsot the right name u knwo that big greenish room with a floor with this pipes could bring a lighting better for the map
12)
<a href='http://img223.exs.cx/my.php?loc=img223ℑ=nsprometheusb1600145pv.jpg' target='_blank'><img src='http://img223.exs.cx/img223/7231/nsprometheusb1600145pv.th.jpg' border='0' alt='user posted image' /></a>
player can die because this platform in the elevator pass add some short grill around the elevator to protect the player or remove this and enlarge the elevator.
13)
<a href='http://img194.exs.cx/my.php?loc=img194ℑ=nsprometheusb1600156es.jpg' target='_blank'><img src='http://img194.exs.cx/img194/4066/nsprometheusb1600156es.th.jpg' border='0' alt='user posted image' /></a>
add trim to vents to prevent a ugly like when joint a vent in a hall way.
14)
<a href='http://img32.exs.cx/my.php?loc=img32ℑ=nsprometheusb1600167mx.jpg' target='_blank'><img src='http://img32.exs.cx/img32/156/nsprometheusb1600167mx.th.jpg' border='0' alt='user posted image' /></a>
less deep because i have to jump out and not walk.
15)
<a href='http://img32.exs.cx/my.php?loc=img32ℑ=nsprometheusb1600175ru.jpg' target='_blank'><img src='http://img32.exs.cx/img32/8/nsprometheusb1600175ru.th.jpg' border='0' alt='user posted image' /></a>
you could remove the slopes and enlarge the platform and add small stair to make a better dock bay and dont have to jump over the platform?
<a href='http://img126.exs.cx/my.php?loc=img126ℑ=nsprometheusb1600189fc.jpg' target='_blank'><img src='http://img126.exs.cx/img126/9020/nsprometheusb1600189fc.th.jpg' border='0' alt='user posted image' /></a>
this i mean about enlarge the platform and add a stair.
only this why u have to weld a pump machine only to lower the noise?
make a better rr and could be a good map if u increase the quality of the shapes could be oficial.
1. yes, that was exact the same idea i had, i have to see if it can be realized
2. why should i want to do that?
3. FPS is ok on my machine, what are your specs?
4. No problem. i already clipbrushed the windows in Command, but not those in obs, because that error never occured until now, maybe the new ZHLT?
5. sorry, i don´t want to make the area close to ms too alienfriendly, you can camp behind it, but not hide above it.
6. ok, i´m going to move the button there and it will but it well me lit by an ent_light
7. no, the second level is for the aliens. To get at least some hold up there, you can go to the armored lounge on the other side or use grenades. And the ladders would serve no purpose, the commander can build nothing up there, rines would only camp up there, wich is not appreciated.
8. Was null textured, because noone ever looks there and i wanted to save faces. is now replaced with invisable, e.g. black ingame
9. r_speeds are already high in observatory, but i will se what i can do
10. Square feeling is wanted. It should resemble the one area in the command centre at DS9, where all the important switches and cables go together.
11. I don´t have an FX texture for this pipes. if you find one, and the enitiy limit allows it i will definitly do it.
12. i will make a grate around it, no Problem
13. ok
14. its meant to be that deep, since you can walk around it, but if you go in, you have to jump
15. marinestart still has to be reworked, i see what i can do.
the number 2 the pipes in the ceiling are too much close of the ceiling and i cant pas over it could u lower the pipe to pass over and the power cells could u lower the power tubs to camp up in that vent?
the texture i mean for the cables are:
<b>FX_CABLES01</b> that texture are in the ns2.wad
I can´t include the texture, becauset hat would catapult the map over the texture limit :/
I can´t include the texture, becauset hat would catapult the map over the texture limit :/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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--> u using in csg the -textdata 8192 ?
but i found a way to use them, some things may look a little uglier, now, but now we have glowing cables <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ns_source betatest:
<i>(translated due to bad english on both sides)</i>
carioca: "gravity how did you do this diagonal ladder?"
<i>gravity wonders</i>
gravity: "erm, I just made it diagonal... you know?"
XD
ns_source betatest:
<i>(translated due to bad english on both sides)</i>
carioca: "gravity how did you do this diagonal ladder?"
<i>gravity wonders</i>
gravity: "erm, I just made it diagonal... you know?"
XD <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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--> dont be harsh, i try make one so raise angle when u try go up they launch u to roof is so funny i decide to remove from my 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--> u did the light cables if did could show us please.
b17 comes in two versions, first i give you the overbrighted version (wich was requested by several PTs) to increase contrast on the map. when the normal lighted version is ready, i will upload that one aswell.
So you can decide wich one you like better and i´m going to continue working on that one.
both versions fetaures these improvements:
- glowing cables ;p
- some architectural changes
- changes in texture
- changes in lighting
- revised MS
- some other ares redone to improve r_speeds (not everywhere successful <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
And guys, i still need a proper skybox, so if you know one that would fit or are able to create one
have a look here:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=90116' target='_blank'>Skybox request</a>
So, well here is the new beta 17 overbrighted version (ob)
removed
Edit: and here for the not overbright version, you decide wich one i´ll use in the future:
removed
make a hallway trough this wall in a line to other hallway to increase fightining points
<a href='http://img102.exs.cx/my.php?loc=img102&image=nsprometheusb17ob00137yb.jpg' target='_blank'><img src='http://img102.exs.cx/img102/6182/nsprometheusb17ob00137yb.th.jpg' border='0' alt='user posted image' /></a>
could u relocate that res ndoe a litle up and make a pass in the lower area and turn the welder instead of stop song to open the door, could relocate that middle hallway betwen the hives to up area conecting the room betwen up hives or the hallway i show to make a t-conecting.
second change is:
<a href='http://img169.exs.cx/my.php?loc=img169&image=nsprometheusb17ob00139cd.jpg' target='_blank'><img src='http://img169.exs.cx/img169/1575/nsprometheusb17ob00139cd.th.jpg' border='0' alt='user posted image' /></a>
add the welder in the middle hallway to save the aliens to be lock down by the 2 side for 2 guys with shotguns, and a res ndoe a better palce in more up instead of the near ms to amke the room in midle less center combat because are near of 3 res nodes.
<a href='http://img194.exs.cx/my.php?loc=img194&image=nsprometheusb17ob00023rv.jpg' target='_blank'><img src='http://img194.exs.cx/img194/4664/nsprometheusb17ob00023rv.th.jpg' border='0' alt='user posted image' /></a>
all your vents are with out a trim except some vents, could u add a trim in all vents to give the same good look?
<!--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-->
could u add a glass over this lights or a grill.
<a href='http://img239.exs.cx/my.php?loc=img239&image=nsprometheusb17ob00003kb.jpg' target='_blank'><img src='http://img239.exs.cx/img239/9345/nsprometheusb17ob00003kb.th.jpg' border='0' alt='user posted image' /></a>
could u add a up floor switch?
could reamke the elevator form because they have platform in a edge and that cut some cuteness of the elevator coudl u extend the platform or remove.
<a href='http://img240.exs.cx/my.php?loc=img240&image=nsprometheusb17ob00072np.jpg' target='_blank'><img src='http://img240.exs.cx/img240/2580/nsprometheusb17ob00072np.th.jpg' border='0' alt='user posted image' /></a>
could u make this light mroe inside of the wall because they look a bit flat like the ceiling u did in the elevator
<a href='http://img194.exs.cx/my.php?loc=img194&image=nsprometheusb17ob00082gr.jpg' target='_blank'><img src='http://img194.exs.cx/img194/6545/nsprometheusb17ob00082gr.th.jpg' border='0' alt='user posted image' /></a>
add a deep angle inside of the wall to make look like lighting the ceiling and the circle one put outside of the wall like the ms rt light yellgrey blue u did.
<a href='http://img183.exs.cx/my.php?loc=img183&image=nsprometheusb17ob00118bw.jpg' target='_blank'><img src='http://img183.exs.cx/img183/9411/nsprometheusb17ob00118bw.th.jpg' border='0' alt='user posted image' /></a>
2. You suggested to move that resnode upwards already for an previous version, but the anser is still no, since the node would be to far away from Ms to be properly defended, and marines already have a hard stand if aliens act coordinated.
I i would made the door to Coolant distribution weldable, that room would be hardly accessable -> no
I already thought about connecting the Power Blocks area with secondary Datanode, but decidet against it, because i think this path should only be open for aliens or Jp, since Power blocks is a very crucial position for aliens defending the generator hive and should not be accessiable easily from the middle of the map. However, if others should feel the same way and post reasons why i should do this, i might reconsider.
3. I don´t exactly know wich point you mean to be locked by 2 shotguns, but i just guess its sewer hive, and then i don´t understand how this should be possible, since there are vents bypassing both entrances if necessary
4. Ok, i missed that vent. But i don´t intend to ad a trimming to all vents, since some already fit good into the walls. i wanted to ad a trimming only to those who stand out like this one.
5. Can be easily done, but i don´t know if it would make such a change to appearance.
I will check that and if it looks better i´ll keep it.
6. No, the elevaor is only for upward trasports. If you want to go down, use the ladder. Because of the just mentioned the platform can´t be removed.
7. Can be done.
8. I really have no idea what you want here...
<a href='http://img55.exs.cx/my.php?loc=img55&image=dsgfghg9xc.jpg' target='_blank'><img src='http://img55.exs.cx/img55/461/dsgfghg9xc.th.jpg' border='0' alt='user posted image' /></a>
So please test the map, c&c and give me specifics with wich i can work, to make the map better.
The official Pts mentioned some clipping errors, but i don´t have specifics yet and i was unable to find them.
Additionally the is a leaf portal error somewhere in the map, who finds it gets a cookie.
And of course any horribly misaligned textures, ect.
Im glad for everything.
If you get in the luck position to pplay the map with others, you can also post your balancing impressions here.
In the last two weeks i wasn´t idle, well at least not all the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
and made a new beta, wich has major changes in balancing and map layout.
The old layout was too defensive and not combat driven enough. This is changed in the new version.
The number of Rts has been increased due to map size and area control is now very important.
Every hive features now a defensive and an offensive Rt in their vicinity to build in the beginning. This also applies to the MS.
so, i hope you like the new version, i know i do ^^
heres the link:
*link removed*
Please C&C
AND here specially for you, a node connectivity map so you can see,how you can move on the map:
The ways is too long and i want to shorten it a bit.
This would also decrease the walk time to Gen hive, wich is currently with 40 secs the longest of the three.
Do you think this would be good, or is the current outfit ok for you?
On a sidenote: maybe i connect the new sat uplink to subspace antenna, thus creating a shorter walkpath to beta deck access and the Y-junction resnode.
PS. I´m going to turn 20 tommorow and the only thing i wish for is FEEDBACK!
those red lights look absolutely horrible. try to fix the texture.
those red lights look absolutely horrible. try to fix the texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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 yellow squarish light in ceiling is the worse.
try include some lights like that in the old ms blue and cirlce in ceiling.