Ns_achio

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Comments

  • JohnieJohnie Join Date: 2006-10-09 Member: 58062Members Posts: 115
    Still no updates? sad-fix.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited May 2007
    QUOTE(Johnie @ May 22 2007, 04:37 PM) »

    Still no updates? sad-fix.gif


    Nope, been busy IRL. Achio is still very much playable on 3.2. The only issues are the labelled and transparant minimaps and perhaps the 90% functional trough wall teleporter (should have one more feature as in only active when the aft engine hive has been built)

    And perhaps the fact that I'm kinda bored with mapping after two maps in a row/the dreaded release of NS2TR... But mainly bored

    *runs off into hiding*

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  • SloppyKissesSloppyKisses omgawd a furreh! Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    update that sessy map IRL is pointless gogogo
    XrgpE3Q.jpg
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members Posts: 85
    I know your pain Kouji_San , RL has been biting me real bad last couple of month's sad-fix.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited July 2007
    Meh it seems the customisation forum is not active enought so...

    ehm...

    v2b5 is finished:
    Changes:
    - The map is now ns 3.2 compatible, the minimaps are also 3.2 compatible.
    - Changed some doors to have a minimumlight (this will fix the blacked out areas on some doors).
    - Added *_2 and *_3 transparant minimaps.
    - The aft alien trough wall teleporter is now only useable when the aft engine hive is alive (thanks puzl for fixing the hive targetondeath)

    Well the "Added *_2 and *_3 transparant minimaps" part still needs to be done and I've tried this transparant map thingy but I just can't get it to work... ergo --> <issue resolved> related thead </issue resolved>



    Beta5 has been released

    The map now has transparant minimaps and is fully compatible with ns 3.2 (finally? biggrin-fix.gif)
    Post edited by Unknown User on

    Guardian of the "magic cookiejar" AdminModerator

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  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members Posts: 3,365
    wooohooo!!!

    Alright.

    Have we updated screenies at the top of the post too?
    helping bring perspective and learning since the olde days

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited July 2007
    Nah no need, since most of the map has remained like beta4. I only fixed a few issues and made the map ns 3.2 compatible. Well there is new screenshot of the transparant labelled minimap though biggrin-fix.gif

    Oh and the aft trough wall teleporter now works like it was intended, but during the release of beta4 (pre 3.2) there was a bug with the targetondeath so I couldn't make it hive dependant. (puzl fixed this for beta 3.2)


    All in all it's a quite minor update, but a needed one none the less

    Guardian of the "magic cookiejar" AdminModerator

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow Posts: 1,185 Fully active user
    Should've just made it _v3 tounge.gif

    Nice job. We definitely have enough maps for that map pack.
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  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members Posts: 195
    Gonna test this version soon biggrin-fix.gif
    Punching Gorges in the face since 2002. --Gorge Clooney in game
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Tribute release for ns1.04

    This version is a tribute for ns1.04 of beta 5. Since I was walking around in Bry's ns 1.04 I thought: "Hey lets recompile Achio for 1.04."

    So here it is --> ns_achio_104a for ns 1.04

    And most importantly, the special features still work!
    • Hives based bacterium lockdown resnodes
    • Weldable resnode
    • Alien only trough wall teleporter, similar to the movement chamber
    • Two button security door

    Guardian of the "magic cookiejar" AdminModerator

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    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    Just out of curiosity, what sort of change was needed to make a new map work with 1.04? Compiling without the hull file?
    www.oldf.net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited September 2007
    I used the fgd file in Bry's NS install and I had to change the z-axis a bit for the info_player_starts, they were stuck in the floor when the compile was completed (used ripent to bump the up a little, by 100 grid units). I did use the hullfile though, which was included in the Bry NS map.

    The map does however feel more dark, I think a recompile with a bump in lighting is needed (env_gamma perhaps not doing it's thing :/ )

    Also I included a ns_achio104.wad, which I used for ns2.wad related textures. So basically I also had to change the wadlist, but that's only if a map has used textures from ns2.wad. I could've released the 1.04 map with the ns2.wad included, but now the map is standalone incase someone else wants to recompile their classic map.

    Guardian of the "magic cookiejar" AdminModerator

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    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 | Play the Latest Version of Booster Z-Frame
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  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members Posts: 1,056 Advanced user
    I think I recall the way info_locations worked changing as well. (Used to have to fill the room instead of just being anywhere in the z plane.)
    www.oldf.net
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    You are correct, the info_location seem to be borked now, I didn't even notice them not showing their location name.

    Meh doesn't really matter since it probably won't get played anyway. Imaging a custom map the trouble of getting played in ns3.2, now add the unknown status of Bry's ns1.04 to this equision.

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

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    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    some amazing brushwork biggrin-fix.gif
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  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    edited May 2008
    Yeah this is a year late, but you got some pipe bugs.

    You can walk right through them while standing up, crouching seems to stop it while you're under the pipes.

    image

    Think func_walling them will fix that.
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


    My Website
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    Heh, another thing added to the bug/error list. The weird thing is that there seem to be no brush errors in the *.map file or when viewing the breakup of brushes using BSP/object viewer.

    Both of them are covered in a more simple clipbrush tough, heh, I might even try a compile without the clipbrush to see if that is a fix. Other then that I doubt I'll release another version of the map though. But thanks anyway GB!

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    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 | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    If you do end up revising it again, try to open the map up more. The map is way too claustrophobic with the small corridors and limited access to and from different parts of the map. Marine Start really needs more paths to it because it's almost like it's not part of the map with only two small corridors attaching it to the rest of the map.

    Overall the map feels like a dungeon from the lack of mobility, but the detail put into the map is pretty good.
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


    My Website
    NS Map Archive
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