Ns_achio

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Ye well that the problem at the moment. No idea where to submit it and not many devs take a look in the mapping forums. Has alway been that way biggrin-fix.gif

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  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members Posts: 898
    as i recall, there was once a thread devoted entirely to submitting maps to devs for official submission.
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    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

    QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    I had a few runs through your map and it really rocks!
    Nontheless, some critism:
    Inoticed that you spaceship looks awfully clean and intact. I think if you switch some lights off, especially in those redundant corridors, you could add a bit more atmosphere to them. Also very weak lights giving them some touch of warmth or coldness would fit in your hallways.
    Another thing is, that IMHO doulberes is very hard to defend for marines. Those 3 vents up there are a lerk/gorge paradise. Maybe make a veldable there like in veil...
    R_speed issues:
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    You sound like a buddy of mine, he was moreso complaining about having only one weldable in the map. He did have some fun with the dual button door and the drainable water and stuff, but he missed his prescious weldables (t'was my attemt to get him back to ns gaming tounge.gif) Normally (when he used to play ns way back) his mission was to weld ALL weldables on a map. Imaging the fun he had on ns_caged...

    I already have some ideas to include some weldables arround the map and perhaps the hallways do need some spicing up with dynamic lights or something. However the Khaara attack was halted pretty fast due to the ship's internal sensors minimising the support systems, making the hives go into hibernation mode. Since there was no human presence detected onboard after the final kill. Only the hives were the most active parts of the Khaara rampage. But then again, they did have to eradicate the small amount of crewmen who were present for the test runs of Achio. Which should result in some damage to the rest of the map (broken lights, dents in walls and such...). Aliens aren't know for their subtlety tounge.gif

    Anyway, I personally agree with your point about those vents. I was toying with the idea of puting 1 or 2 weldables in there, but then a clipping hull error came back to haunt me in port generator. After fixing that after many hours of moving things compiling again and again (bsp/csg only). It was fixed, I placed a very simple clipbrush in the area after thinking about the probably cause of the error over for a while. And to my amazement it was fixed. Then I thought screw it --> full compile and release the sucker biggrin-fix.gif

    The r_speeds are a 60-120 above the 700 limit in a few areas, but I don't really think that r_speeds below 800 (and 1 or 2l areas arround 840) is that big of a deal with the rigs current players have. But it never hurts to optimise even further...

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  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation Posts: 455 Advanced user
    Bertor, you had 75 fps in all of those screenshots, does that mean that it wasn't lagging at all? If so, why does it matter if r_speeds are a little higher than the recommended amount in say... 1998? tounge.gif

    Sorry if that's a bit nooby, I haven't mapped for Goldsrc in a while.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    You know ns_mineshaft? If, as commander, you look at uturn and the drill hive, you get something like a 10 second lag. I think its because of our good old hl-engine does not let the graphic processor do all the graphical work it could.
    If towards the doubleres door, i think there is such little lag spot.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    first person: w-poly max 700
    commander view: w-poly max 1000

    I have a few areas which are around 800 in fps mode and two areas which are arround 1100 in commander view. I still don't think that the +100 wpoly will cripple the engine much, with the rigs current players have. If it was a huge amount more, let's say +300, then I guess the engine would choke. Maybe a review of these numbers are in order, I dunno?

    Guardian of the "magic cookiejar" 

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    everything seems to run sexy smooth on my end. My system is

    core2duo E6300
    Nvidia 7600GS 512mb
    1gig ddr400mhz corsair ram
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    It should run pretty smooth client side even on me server here with 1400mhz, geforce3 64mb. I'm more concerned with the serverside of it all when things get crowded in the +100 (above recommended max) r_speed areas

    Ugh, I really need to try and get some servers to run it to see it in action I guess. Haven't really promoted the map yet on server forums, come to think of it I haven't played ns in a while either o.o

    Meh I'll do that tomorrow (today actually tounge.gif)

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    conect a g4b2s admin on irc and see if they will do it
    D:
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  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation Posts: 643
    edited November 2006
    notify us of some servers running the map so we can play. I'm assuming your in the U.S so i'll get like a 500 ping or something from AUS.
  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    QUOTE(glimmerman @ Nov 14 2006, 03:45 AM) »

    notify us of some servers running the map so we can play. I'm assuming your in the U.S so i'll get like a 500 ping or something from AUS.



    not if its a good server like BAD or g4b2s i know a few AUS people and they get around a 220 ping tops or even less with 20+ people in the server
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  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    QUOTE(Kouji's profile)
    From: The Netherlands, Hoogezand

    That's in yurop guys. tounge.gif Not far from me actually, about 400 kilometers (~250 miles). /me waves to Kouji

    And yeah as far as i know, it is too late to submit maps for 3.2. sad-fix.gif All we can do is wait for 3.3 if it ever happens and/or an official mappack.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited November 2006
    QUOTE(Droggog @ Nov 14 2006, 12:34 PM) »

    That's in yurop guys. tounge.gif Not far from me actually, about 400 kilometers (~250 miles). /me waves to Kouji


    /me waves back from:
    http://maps.google.nl/maps?ie=UTF8&t=k...002326,0.004705

    I love google earth, especially since the Netherlands now also has somewhat detailed satellite images


    Anyway, I'm not good with irc. Well I have it installed somwhere. And use it from time to time (Miranda pluging) But using different server etc, I need to look into that shizzle... I'm more of a forum person tounge.gif

    I'll post the request on the nsoldfogies and guns4back2school forums, only server forums I've found thussfar

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Upcomming changes/fixes , based on feedback from guns4back2school

    http://forums.guns4back2school.com/index.p...mp;#entry129902



    Aight time to break out the Hammer and fix the big issues at hand:

    Siege point near pmdc:
    I totally missed that siege point, however I do have an idea on how to fix it without moving hallways, but still make it look plausible (no room on grid to do much moving there)... I'm going to redesign the ceiling in the area where sieges can be place to hurt the hive area. Basicly damage or a particle system of some kind will be place insinuating that the nano grid is damaged. This will prohibit the commander and gorge to place buildings, the white lights will be turned dark red to further emphasize the malfunctioning o the nanogrid. Furthermore the Port ION-Cannon is going to be a siege room, both doors have to be welded to get in.

    Right side of the map hard to access by marines:
    Going to create 1 more central hallway from Mess Hall towards Cargo Transfer S-1A. There will be another security door (like many others in the map) which has to be welded to get access to this hallway. This will open up an extra hallway, so the marines don't have to walk near or trough hives to get to the starboard side of the map. This hallway is a maintenance hallway and it will not be possible to build in here due to the lack of a nanogrid. Otherwise it would open up another easy to defend siege location against the double res

    Vents:
    - Adding one more vent from south of Port Generator towards north pmdc hallway.
    - Also adding a way to close and open the hatches of the Main Computer vents with huge time delay to avoid spamming them open or shut
    - Redesigning both engine ventilation exits. Making bilebombing harder
    - Adding nobuild areas in area you can build inside the vents, no nanogrid excuse tounge.gif (mostly both engine exits)
    - The maintenance hallways from H-junction towards both Generator hive will also get a nobuild, same reason as the vents

    Other:
    - I shall fix the textures in Aft Engine
    - Map being to large. Dunno, but the walk as marine from Ms to hives is about 25-30seconds, Anyway I'll have a look at creating welding points to give marines a little bit more control over the map.
    - MS being to large. Perhaps splitting it up into a landing area for the RT/dropship and converting the north part of that huge elevator to a bunker/building (with open roof) wil work

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    oo I dont have time to check that g4b2s link but you got them to do a run through the map on their server!? wow.gif
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    And got loads of feedback about things which can be made better, there was a very easy to defend siege point at port material displacement core and there were some other issues (gameplay mostly) as well. Very informative biggrin-fix.gif

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • SloppyKissesSloppyKisses omgawd a furreh! Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    awesome! I told ya they would do it for you

    <3
    Im looking forward to seeing what changes will be made to fix the gameplay of the map
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  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation Posts: 199
    QUOTE(Kouji_San @ Sep 16 2006, 07:29 AM) »
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    I haven't had the time to test out your map, but it sounds promising to be an official release. btw can I ask how you've managed to take a snapshot of the overview map and convert it to viewable image.
    Why can't I Myself improve on my skills just because of my silly name?

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    Author of ns_metaphor

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  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow Posts: 1,185 Fully active user
    A more in-depth look at Achio v2b2:

    -I'd say, first off, lose the 'v2' whatever. Seems unnecessary tounge.gif
    -I love the little intro sequence for marines, from the RR to the MS, with the big doors closing and the force field going off. Hot. I would suggest Clipping out that massive door area though, because currently marines can hop down onto that ledge, which turns a losing game into a reloc-to-the-ledge situation. Hera's Landing Pad reloc is bad enough, but this one is just horrible.

    -the landing ship itself is pretty hot, but i'd suggest making its roof func_seethrough for a few structure placements. Would especially help against Bile, which can be fairly easy in this MS. Also, the 'feet' of the ship are missing textures, looks like null's.

    -the view outside, just north-west of MS, is spectacular. Great use of sky texture as well as outside view of the ship. IMO it could be even better if you extended the visible outer ship piece a bit more 'realistically' back towards the ship (you can see it stopping along a straight line), but that might be getting excessive, since its only noticeable from one angle.

    -maybe speed up the MS elevator a touch?

    -im getting a few missing textures in PMGM, also in the RR next to 'random team'

    -WOW, weird bug in Skylight P1. I shot the glass, and suddenly when i look at it from certain angles (regular ones), the entire glass goes bright white. Whack. Doesnt happen in Skylight S2

    -in Ion Cannon, the actual 'cannon' piece seems to have slivers where textures dont meet and you can see through. Its only on one side of the piece though.

    -Now that im running around it myself (i was comm before), the right side of the map doesnt seem so inaccessible anymore. I think my marines were just tools in terms of navigating a new map. I dont know what your plans are for this new route from Mess, but:

    *-Mess is a huge chokepoint. If aliens can block that off, even mid-game, it could serious screw up marines. My suggestion would be something like this; In the south part of Mess, in that little inverted T that leads nowhere, the left side seems pretty close to the ramp into Mess from MS (heh did you understand that? tounge.gif).
    IMO, a ladder there, with a weldable door that can only be welded from the mess-side, would be pretty balancing for the room, and fun. It would open a secondary route into Mess, shaving off a few seconds of runtime but mostly avoiding any serious bottlenecking. It just seems that Mess is a bit too far from MS, with too many alien-friendly windy turns, to be balanced without something as such. But thats just my suggestion smile-fix.gif

    -whats with Main Computer? Im flying solo for this test so i can see that you need the two buttons hit at the same time, but does that open both doors there? I like it though, its hot s***, and innovative gameplay.

    -in the north-east corner of Main Comp, the computers look hot on the bottom, but the ones above it seem a bit much. Maybe more screens, like the other side of Main Comp? Artistic opinion though.

    -i love the button doors

    -lol the weldable broken door rocks too

    -Bridge: Those steps, to the upper balcony, look odd. Maybe make each step smaller? the red panel-slanty things are awesome. But, you dont seem to have any glass there. Not only does it not look like glass, you you can actually shoot the sky wall outside. Are players only being held in by clip?

    -Starboard Engine has a blue texture on the ceiling, that looks like it should be widened a bit, or centered (which isnt the actual 'center' for that tex, you gotta do it manually). The sides are showing a bit of the same texture over again.

    -Stuck point in Port Gen Hive. The raised alien texture-bump thing under the hive, the side that touches a wall, a marine crouching gets stuck, probably gorges etc too



    Okey dokes. Ive now ran through everything, so its time for siege critique biggrin-fix.gif

    ----For Starboard Gen Hive:----

    -Water Cleansing siege is a good one, had a good siege there as comm. Good flanking abilities for aliens who know the vents.

    *Skylight Siege : Seems a bit unfair to aliens. The flanking options aren't TOO bad: theres only the one chokepoint at the entrance to the hive followed by two paths to the siege area, and theres a bit of a long vent that could be used, exiting at Starboard Engine. But imo the chokepoint at the entrance to the hive is a bit too marine-friendly, plus, you can fit two sieges in that ladder-nook in Skylight S2, and they reach. You can fit many more around the corner. Thats a pretty far siege, and given the tactical options of the layout there, it seems a bit too marine-oriented.

    ----For Port Gen Hive----

    -There are some issues here. Its already been noted that its insanely unfair to siege that hive from the corner of PMGM, but there another siege loc in that ladder-nook in Skylight P1. You can only fit 2 sieges in this one (3 is optimal for siegeing), but its still way too far. Maybe 'nano' this out too.

    -Ion Cannon siege is very easy. Yes there's a vent, which is good. But any higher lifeforms will die, period. That hallway from Ion to the hive is VEEEERRRRYYY long. Too long, not only for runtimes, but also for Line of Sight. Marines with LMGs will rock anything coming or going down there.

    -siege from the north side of locker room is ok, if a bit cumbersome for marines (which is fine)

    -the Y-Junction siege is perfect

    *The vent siege. The vent access on the south-east side of that hive opens into a small room. You can fit more than 3 sieges in here as well as a pg, and you suddenly have a very interesting siege. Yes, gas would rock marines, but gas probably couldnt get in there without the lerk dying. A single HMG could hold off absolutely anything trying to attack that position, let alone mines or whatnot.

    ----Aft Engine----

    -sieges are fine, if a bit difficult for marines



    Thats about all I can think of in terms of constructive criticism. Gotta say man, great mapping style, great visuals, nice layout, very fun gameplay. The biggest area of concern is by far the Port Gen Hive. A few of its issues can be fixed relatively easily, but others (the siege from Ion Cannon) might require some hefty rework. Definite potential for official though biggrin-fix.gif
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited November 2006
    Zerotech:
    When in developer mode you can type dev_overview in the console, this will then render the map from above. Kind of like the minimap build I guess, but now it's rendered with lights and textures


    At the detailed review from StixNStonz:

    Let me just post the latest readme tekst file which will be included in beta 3 release

    QUOTE(ns_achio_v2b3)
    v2b3 (version 2, beta 3):
    Releasedate, pending

    Additions:
    - Maintenance hallway between Mess Hall and Cargo Transfer S1-A, is only accessible by welding the doors at the
    Mess Hall side, the floor is covered by a func_nobuild. Decision based on a remark made
    by StixNStonz, guns4back2school forums:

    "The right 1/3 of the map is practically inaccessible for marines"

    - 3 particle systems at the damaged nanogrid, upward flowing particles.
    - Added light_achiored texture to the ns_achio.wad. This will be the red lights in the damaged nanogrid area
    - A weldingpoint for the door north of Port Skylight - P1 and at the other hallway from ION-Cannon
    - Another exit into the Port ION-Cannon from the Port Generator hive to give the larger aliens better access to the siege point in Pot ION-Cannon
    - Vent from Port Generator towards the hallway south of the Material Displacement Core
    - A weldpoint/ladded from the lower Loadingbay exit hallway towards the T-juntion south of Messhall, opening up a faster way to get into the Messhall
    for the marines at the cost of a welder, in case the aliens have locked down Messhall (Decision based on a suggestion made by StixNStonz, ns forums)
    - Added an additional func_nobuild at the ladded in Skylight- S2, to disable the placement of siege turrets there
    - A weldpoint into the Starboard Generator, the security door from Skylight - S2 into the broken hallway
    - The window at Main Bridge now actually has a glass texture, previously it was just a clip texture (found by StixNStonz, ns forums)
    - Due to the fact that I've kept the runtime entity count down, I've added some chairs in the Main computer and Main Bridge. This was already planned, but I
    removed them when I fixed some clipping errors and simplu forgot the put them back in

    Bug fixes:
    - Fixed an invisible wall clip bug at one of the U turns in the hallway from Mess Hall towards Loadingbay
    - Fixed a stuck issue in the Port Generator hive underneath the hive, between the generator and the slope towards the resnode
    - Found an overlapping brush in the roof of the dropship
    - Added the missing parts in the landing gear of the dropship (spotted by StixNStonz, ns forums)
    - Weird glass bug in Skylight P1 (spotted by StixNStonz, ns forums). I rotated the texture 90degrees and used fit on it. It seems at the former angle
    It was scaled up 7 times along the X plane, which resulted in the bug (found by StixNStonz, ns forums)
    - Fixed a light texture bug in Starboard engine, the top blue light strip wasn't aligned properly in the center (found by StixNStonz, ns forums)

    Changes:
    - Added a 1 second delay to the elevator buttons at Loadingbay
    - Bilebomb/lerk barrier at the top of the Loadingbay elevator has been added, so the aliens don't have a direct view and can't
    bilebomb/spore the marine start directly (Decision based on a remark made by Kobayashi, guns4back2school forums)
    - Due to a broken siege area near Port Material Displacement Core (found by Kobayashi, guns4back2school forums)
    I created a damaged nanogrid area. Nothing can be built here, the area has a pulsating additive texture on the roof and
    all the lights are now in dark red emergency mode to further emphasize that the nanogrid is damaged. Also added a info_location
    in this area with the name "WARNING: Nanogrid Malfunctioning"
    - Removed the aft ventilation exit into the Main Computer (Decision based on a remark made by hieyeck, guns4back2school forums)
    The two remaining ventilation exits have a weldable option from the inside of Main Computer, closing them both for the duration of the round
    - Realigned infestation textures in Aft Engine
    - Slightly increased the size of the sprites from the particle system outside the ship at Skylight - S2
    - Clipbrushed the small ledge at the space door in Loadingbay (spotted by StixNStonz, ns forums)
    - Increased the speed of the elevator in Loadingbay from 75 to 100 (suggested by StixNStonz, ns forums)
    - Changed the textures of the top right computer console in Main Computer, they are now monitors and indicators instead of consoles
    (Decision based on a suggestion made by StixNStonz, ns forums)
    - The lights at the security doors troughout the map now have red or blue light, indicating their locked status (the weldable doors are closed and have a blue light)
    - Moved the two middle consoles in Main Bridge further onto the sloping "ribs", this give more room for the player to move arround the RT
    - Added more detail and a light at the stairs in Main Bridge


    This is actually what has been done already in the next wip version of the map. Also lot's of welding points have been added. The feedback on the map has been great and I have made lot's of gameplay related changes, because of it. Some of the sugestion made in your post were already adressed, but I also saw some new ones.

    Next stop is the Marine start. I already made the changes about making a bilebomb barier (as seen in the quote) and added that clipbrush you suggested biggrin-fix.gif I am thinking about not making any visual changes to it, but a forcefield beneath the platform and perhaps above to lower the ceiling and make the death by falling into the pit more realistic. With forcefield I mean a security grid like the one in the movie Screamers at the launchpod (deadly blue lasers in a web like pattern) --> security if something heavy falls of the platform, it will then be disintigrated befor it hits the hull of Achio, preventing damage. (losing equipment isn't as toublesome as losing Achio's Loadingbay now is it tounge.gif )

    [edit]
    As for the missing textures, can someone elighten me if the wad file will actually be downloaded again if the filesize is different, since it has changed from v2b1
    --> made it version 1 compatible, v2b2
    --> added 1 more texture, v2b3

    Will the .wad file be downloaded again trough the ingame downloader, if people have at some time installed v2b1/v2b2? If not that would be annoying biggrin-fix.gif Anyway, if people have this error redownload the map from any of the mirrors and overwrite it when extracting...
    Post edited by Unknown User on

    Guardian of the "magic cookiejar" 

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation Posts: 199
    QUOTE(Kouji_San @ Nov 17 2006, 01:07 PM) »

    Zerotech:
    When in developer mode you can type dev_overview in the console, this will then render the map from above. Kind of like the minimap build I guess, but now it's rendered with lights and textures
    At the detailed review from StixNStonz:


    Thanks for that info. I'll keep in mind fo that. Btw I sincerely wish you all the best for your map release. Fingers crossed for your offfical ns map release.
    Why can't I Myself improve on my skills just because of my silly name?

    Zerotech
    Author of ns_metaphor

    image Constellation Member
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Not sure if ns will get a next version (3.3?) So maybe we can all band together to get an official mappack released, like discussed somewhere else. The BF42 - Forgotten Hope devs have done it, and those maps are played a lot. And we do have a good selection of map already even on this first page of the mapping forum. There are lot's more which could be included imho. They just need to be playtested and the gameplay/bugs need to be stamped out to get them up to par (if they have any tounge.gif)

    Or if the devs won't do it, maybe we can get a unofficial mappack released and ask the devs really nice to put it on the site under files tounge.gif

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    have you released your map with more wedables yet? !_!
    XrgpE3Q.jpg
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Nope I'm at the moment working on something really special... It has something to do with resnodes. I call it bacterium lockdown (map building manipulation by the aliens). Just need to get the entity count down for it.
    Oh and I decided to rebuild the Port Generator Hive. It still gets clipbugs when I add one particular hallway which is needed.

    And I need a Bucket O'Time, if any of you have one lying arround I'll take it!

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  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation Posts: 188
    Hi everyone, I'm back... smile-fix.gif

    Will download and take a look. I remember downloading the first version of Achio when Kouji released it, and I liked it a LOT.
    QUOTE (Marik_Steele)
    I could probably apply for a patent on a "mounted apparatus effectuating reception of nonlinearly projected liquids" tomorrow, and I'd be able to sue every sink, toilet, and urinal-making company in the world.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited November 2006
    Allright, I'm about to introduce a NEW gameplay element into beta3. I finally got it working after many hours of discovering this and then perfecting it while hammering out the bugs. And more imporatantly keeping it simple to use ingame, while making it different for both teams, which was probably the hardest part... The first concept version was crazy in the amount of entities used and the complexity ingame... It stil eats up plenty of entities, but the look of it and it actually working is well worth the 18 entities it now uses

    Needed for:

    - round reset
    - disable alien usage during marine usage and then reenabling the alien part once more (otherwise an alien could screwup the entity flow)
    - disable marine usage during alien usage and then reenabling the marine part once more (otherwise a marine could screwup the entity flow)
    - sounds
    - animation of the bacterium dieing/deploying
    - and ofcourse the actual disabling and enabling of the resnode

    Hive based resnode, bacterium lockdown!

    Let me explain how it works:

    At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the ability to lock the marines out from using these resnodes by pressing a button located on the node.

    For the marines to be able to build on these nodes once locked out, they have to push the same button. There will then be an electric bolt sound, making it seem the marines are running a current trough the button into the bacterium. After 4 seconds the bacterium locking down the resnode dies and releases the node after another 3 seconds. This is ilustrated by an animation (lowering of the bacterium while reveiling more of the resnode). Which looks pretty cool if I do say so myself tounge.gif

    Only aliens are able to quickly disable and enable the resnodes. The gorge is able to build on locked and unlocked resnodes (a lucky bug I guess, which slipped in tounge.gif), it will in fact only have effect on the marines.

    Weldable resnode

    I'm not sure how the Bacterium lockdown ones are able to be build on by the gorge in both situations, as I said a lucky bug. But I AM also able to give the marines a marine only resnode. They will get one mainly due to this crippling ability of the aliens they get a weldable resnode in ION-Cannon (or the new hallway close to Loadingbay), making it initially only available for the marines.


    The bacterium lockdown nozzles have a new icon. I have used a modified version of the aliennode sprite, which will be displayed at the node in a similar fashion as a weldable (only not rendered trough walls). In addition to this they will also have an icon on the minimap.


    -->
    I have to do some more work on the actual map for the final compile, but I'm really happy that I got this new, seemingly imposible, gameplay element into ns. I just wanted to inform you guys of this new gameplay element before the actuall release of beta3


    Oh and welcome back Ron2K biggrin-fix.gif
    Post edited by Unknown User on

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited December 2006
    Quick little update on the map progress, most important additions:
    - unbuildable area at PMDC (easy siege area), 1 vent towards this area
    - 3 hive based resnodes have the bacterium lockdown ability
    - went from 1 weldable to 7:
    • Lower hallway from Loadingbay into the messhall (ladder door)
    • Skylight P1 into Port ION cannon
    • Welding is possible for the vents in Main Computer
    • The func_breakable in watercleansing is now a weldable
    • H-junction door still has one tounge.gif
    • 1 (still to be placed) weldable resnode for the marines as a counter to the bacterium lockdown nodes
    • The door into Starboard generator at the broken hallway from Skylight - S2
    - added a hallway from messhall towards the right side of the map
    - addition of a trough wall alien only teleporter a counter this new siege area (active when Aft Engine hive is built) It has a 5 second time delay on it so the aliens can't go and run in all at the same time
    - bendy hallway into Port ION cannon
    - changed the floor textures in the ventilation, it will now make the metal sound all over the ventilation system while walking on them


    Furthermore the map has been optimised and some hallway textures have been tweaked to give a more varied look to them. They haven't changed much, but makes them less boring perhaps...


    [kind of a modified quote from G4B2S forums tounge.gif]

    279 entity count at the moment. working on that... My goal with beta3 is to create a very interactive map with the help of weldables, the trough wall teleporter (MC effect), and ofcourse the disabling/enabling of the resnodes smile-fix.gif

    Guardian of the "magic cookiejar" 

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  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members Posts: 1,119
    edited December 2006
    Glow crystals. How orginial. tounge.gif

    The map does look nice though. Good effort.
    nL-Benjamin - Periodic map contributor, forum troll, retired arrogant clanner and commanding guru.

    IPB ImageIPB ImageIPB Image
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited December 2006
    I would call it an taking an original idea and expanding on it tounge.gif From the top of my head there are now three maps which have "glowing crystals" forsaken (yours tounge.gif), >insert map name here*< with the yellow type round crystals and achio with pointy ones (orange/green)

    *I remember screenshots of it, but don't remember the name of the map sad-fix.gif

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

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