<!--QuoteBegin-epsilon+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (epsilon)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I also share the concern about the name. Just as a map called ns_Allah would seem inapropriate, using a(facet of the) Hindu God seems wrong. Hinduism is very much a vibrant religion with(alot) of followers. Even though we don't notice Hinduism as much in North America as Christianity and Islam, I think it deserves the same respect. I personally would feel much more comfortable with a name that doesn't make me think about the real world and religious conflicts while I'm playing a fun game, especially on such a gorgeous map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
uhm ... you are playing a fun game abbreviated "NS" in my signature there is a link to an "NS Wiki" (there are even some people who get "wiki" wrong ...)
i think you are not german ;-)
seriously you can not pay attention on anything. there will always be someone who might feel offended ... why not have a space station called "shiva"?
im trying hard but i can not make up anything negative about an hindu space station in a scifi game ...
<!--QuoteBegin-moultano+Mar 18 2005, 10:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 18 2005, 10:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Awesome. I'll slap some hint brushes in there for the next version. My compile log shows one more vis problem somewhere else in the map, but I couldn't find it. You've gotten 2 out of three, whoever finds the third gets a cookie. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> do i sense a place in the credits?
... no just kidding <!--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-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited March 2005
<!--QuoteBegin-epsilon+Mar 18 2005, 04:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (epsilon @ Mar 18 2005, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Beautiful map. One of the nicest maps I've seen actually.
There is a problem at the weldable above airlock hive though. When the two doors close the marines have an invicilble room to build in. They can either build first, then weld it shut or build through the door. I'd suggest removing one door, or maybe only letting one close.
I also share the concern about the name. Just as a map called ns_Allah would seem inapropriate, using a(facet of the) Hindu God seems wrong. Hinduism is very much a vibrant religion with(alot) of followers. Even though we don't notice Hinduism as much in North America as Christianity and Islam, I think it deserves the same respect. I personally would feel much more comfortable with a name that doesn't make me think about the real world and religious conflicts while I'm playing a fun game, especially on such a gorgeous map.
Cheers on such a great mapping job. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks.
Originally I was going to have a func_nobuild in there, but unfortunately, those block players. I'll see what I can do. I may end up just making anything inside die when the doors close.
I was initially hesitant to use the image of Shiva as a theme for the map for exactly that reason, but I really feel that it is more of a tribute to the iconography of Hinduism rather than a blasphemy. This is the bit of backstory that explains the choice. <!--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-->An interstellar corporation the size of Omnicore requires a huge number of administrative decisions to be made every second. Resources need to be allocated, ships scheduled, personnel assigned, product distributed, all in the profit maximizing amounts. The entity responsible for this is known as Shiva, which is thought to be the most powerful supercomputer in the galaxy. The whereabouts of this computer are a tightly guarded secret since it would otherwise become a frequent target for attack from Omnicore's competitors. All information about it is strictly confidential. Even the name Shiva may be the result of custom rather than an actual official name. Very frequently, orders percolate through the company in cryptic impersonal messages that arrive at any time in maximum priority digital readouts. At every point in the chain of command there are orders that have no accountable source. Confused employees come questioning to their superiors who are just as befuddled, but those who wish to retain their jobs at Omnicore quickly learn to follow these orders whenever they arrive. As a result the controlling force behind the company has attained mythical status, and has been likened to the Hindu god Shiva. It has the power of life and death over the humans in its charge, and its gigantic allocation plans called to mind images of the "Lord of the Dance."<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I actually talked to a few hindus about it to see if it would cause offense, and they were actually more impressed with the map <i>because</i> it used the iconography of Hinduism, something rather rare among western culture. Among a lot of science fiction it is common to hypothesize the direction that religions will take over the course of centuries, so I hope this would be thought of along those lines. Additionally, the Final Fantasy series uses the name Shiva for an ice esper, which is much less accurate to the source material than my treatment of the subject. However, I really don't want to offend anyone, and I definitely share your concern.
I THINK <b>the room south of marine spawn is too good for aliens</b>, sadly marines can not really ignore it. - At first there will fall down many marines and be eaten before they find the elevator back up. - Then Marines will build a turret farm at this rt next to marine spawn, or just get eaten again. - With 2 hives marines can no longer hold that place against bilebomb and stuff. This room is now in the hands of alien gorges to build an alien outpost right outside marine spawn.
"Luckily" on the mirror-alien-side of the map there is double res, I seriously think no marine will ever be able to hold it for a minute.
Design is great, some parts are just too good for camping aliens to be true, as long as marines dont have eyes on their back.
This map might cause some werid relocations, some might even work very good.
Well, the Shiva Icon is unique. Compared to other maps, I haven't seen it "popped out" of the textures unlike other maps. Maybe it should stay. I actually like it. However, it should be known that you can at least put that icon one per station instead of all over the monitors of each station.
Other than that, in general, the map is excellent.
I personally really like the shiva icon. Some of the computer screens it seems a little out of place, but if it was spread out a bit more I think it really does nothing more then add to the feeling of the map.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I'm adding more monitors to the next version so the shiva logos won't be as common.
In other news, first game I ever played on my map, I got owned <!--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-->
Congratulations on the beatifull work you have done. This map gives you a real immersive feeling, it sucks you up in the (virtual) reality of the map.
I might add some screenies and more comment later on. Meanwhile I would encourage other people to download your map and play it (if there is noone on the server just play with sv_cheats 1 typed in the console and fool around).
I don't know how it plays in a match but I can only hope this map is balanced enough as in my humble opinion it deserves a chan<span style='color:red'><u><b>c</b></u></span>e and I hope some servers will put them in their mapcycle to see how it plays.
From what I have seen so far, I would be dissapointed if shiva doesn't at very least get submitted for the NS mapping forum custom map pack... Which will be possible as soon as I can aquire a forum so the pack team can acctually comunicate with eachother in a semi organized way...
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
Those are intended to look like computer monitors. Do they look like that? or just signs. I'm considering making a different console texture rather than the odd keyboard that I'm currently using.
<!--QuoteBegin-moultano+Mar 20 2005, 06:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 20 2005, 06:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Those are intended to look like computer monitors. Do they look like that? or just signs. I'm considering making a different console texture rather than the odd keyboard that I'm currently using.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, from the screenshots, at first glance I actually thought they were signs until someone mentioned that the shiva logos were on computer monitors. I think it's because of the contrast between the logo and everything else as well as the odd keyboards. The keyboards don't look very sci-fi. Overall, I must say this looks like a pretty cool map.
The most powerful supercomputer around wouldn't be found on an abandoned spacestation that the TSA are trying to salvage. (I don't think the map story fits the game story.)
The shiva icons didn't look like part of a computer system to me, they looked like map logos that I'd find more appropriate to a readyroom.
The readyroom seems far too abstract. 4 teleporter columns situated somewhere in the vastness of space. Alone.
I'm also concerned that alien starting hive is going to have a HUGE impact on how the game turns out. (More testing needed.)
Shiva has some of the most unique vents i've seen in a long while, and it takes a while to notice them all, which isn't really a bad thing. On to my point, i think alot of places in shiva are too cramped, and i really hope these problems can be resolved. Graphically shiva is probably the most impressive looking ns map i have ever seen. The style is very consistent, its gritty and industrial feeling while still very "ship like" and theres something really believable about how the whole map is constructed. I hope moultano will continue to work on resolving shiva's playability issues.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited March 2005
<!--QuoteBegin-Ahnteis+Mar 21 2005, 02:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 21 2005, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The most powerful supercomputer around wouldn't be found on an abandoned spacestation that the TSA are trying to salvage. (I don't think the map story fits the game story.)
The shiva icons didn't look like part of a computer system to me, they looked like map logos that I'd find more appropriate to a readyroom.
The readyroom seems far too abstract. 4 teleporter columns situated somewhere in the vastness of space. Alone.
I'm also concerned that alien starting hive is going to have a HUGE impact on how the game turns out. (More testing needed.)
The map does have some very nice looking spots. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks.
Here's the other half of the backstory if that helps. <!--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--> 24 hours ago TSA command received a distress signal from a stationary vessel with an unknown UID. It is not registered in any national database or in any of the corporate databases that we can access. The transmission requested that the mission be kept as quiet as possible, and given the unusual situation, we?ve decided to comply. You should consider everything I?m about to tell you NDA Clearance 10. You were all picked because you have demonstrated a superior amount of professionalism in this regard in the past, and I expect it to continue. Those who are uncomfortable with this, please leave now.
Alright then. The NDA begins now.
The station we will be sending you to is located in sector 3586. As you will notice, unlike any ship infested before this, it is not in the Ariadne Arm. Thankfully there is a clear explanation, but this alone would be enough to make it the most important mission that most of you will ever be assigned.
Though it was not stated explicitly in the transmission, we suspect that the source of the transmission to be Shiva Station. Those of you who have worked for Omnicore before will already be familiar with its reputation. Everything we know about the background of the station can be found in your mission docs which will be sent out securely after this briefing. The Short version: Shiva Station contains the most powerful supercomputer in the galaxy.
The current situation is as follows. Two weeks ago an autonomous shuttle phased in to sector 3586 bringing a sample of some foreign material for direct analysis by the Shiva supercomputer. Shortly thereafter various systems began to malfunction, causing several allocation errors in Omnicore?s subsidiaries. The onboard technicians were woken from their cryosleep to investigate the problem as the Shiva entity was no longer considered stable enough to diagnose and fix it autonomously. From what we can tell it was one of those technicians who sent the distress signal. We do not expect any of them to have survived this long.
The video feeds we received clearly show that we are dealing with Kharaa, and indicate three primary areas of infestation. The sample analysis room has been most severely infected which is to be expected considering that it was the original source. The infection appears to have spread through a ventilation shaft to the primary datacore where the bacterium is feeding off of the heat from the storage units. From there it spread through the nanocoolant to the coolant processing pumps. We expect one of these three areas to reach hive critical mass in the next 24 hours.
Shiva Station is vital to the functioning of Omnicore, which is in turn vital to the galactic economy as a whole. Excellent performance in this mission could win us a strong ally in the Trans-System Council as well as substantial monetary compensation. I?ll expect all of you to be prepared to jump in 12 hours. Dismissed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm certainly amenable to changing whatever is needed to make it fit within the general backstory of NS. I may just lessen the hyperbole a bit.
I'm working on a better console texture that will tie the terminals in with the rest of the textures better. If anyone would like to help out with this, let me know. I also may animate the textures with a blinking cursor or something along those lines. Do you think that would be enough?
The readyroom was originally just thrown together to look decent. Unfortunately, I'm currently using 98.6% of my clipnodes so I'm not sure how much I'm going to be able to do to the readyroom and stay within the limits, particularly if I have to make any major layout adjustments.
I actually was hoping that the starting hive would have a large influence on the resulting gameplay, but my hope is that it influences the strategies that are used, rather than the balance, but we'll see. I'm going to work on enlarging some of the hallways in the western half.
First of all : Great map! I really like the atmosphere in the different sections throughout the ship! I checked it out a couple of times but I cannot really look around since I still need the map to guide me heh!
However, my FPS counter made me sad. I play on a relatively "old" computer <span style='font-size:8pt;line-height:100%'>(AMD 751Mhz, 384mb RAM@133mhz, ASUS7100 Magic GeForce2 32mb)</span> and the average fps I get on <i>ns_shivab2a</i> is between 30-40fps when I walk alone in regular hallways while I get 60-80fps in other (official) NS maps. I have yet to test it out with other players to see how it behaves during a firefight. It might not be a bit concern since most gamers now have PCs powerful enough to run any map at a constant high fps rate, but if you can find a way to please old-computer-players, I guess more people will have fun with your map!
Now, for some gameplay feedback, I don't know everything people told you over the different forums, but here are my thoughts :
The only thing that bothers me is the fact that marines could not relocate very well in both the "water hive" and the "Broken catwalk hive" (Sorry, I'm not used to the area names yet). I have not been able to build anything on the floor level under the catwalk which means marines could only build (except from the ress tower) on the little catwalk parts. It may not be too bad for that hive, but I think it could bother some commanders. Things get worse in the "water hive" where you can't build anywhere close to the hive location (except on the cliffs around the ress towers). In other words, you can't really relocate to those two hives effectively : You have to spread out in hallways around (but then again I'm only speculating - I haven't played with other players yet). On one side I find this good since it gives more chances to the aliens to take back locked down hives, but it can be annoying for marines too.
Another thing about the water hive : I don't know if it would be possible, but perhaps you could add a couple of weldables around the map to "repair" some kind of pump that could drain the water and allow marines to build in it? Sounds crazy but it could make the game even more fun!
I'll post more feedback as I test it out more! Keep up the good work!!
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Corporal Fortier+Mar 22 2005, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Corporal Fortier @ Mar 22 2005, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Another thing about the water hive : I don't know if it would be possible, but perhaps you could add a couple of weldables around the map to "repair" some kind of pump that could drain the water and allow marines to build in it? Sounds crazy but it could make the game even more fun!
I'll post more feedback as I test it out more! Keep up the good work!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There's actually already a weld that does exactly that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. Its in sublevel control. Glad to hear you like the idea. From what I've heard of playtests so far, the water may have to go unfortunately.
I'll see what I can do about the fps issues. in some areas its probably the result of r_speeds. There are a few problem spots, but it may also be the particle systems that are the problem. I think I have some ways I can tweak those to make them less cpu intensive.
Thanks a lot for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<b>Beta 3 is ready!</b>
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the function of the sublevel control weldable</li><li> added new console texture (not entirely happy with this yet)</li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable.</li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine Start, cryochambers, Shiva core.</li><li> Dramatically reduced the number of protruding details that you can get snagged on in the hallways.</li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error.</li><li> Added func_door crusher to the closable vent so nobody can turtle inside.</li><li> Added ladders to draft shafts.</li><li> Made elevators consistent in their time delays and damage.</li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor (new behavior of func_illusionaries in 3.0?)</li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it easier to get up as a marine</li><li> Enlarged ladder in coolant to allow getting on top of the pump.</li><li> Added additional ladder to cryochambers</li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
<!--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--> Made elevators consistent in their time delays and damage.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Does that explain why the elevator in Shiva Core does not work after the second time it has been used? Because the other elevators worked well around the map, and this one doesn't after the second try. A bug or is it supposed to be that way? Or is it after the second try, you'll need to use the ladders at the side?
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Shadow Spork+Apr 3 2005, 04:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadow Spork @ Apr 3 2005, 04:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> Made elevators consistent in their time delays and damage.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Does that explain why the elevator in Shiva Core does not work after the second time it has been used? Because the other elevators worked well around the map, and this one doesn't after the second try. A bug or is it supposed to be that way? Or is it after the second try, you'll need to use the ladders at the side? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ****, thought I fixed that. Sorry guys, I'll fix that right quick and put up another download.
Suggestions: A suggestioned for the water area, switch it over to the fog deal instead, that way, marines have to weld the proper spot to vent the fog out. The way the ramp slopes down, you could hide aliens in there, even a phasegate or turret farm if done propperly. And the ResTower in the hive with the water seems like it would be hard for marines to get to. Pros: Best vents I've seen in a long time Cons: Some of the vents can be hard to get in and out of quickly. Like the bent back side panel in one of the hallways. Some hallways have little to no glamour in them at all. Easiest suggestion would be to put a monitor panel, or a "Wash your hands before you go back to work." Sign. Something just to break up the solid walls, and maybe bring alittle humor.
this going official? <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'll tell you what, it better be.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
The general trend has been for people to hop on the server and hop off again. I'd like to see if I could get enough people on for a full game. What times and days of the week are good for people?
Needless to say I enjoyed flying around in this new version! I'm nothing of a good JPer, but the high ceilings are really helpful! I always tend to hit myself in doorways and such, but I have little problems in this map!
First thing I had to do is checking out my favourite hive : Datacore! I was glad to see the RT's new position, I have yet to find disavantages with that! I also tried the "draining" weldable and everything seems ok there too! However I couldn't look how the water behaves in the room at the same time since I was still playing alone. Is there a triggered sound when the water goes down? It might be nice to get a pump or whatever!
I also played with the elevators. I find them a bit too quick to react after the switch has been activated. I think many marines will be left behind because they didn't have time to hop onto the platform. Perhaps add a 0.5 second delay after the switch is activated? The speed seems ok, but it could be lowered a bit without problem. The scientists who worked there must have been sick when going up and down that fast <!--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-->
Then I hopped in the command chair and I started dropping stuff pretty much everywhere. Being concerned by base defense, I tried to see if MS could be defended easily by static defense. This led me to finding a way to protect the CC, IP, Armory, Obs, Arms Labs and Proto Lab all with only one Electrified TFAC. Here are some screenshots :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/MS_ElectTFAC_of_Death.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...AC_of_Death.jpg</a> <a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/MS_ElectTFAC_of_Death2.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...C_of_Death2.jpg</a> (btw tell me if the screens are too dark, I can try and boost them)
I tested the efficiency of this by going alien and I got hit by the TFAC in almost every position : sometimes even when being behind the Arms/Proto Lab. The CC is also unreachable by sneaky skulks. I dont know if this is much of an issue since I guess similar placements can be done in other maps, perhaps other testers can tell me what you think about that? I think inverting the RT and the CC could fix that : It'd make the CC more vulnerable, but I like the idea of the CC being incrusted in the wall like this though!
Then I tested if it was now possible to build on the ground of Coolant Exchange. Seeing it was now possible, I dropped a few TFAC and I found some sinking points. Here are some shots (I can't remember how I made the first one though... I wasn't fast enough on F5):
Then I moved on to Airlock to see if some bad comms could exploit the crates and such. I placed various phase gates on all the crates to see if they were hard to reach for skulks, but everything seems good! I found that it was possible to build a TFAC at the top of the crane, but it sank down afterwords :
Finally, I ran around as a celerity skulk. Nothing much to comment yet, except that I accidentaly fell in the catwalk (is that the right word?) in Chemical Storage :
I don't know if this was intended since it makes it easier for people to pass behind those big pipes, but I thought I'd report it because I fell in it without meaning to so it may happen to other players that won't find it as interesting as me!
That's all I could do tonight! I'll fade/Onos around when I'll have some time and hopefuly I'll be able to help you a bit more! I would also like to meet up with some other people to test it out with multipple players! It would be nice if we could meet in a IRC channel or something, and when some people can play we can set up a home server!
I hope this was constructive feedback! Sorry for my inadequate English, I'm far from being perfect at writing even though I study languages <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I love the water in the coolant room. Just gves it a nice atmosphere. Bu I think, it should only be knee-high at the max on the top. I like the little pits around it, makes a nice siege or pg location.Hmm.. I think it needs more ambient noise. However, I love the map layout. And I think I found the last vis error. Cookie for me?
Comments
uhm ... you are playing a fun game abbreviated "NS"
in my signature there is a link to an "NS Wiki" (there are even some people who get "wiki" wrong ...)
i think you are not german ;-)
seriously you can not pay attention on anything. there will always be someone who might feel offended ... why not have a space station called "shiva"?
im trying hard but i can not make up anything negative about an hindu space station in a scifi game ...
<!--QuoteBegin-moultano+Mar 18 2005, 10:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 18 2005, 10:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Awesome. I'll slap some hint brushes in there for the next version. My compile log shows one more vis problem somewhere else in the map, but I couldn't find it. You've gotten 2 out of three, whoever finds the third gets a cookie. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
do i sense a place in the credits?
... no just kidding <!--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-->
There is a problem at the weldable above airlock hive though. When the two doors close the marines have an invicilble room to build in. They can either build first, then weld it shut or build through the door. I'd suggest removing one door, or maybe only letting one close.
I also share the concern about the name. Just as a map called ns_Allah would seem inapropriate, using a(facet of the) Hindu God seems wrong. Hinduism is very much a vibrant religion with(alot) of followers. Even though we don't notice Hinduism as much in North America as Christianity and Islam, I think it deserves the same respect. I personally would feel much more comfortable with a name that doesn't make me think about the real world and religious conflicts while I'm playing a fun game, especially on such a gorgeous map.
Cheers on such a great mapping job. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks.
Originally I was going to have a func_nobuild in there, but unfortunately, those block players. I'll see what I can do. I may end up just making anything inside die when the doors close.
I was initially hesitant to use the image of Shiva as a theme for the map for exactly that reason, but I really feel that it is more of a tribute to the iconography of Hinduism rather than a blasphemy. This is the bit of backstory that explains the choice.
<!--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-->An interstellar corporation the size of Omnicore requires a huge number of administrative decisions to be made every second. Resources need to be allocated, ships scheduled, personnel assigned, product distributed, all in the profit maximizing amounts. The entity responsible for this is known as Shiva, which is thought to be the most powerful supercomputer in the galaxy. The whereabouts of this computer are a tightly guarded secret since it would otherwise become a frequent target for attack from Omnicore's competitors. All information about it is strictly confidential. Even the name Shiva may be the result of custom rather than an actual official name. Very frequently, orders percolate through the company in cryptic impersonal messages that arrive at any time in maximum priority digital readouts. At every point in the chain of command there are orders that have no accountable source. Confused employees come questioning to their superiors who are just as befuddled, but those who wish to retain their jobs at Omnicore quickly learn to follow these orders whenever they arrive. As a result the controlling force behind the company has attained mythical status, and has been likened to the Hindu god Shiva. It has the power of life and death over the humans in its charge, and its gigantic allocation plans called to mind images of the "Lord of the Dance."<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I actually talked to a few hindus about it to see if it would cause offense, and they were actually more impressed with the map <i>because</i> it used the iconography of Hinduism, something rather rare among western culture. Among a lot of science fiction it is common to hypothesize the direction that religions will take over the course of centuries, so I hope this would be thought of along those lines. Additionally, the Final Fantasy series uses the name Shiva for an ice esper, which is much less accurate to the source material than my treatment of the subject. However, I really don't want to offend anyone, and I definitely share your concern.
I do think it detracts from the map, somehow. It's odd how people will latch onto a minor detail like that, eh?
It's not a big deal, I just think it'd do better as something a bit less intrusive.
- At first there will fall down many marines and be eaten before they find the elevator back up.
- Then Marines will build a turret farm at this rt next to marine spawn, or just get eaten again.
- With 2 hives marines can no longer hold that place against bilebomb and stuff. This room is now in the hands of alien gorges to build an alien outpost right outside marine spawn.
"Luckily" on the mirror-alien-side of the map there is double res, I seriously think no marine will ever be able to hold it for a minute.
Design is great, some parts are just too good for camping aliens to be true, as long as marines dont have eyes on their back.
This map might cause some werid relocations, some might even work very good.
Other than that, in general, the map is excellent.
In other news, first game I ever played on my map, I got owned <!--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-->
Congratulations on the beatifull work you have done. This map gives you a real immersive feeling, it sucks you up in the (virtual) reality of the map.
I might add some screenies and more comment later on. Meanwhile I would encourage other people to download your map and play it (if there is noone on the server just play with sv_cheats 1 typed in the console and fool around).
I don't know how it plays in a match but I can only hope this map is balanced enough as in my humble opinion it deserves a chan<span style='color:red'><u><b>c</b></u></span>e and I hope some servers will put them in their mapcycle to see how it plays.
Greetz,
XtOf
Edit: typo
Have you considered doing a less colourful or more stylised version?
Well, from the screenshots, at first glance I actually thought they were signs until someone mentioned that the shiva logos were on computer monitors. I think it's because of the contrast between the logo and everything else as well as the odd keyboards. The keyboards don't look very sci-fi. Overall, I must say this looks like a pretty cool map.
but the shiva icon is a little more cartoonish for me.. you should make a more badass one for this badass map
The shiva icons didn't look like part of a computer system to me, they looked like map logos that I'd find more appropriate to a readyroom.
The readyroom seems far too abstract. 4 teleporter columns situated somewhere in the vastness of space. Alone.
I'm also concerned that alien starting hive is going to have a HUGE impact on how the game turns out. (More testing needed.)
The map does have some very nice looking spots.
The shiva icons didn't look like part of a computer system to me, they looked like map logos that I'd find more appropriate to a readyroom.
The readyroom seems far too abstract. 4 teleporter columns situated somewhere in the vastness of space. Alone.
I'm also concerned that alien starting hive is going to have a HUGE impact on how the game turns out. (More testing needed.)
The map does have some very nice looking spots. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks.
Here's the other half of the backstory if that helps.
<!--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-->
24 hours ago TSA command received a distress signal from a stationary vessel with an unknown UID. It is not registered in any national database or in any of the corporate databases that we can access. The transmission requested that the mission be kept as quiet as possible, and given the unusual situation, we?ve decided to comply. You should consider everything I?m about to tell you NDA Clearance 10. You were all picked because you have demonstrated a superior amount of professionalism in this regard in the past, and I expect it to continue. Those who are uncomfortable with this, please leave now.
Alright then. The NDA begins now.
The station we will be sending you to is located in sector 3586. As you will notice, unlike any ship infested before this, it is not in the Ariadne Arm. Thankfully there is a clear explanation, but this alone would be enough to make it the most important mission that most of you will ever be assigned.
Though it was not stated explicitly in the transmission, we suspect that the source of the transmission to be Shiva Station. Those of you who have worked for Omnicore before will already be familiar with its reputation. Everything we know about the background of the station can be found in your mission docs which will be sent out securely after this briefing. The Short version: Shiva Station contains the most powerful supercomputer in the galaxy.
The current situation is as follows. Two weeks ago an autonomous shuttle phased in to sector 3586 bringing a sample of some foreign material for direct analysis by the Shiva supercomputer. Shortly thereafter various systems began to malfunction, causing several allocation errors in Omnicore?s subsidiaries. The onboard technicians were woken from their cryosleep to investigate the problem as the Shiva entity was no longer considered stable enough to diagnose and fix it autonomously. From what we can tell it was one of those technicians who sent the distress signal. We do not expect any of them to have survived this long.
The video feeds we received clearly show that we are dealing with Kharaa, and indicate three primary areas of infestation. The sample analysis room has been most severely infected which is to be expected considering that it was the original source. The infection appears to have spread through a ventilation shaft to the primary datacore where the bacterium is feeding off of the heat from the storage units. From there it spread through the nanocoolant to the coolant processing pumps. We expect one of these three areas to reach hive critical mass in the next 24 hours.
Shiva Station is vital to the functioning of Omnicore, which is in turn vital to the galactic economy as a whole. Excellent performance in this mission could win us a strong ally in the Trans-System Council as well as substantial monetary compensation. I?ll expect all of you to be prepared to jump in 12 hours. Dismissed.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm certainly amenable to changing whatever is needed to make it fit within the general backstory of NS. I may just lessen the hyperbole a bit.
I'm working on a better console texture that will tie the terminals in with the rest of the textures better. If anyone would like to help out with this, let me know. I also may animate the textures with a blinking cursor or something along those lines. Do you think that would be enough?
The readyroom was originally just thrown together to look decent. Unfortunately, I'm currently using 98.6% of my clipnodes so I'm not sure how much I'm going to be able to do to the readyroom and stay within the limits, particularly if I have to make any major layout adjustments.
I actually was hoping that the starting hive would have a large influence on the resulting gameplay, but my hope is that it influences the strategies that are used, rather than the balance, but we'll see. I'm going to work on enlarging some of the hallways in the western half.
Thanks a lot.
First of all : Great map! I really like the atmosphere in the different sections throughout the ship! I checked it out a couple of times but I cannot really look around since I still need the map to guide me heh!
However, my FPS counter made me sad. I play on a relatively "old" computer <span style='font-size:8pt;line-height:100%'>(AMD 751Mhz, 384mb RAM@133mhz, ASUS7100 Magic GeForce2 32mb)</span> and the average fps I get on <i>ns_shivab2a</i> is between 30-40fps when I walk alone in regular hallways while I get 60-80fps in other (official) NS maps. I have yet to test it out with other players to see how it behaves during a firefight. It might not be a bit concern since most gamers now have PCs powerful enough to run any map at a constant high fps rate, but if you can find a way to please old-computer-players, I guess more people will have fun with your map!
Now, for some gameplay feedback, I don't know everything people told you over the different forums, but here are my thoughts :
The only thing that bothers me is the fact that marines could not relocate very well in both the "water hive" and the "Broken catwalk hive" (Sorry, I'm not used to the area names yet). I have not been able to build anything on the floor level under the catwalk which means marines could only build (except from the ress tower) on the little catwalk parts. It may not be too bad for that hive, but I think it could bother some commanders. Things get worse in the "water hive" where you can't build anywhere close to the hive location (except on the cliffs around the ress towers). In other words, you can't really relocate to those two hives effectively : You have to spread out in hallways around (but then again I'm only speculating - I haven't played with other players yet). On one side I find this good since it gives more chances to the aliens to take back locked down hives, but it can be annoying for marines too.
Another thing about the water hive : I don't know if it would be possible, but perhaps you could add a couple of weldables around the map to "repair" some kind of pump that could drain the water and allow marines to build in it? Sounds crazy but it could make the game even more fun!
I'll post more feedback as I test it out more! Keep up the good work!!
this going official? <!--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-->
I'll post more feedback as I test it out more! Keep up the good work!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There's actually already a weld that does exactly that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. Its in sublevel control. Glad to hear you like the idea. From what I've heard of playtests so far, the water may have to go unfortunately.
I'll see what I can do about the fps issues. in some areas its probably the result of r_speeds. There are a few problem spots, but it may also be the particle systems that are the problem. I think I have some ways I can tweak those to make them less cpu intensive.
Thanks a lot for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the
function of the sublevel control weldable</li><li> added new console texture (not entirely happy with this yet)</li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable.</li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine
Start, cryochambers, Shiva core.</li><li> Dramatically reduced the number of protruding details that you can
get snagged on in the hallways.</li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error.</li><li> Added func_door crusher to the closable vent so nobody can turtle inside.</li><li> Added ladders to draft shafts.</li><li> Made elevators consistent in their time delays and damage.</li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor
(new behavior of func_illusionaries in 3.0?)</li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop
up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it
easier to get up as a marine</li><li> Enlarged ladder in coolant to allow getting on top of the pump.</li><li> Added additional ladder to cryochambers</li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
Download: <a href='http://www.andrew.cmu.edu/~rmoulton/ns_shivab3.zip' target='_blank'>http://www.andrew.cmu.edu/~rmoulton/ns_shivab3.zip</a>
Sweet!
Does that explain why the elevator in Shiva Core does not work after the second time it has been used? Because the other elevators worked well around the map, and this one doesn't after the second try. A bug or is it supposed to be that way? Or is it after the second try, you'll need to use the ladders at the side?
Does that explain why the elevator in Shiva Core does not work after the second time it has been used? Because the other elevators worked well around the map, and this one doesn't after the second try. A bug or is it supposed to be that way? Or is it after the second try, you'll need to use the ladders at the side? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
****, thought I fixed that. Sorry guys, I'll fix that right quick and put up another download.
Pros: Best vents I've seen in a long time
Cons: Some of the vents can be hard to get in and out of quickly. Like the bent back side panel in one of the hallways. Some hallways have little to no glamour in them at all. Easiest suggestion would be to put a monitor panel, or a "Wash your hands before you go back to work." Sign. Something just to break up the solid walls, and maybe bring alittle humor.
this going official? <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll tell you what, it better be.
First thing I had to do is checking out my favourite hive : Datacore! I was glad to see the RT's new position, I have yet to find disavantages with that! I also tried the "draining" weldable and everything seems ok there too! However I couldn't look how the water behaves in the room at the same time since I was still playing alone. Is there a triggered sound when the water goes down? It might be nice to get a pump or whatever!
I also played with the elevators. I find them a bit too quick to react after the switch has been activated. I think many marines will be left behind because they didn't have time to hop onto the platform. Perhaps add a 0.5 second delay after the switch is activated? The speed seems ok, but it could be lowered a bit without problem. The scientists who worked there must have been sick when going up and down that fast <!--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-->
Then I hopped in the command chair and I started dropping stuff pretty much everywhere. Being concerned by base defense, I tried to see if MS could be defended easily by static defense. This led me to finding a way to protect the CC, IP, Armory, Obs, Arms Labs and Proto Lab all with only one Electrified TFAC. Here are some screenshots :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/MS_ElectTFAC_of_Death.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...AC_of_Death.jpg</a>
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/MS_ElectTFAC_of_Death2.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...C_of_Death2.jpg</a>
(btw tell me if the screens are too dark, I can try and boost them)
I tested the efficiency of this by going alien and I got hit by the TFAC in almost every position : sometimes even when being behind the Arms/Proto Lab. The CC is also unreachable by sneaky skulks. I dont know if this is much of an issue since I guess similar placements can be done in other maps, perhaps other testers can tell me what you think about that? I think inverting the RT and the CC could fix that : It'd make the CC more vulnerable, but I like the idea of the CC being incrusted in the wall like this though!
Then I tested if it was now possible to build on the ground of Coolant Exchange. Seeing it was now possible, I dropped a few TFAC and I found some sinking points. Here are some shots (I can't remember how I made the first one though... I wasn't fast enough on F5):
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Coolant_Exchange_Sinking1.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ge_Sinking1.jpg</a>
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Coolant_Exchange_Sinking2.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ge_Sinking2.jpg</a>
Then I moved on to Airlock to see if some bad comms could exploit the crates and such. I placed various phase gates on all the crates to see if they were hard to reach for skulks, but everything seems good! I found that it was possible to build a TFAC at the top of the crane, but it sank down afterwords :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/airlock_sinking_into_crane.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl..._into_crane.jpg</a>
Finally, I ran around as a celerity skulk. Nothing much to comment yet, except that I accidentaly fell in the catwalk (is that the right word?) in Chemical Storage :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Chem_Storage1.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...em_Storage1.jpg</a>
I don't know if this was intended since it makes it easier for people to pass behind those big pipes, but I thought I'd report it because I fell in it without meaning to so it may happen to other players that won't find it as interesting as me!
That's all I could do tonight! I'll fade/Onos around when I'll have some time and hopefuly I'll be able to help you a bit more! I would also like to meet up with some other people to test it out with multipple players! It would be nice if we could meet in a IRC channel or something, and when some people can play we can set up a home server!
I hope this was constructive feedback! Sorry for my inadequate English, I'm far from being perfect at writing even though I study languages <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<a href='http://img33.exs.cx/my.php?loc=img33&image=nsshivab300004zg.jpg' target='_blank'><img src='http://img33.exs.cx/img33/4561/nsshivab300004zg.th.jpg' border='0' alt='user posted image' /></a>
Hmm... A bit dark. However, it's right in the middle, you can't miss it.