Ns_fenris

Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
edited July 2008 in Mapping Forum
<div class="IPBDescription">Ns Fenris v01 Released</div>Edit (7/7/2008): I'm simply editing this thread so that it still has a working download link for the latest version of ns_fenris, which is still v01. The rest of the thread remains simply for historical purpose now. Also, I updated the url for the map's overview so that there will no longer be a 404 error there. And boy, now that I look at it, this post is freaking tacky as hell. So much BBCode...

Working download link to ns_fenris_v01: <a href="http://www.scootgaming.com/files/ns/maps/ns/ns_fenris_v01.zip" target="_blank">ScootGaming</a>

<!--sizeo:12--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--fonto:arial--><span style="font-family:arial"><!--/fonto--><b><!--coloro:red--><span style="color:red"><!--/coloro-->[ <!--colorc--></span><!--/colorc--><!--coloro:white--><span style="color:white"><!--/coloro-->This map's development has been cancelled until further notice.<!--colorc--></span><!--/colorc--><!--coloro:red--><span style="color:red"><!--/coloro--> ]<!--colorc--></span><!--/colorc--></b><!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec-->

<!--fonto:arial--><span style="font-family:arial"><!--/fonto--><b><u><!--coloro:gold--><span style="color:gold"><!--/coloro-->Last Map Update</u><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc-->: <!--coloro:white--><span style="color:white"><!--/coloro-->6 / 25 / 2005<!--colorc--></span><!--/colorc-->
<!--fonto:arial--><span style="font-family:arial"><!--/fonto--><u><!--coloro:gold--><span style="color:gold"><!--/coloro-->Version Number</u><!--colorc--></span><!--/colorc-->: <!--coloro:white--><span style="color:white"><!--/coloro-->v01<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc-->
<!--fonto:arial--><span style="font-family:arial"><!--/fonto--><u><!--coloro:gold--><span style="color:gold"><!--/coloro-->Entity Count</u><!--colorc--></span><!--/colorc-->: <!--coloro:white--><span style="color:white"><!--/coloro-->255<!--colorc--></span><!--/colorc--> (Original version had </b><!--coloro:red--><span style="color:red"><!--/coloro-->396<!--colorc--></span><!--/colorc--><b>.)</b><!--fontc--></span><!--/fontc-->

<!--coloro:white--><span style="color:white"><!--/coloro--><b><u>Special Thanks to</u></b><!--colorc--></span><!--/colorc-->:
<!--coloro:white--><span style="color:white"><!--/coloro--><b>Merkaba</b><!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For really awesome clipnode support.
<!--coloro:white--><span style="color:white"><!--/coloro--><b>Corn and Urd</b><!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For the real nice named minimap.
<!--coloro:white--><span style="color:white"><!--/coloro--><b>Moconnor</b><!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For being the cool Irishman.
<!--coloro:white--><span style="color:white"><!--/coloro--><b>BlueTSA</b><!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For making the awesome join team textures.
<!--coloro:white--><span style="color:white"><!--/coloro--><b>Ryan</b><!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For giving me lots of feedback and help with the map.
<b><a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For helping me get the map played, and hosting the map.
<b><!--coloro:white--><span style="color:white"><!--/coloro-->DarkATi<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For starting the remake team.
<b><!--coloro:white--><span style="color:white"><!--/coloro-->Lt Gravity<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For fixing the Fenris sign model.
<b><!--coloro:white--><span style="color:white"><!--/coloro-->Gigabite<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For helping out with the remake.
<b><!--coloro:white--><span style="color:white"><!--/coloro-->Zunni<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For some positive feedback, and he played the map with NSA.
<b><!--coloro:white--><span style="color:white"><!--/coloro-->Vahn Paktu<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> For joining the original remake team and helping out.

<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <a href="http://www.scootgaming.com/files/ns/maps/ns/screens/ns_fenris_v01.zip.jpg" target="_blank">~Fenris v01 Overview~</a> <b><!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--></b> <a href="http://www.scootgaming.com/files/ns/maps/ns/ns_fenris_v01.zip" target="_blank">~Download Ns Fenris v01~</a> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc-->
<img src="http://www.scootgaming.com/files/ns/maps/ns/screens/ns_fenris_v01.zip.jpg" border="0" class="linked-image" />

<!--coloro:white--><span style="color:white"><!--/coloro--><b>O</b>ther<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro--><b>F</b>enris<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro--><b>T</b><!--colorc--></span><!--/colorc--><!--coloro:white--><span style="color:white"><!--/coloro-->hreads<!--colorc--></span><!--/colorc-->: <!--coloro:red--><span style="color:red"><!--/coloro-->[ <!--colorc--></span><!--/colorc--><a href="http://www.unknownworlds.com/forums/index.php?showtopic=87738" target="_blank">1</a><!--coloro:red--><span style="color:red"><!--/coloro--> ] [ <!--colorc--></span><!--/colorc--><a href="http://www.unknownworlds.com/forums/index.php?showtopic=59733" target="_blank">2</a><!--coloro:red--><span style="color:red"><!--/coloro--> ] [ <!--colorc--></span><!--/colorc--><a href="http://forums.caleague.com/index.php?showtopic=66876" target="_blank">3</a><!--coloro:red--><span style="color:red"><!--/coloro--> ] [ <!--colorc--></span><!--/colorc--><a href="http://www.nsarmslab.com/forums/index.php?showtopic=4058" target="_blank">4</a><!--coloro:red--><span style="color:red"><!--/coloro--> ]<!--colorc--></span><!--/colorc-->


<!--sizeo:12--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:white--><span style="color:white"><!--/coloro--><u><b><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Download Ns Fenris:</u><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></b>

<u><b><!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:arial--><span style="font-family:arial"><!--/fonto-->Download Ns Fenris v01</b></u><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - Released 6 / 25 / 05
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 01: <a href="http://www.scootgaming.com/files/ns/maps/ns/ns_fenris_v01.zip" target="_blank">Ns Fenris v01</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc-->
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 02: <a href="http://www.nsarmslab.com/flash/download.php?id=530&status=go" target="_blank">Ns Fenris v01</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>

<b><u><!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:arial--><span style="font-family:arial"><!--/fonto-->Download Ns Fenris v006<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></u></b> - Released 6 / 2 / 05
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 01: <a href="http://www.nsarmslab.com/flash/download.php?id=526&status=go" target="_blank">Ns Fenris v006</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>

<b><u><!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:arial--><span style="font-family:arial"><!--/fonto-->Download Ns Fenris v005<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></u></b> - Released 5 / 19 / 05
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 01: <a href="http://www.nsarmslab.com/flash/download.php?id=524&status=go" target="_blank">Ns Fenris v005</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>

<b><u><!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:arial--><span style="font-family:arial"><!--/fonto-->Download Ns Fenris v004<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></u></b> - Released 5 / 12 / 05
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 01: <a href="http://www.nsarmslab.com/flash/download.php?id=522&status=go" target="_blank">Ns Fenris v004</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>

<b><u><!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:arial--><span style="font-family:arial"><!--/fonto-->Download Ns Fenris v003<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></u></b> - Released 5 / 6 / 05
<!--coloro:orange--><span style="color:orange"><!--/coloro--><!--fonto:geneva--><span style="font-family:geneva"><!--/fonto-->Mirror 01: <a href="http://www.hosting.nsagames.com/scoot/NS/Maps/ns_fenris_v003.zip" target="_blank">Ns Fenris v003</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>

<!--fonto:arial--><span style="font-family:arial"><!--/fonto--><b><u><!--coloro:orange--><span style="color:orange"><!--/coloro-->Download Ns Fenris v002<!--colorc--></span><!--/colorc--></u></b><!--fontc--></span><!--/fontc--> - Released 5 / 2 / 05
<!--fonto:geneva--><span style="font-family:geneva"><!--/fonto--><!--coloro:orange--><span style="color:orange"><!--/coloro-->Mirror 01: <a href="http://www.nsarmslab.com/flash/download.php?id=519&status=go" target="_blank">Ns Fenris v002</a><!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--> - <a href="http://www.nsarmslab.com" target="_blank">NSArmslab</a>


<!--QuoteBegin-Fenris Changelogs+--><div class='quotetop'>QUOTE(Fenris Changelogs)</div><div class='quotemain'><!--QuoteEBegin--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v01<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 6 / 25 / 05<!--colorc--></span><!--/colorc-->
o Changed the little cove above the pipes in Maintanence Piping.
o Adjusted the light above the spot light at Biotech Lab's RT so that it looks more natural.
o Fixed ALL hall of mirror errors.
o Made more func_seethroughs around the map, especially in Vent hive. Command Chair r_speeds should now be within limits around the entire map.
o Lowered Command Chair view from 550 to 525.
o Connected the vent at Maintanence Tunnels with the vent at Delta Lifter.
o Slightly adjusted the above mentioned vent's connection with Delta Lifter's vent.
o Decreased every steam sound volume around the map, and changed adjusted the pitch on some.
o Adjusted texture alignment at Computer Labs.
o Slightly changed the vent connected to Computer Labs so that you don't see as far down it.
o Aligned textures around Computer Center Access.
o Changed marine start to give more cover to aliens.
o Added more cover to Center.
o Added more cover to Crew Module.
o Increased door open speeds around the map.
o Added a delay to the elevator in Cargo Module B.
o Changed the reset time on the doors that are triggered by trigger_multiples so that they don't block anymore.
o Added more cover to Computer Center Access.
o Made more func_seethroughs around Computer Center Access to lower command chair rspeeds.
o Adjusted the ladder in Cargo Module C hive (top left) so that you don't fall down anymore.
o In some of the vents I changed the light texture to a broken light to bring some more variation.
o Added and fixed some info_location entities.
- Added Command Entry Route (North of Marine Start)
- Added Maintanence Entrance Ramp (Right exit of Marine Start)
- Deleted "Broken Nozzle" Location, as it's impossible to get there anyway.
- Every info_location that consisted of one or more blocks joined together have now been given their own seperate entity, should prevent having location names in the wrong areas.
- EMP-Chamber is now known as EMP - Chamber! (UH OH HUGE CHANGE!!!)
- Info Locations no longer intersect eachother anywhere.
- Added "Sigma Cluster Intersection" just south of "Propulsionary Generators" (West of Sigma Cluster.)
- Added "Hive -" to all info locations at the hives. Ex: "Biotech Laboraty" is now "Hive - Biotech Laboratory".
- Added "Crew Module Access" between "Alpha Access" and "Crew Module".
- Fixed "Crew Module" errors.
- The elevator to the right of Cargo Entry Routes, which used to be named "Cargo Module A", is now "Cargo Module A Elevator".
o Aligned textures and removed some accidental nulling at "Center".
o Added a light to the weldable at Biowaste Tank so that the computer looks on.
o Differently aligned the pipe texture in Fenris Outpost Control Room.
o Moved one of the spawns in Vent hive due to stuck issues.
o Fixed some nulling in Marine Start.
o Increased door open time at Alpha Access and Crew Module to 26 seconds.
o Added a fake door to the south end of Maintanence Piping so that it wouldn't just look like a dead-end.
o Differently aligned some wall textures at Maintanence Piping.
o Increased X and Y values of textures in most of the map's vents to reduce command chair r_speeds.
o Increased X and Y values of textures in Crew Module to very slightly decrease r_speeds.
o Lowered button positions at Delta Lifter so that they're eye level with marines.
o Differently textured one of the crates nearby the broken resource node.
o Removed the appearance of one of the lights in Delta Lifter, as you could only tell it was flickering if you looked at it really hard.
o Slightly changed the color of the light_spot in Crew Module into a deeper blue.
o Added more cover near Delta Lifter resource node.
o Added cover at "Sigma Cluster".
o Added cover at "Biowaste Tank".
o Added cover to the north entrance to "Hive - Biotech Laboratory" (Bottom Left).
o Slightly brightened the green lights on the floor in "Biowaste Tank".
o Changed up lighting in "ventilation Hallway A".
o Added cover at "Computer Center Access".
o Adjusted spawn positions in Ventilation hive.
o Better aligned the pipe texture on the floor of the vent near Maintanence Tunnels.
o Added a light spot to the upper entrance of the ramp connecting to Maintancence Piping.
o Changed up some of the buttons that target some of the elevators:
- Adjusted position of the button that triggers the elevator to the left of Sigma Cluster.
- Adjusted position of the button that triggers the elevator to the right of Cargo Entry Routes.
o Better aligned pipe textures on the bottom of the vent in Alpha Access.
o Slightly changed bottom of the elevator shaft nearby Cargo Entry Routes.
o Aligned more textures in Computer Center.
o Nulled faces that couldn't be seen on the elevator near Cargo Entry Routes to very slightly reduce wpoly (Cargo Module A Elevator).
o Differently textured one of the boxes in Cargo Module A to bring more variety.
o Increased brightness of some lights in Center.
o Aligned some textures in Ventilation Hallway B.
o Adjusted the red spot light in Ventilation Hallway B.
o Rebuilt an area of the huge main vent that goes throughout almost the entire map.
o Reworked almost all of the map's func seethroughs.
o Doors and buttons are gone. Period. No more doors.
o Fixed a couple of light_spots in Cargo Entry Routes that were not set correctly.
o EMP - Chamber isn't as lame as it used to be.
o And more that I didn't feel like mentioning.


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v006<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 6 / 2 / 05<!--colorc--></span><!--/colorc-->
o Deleted the little fake vent to the north of marine start to prevent confusion.
o Slightly changed floor lighting behind the command chair.
o Lowered Com Chair view from 750 units to 675.
o Enlarged the red room below cargo module c hive.
o Around the center of the map I turned several regular brushes into func_seethroughs to reduce the wpoly for the commander.
o Raised the exit of the vent at Cargo Module B so that marines can no longer jump into it.
o Added more cover to Cargo Entry Routes.
o Reworked the opening heading to Crew Module.
o Slightly changed lighting in Ventilation Hallway A.
o Changed the stairs in Sigma Cluster to a ramp to lower rspeeds.
o Changed up lighting on the monitors in Vent Hallway A.
o Deleted a particle system with no realistic source in Vent hive.
o Connected the long vent that connects with Fenris Outpost Control Room to Propulsionary Generators.
o Raised the vent exit in Ventilation Hallway A so that marines can no longer crawl into it.
o Raised the other two vent exits in Ventilation Hallway A so that marines can no longer crawl into them.
o Added a light under the pipes in Maintanence Piping.
o Changed the ladder to the right of marine start into a ramp so that onos have an easier time getting into the base.
o Re-added the weldable to the vent that connects to marine start.
o And more unmentioned stuff because I didn't feel like updating the changelog everytime I changed something in the map.


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v005<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 5 / 19 / 05<!--colorc--></span><!--/colorc-->
o Added a vent connecting the vent in Computer Center Access with Fenris Outpost Control Room.
o Widened the marine start ladder and added another ladder next to it.
o Slightly changed lighting in Maintenance Tunnels.
o Removed that really wierd and random particle system in Sigma Cluster.
o Changed the texture on the ends of broken pipes from black to a better looking one.
o Fixed some texture alignment around Cargo Module C. (Top-Left Hive)
o Added a location name to the little red room south of Cargo Module C, it's now named Cargo Southern Exit.
o Renamed Central Piping to Maintanence Piping. (It wasn't central!)
o Made a little cove above some of the pipes in Maintanence Piping.
o Added a vent connecting Biotech Hive with Fenris Outpost Control Room.
o Added a vent connecting vent hive with the hall below it.
o Increased each weldable's weld time by 10 seconds.
o Very slightly decreased steam sound volume in Alpha Access.
o Aligned some light textures in some of the vents.
o Adjusted lighting in Ventilation Hallway A.
o Lowered com chair view from 825 units to 750 units.
o Slightly adjusted cieling of the area to the right of marine start, above the ladder.
o Changed the vent at Ventilation Hallway B so that it comes down from the cieling rather then going to ground level.
o Changed lighting around the above-mentioned vent's exit.
o Slightly restructured ventilation hive and changed resource tower location.
o Adjusted vent at Delta Lifter so that marines can't jump into it anymore.
o Deleted the buttons on the broken doors above Biotech hive so that people are no longer confused.
o Added much more cover around the map.
o Changed location of resource tower at biotech hive.
o Restructured vent north of vent hive.
o Slightly adjusted infestation left of vent hive.
o Added more cover to Cargo Entry Routes.
o Made some of the unopenable doors look broken so that people don't get confused as much.
o Biotech Storage Hall and Biotech Lab Access are now cut off from each other, so marines can no longer camp both sides of Biotech Hive's exit at the same time. The areas are still connected by a hole in the wall that aliens can travel through.
o Increased the speed of the door near Sigma Cluster. (Sigma Cluster is double res, the door is to the left of it.)
o Changed position of the box near the above mentioned door to add more cover.
o Slightly adjusted EMP-Chamber's position.
o Removed weldable at the vent connected to marine start.
o Changed position of the exit to the vent connected to marine start, it's been raised.


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v004<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 5 / 12 / 05<!--colorc--></span><!--/colorc-->
o Reduced several textures' brightness in the .rad file.
o Removed the resource tower to the bottom right of the map.
o Fixed some small texture errors on the lights in some of the vents.
o Changed the Computer Lab's location name to Fenris Outpost Control Room.
o Darkened the map slightly.
o Moved the resource tower nearby and underneath cargo's elevator to above cargo's elevator.
o Added cover to the "Center" and to "Cargo Entry Routes".
o Changed up the vent to the bottom right of the map due to resource tower removal.
o Marine Start size reduced.
o Added a door to alpha access.
o Added a door to the dead end at Cargo Module B - Idea from Carioca.
o Added some infestation to "Ventilation Hallway A".
o Changed up lighting in "Ventilation Hallway A".
o Added a vent connecting with sigma cluster's and heads over to Computer Center Access.


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v003<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 5 / 6 / 05<!--colorc--></span><!--/colorc-->
o Fixed Hall of Mirrors error outside of vent hive.
o Fixed wierd dark blotch outside of vent hive.
o Fixed several target_mp3 entities set wrong.
o Adjusted lighting around ventilation resource tower.
o Replaced the brushes with black texturing with pipes around vent hive.
o Fixed the horrid black shadow by vent hive.
o Fixed weldable oddities around vent hive.
o Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.
o New ready room join team textures! - Thanks Blue-TSA!
o Fixed the fenris.mdl so that it no longer says "Frenris" but "Fenris" - Thanks Lt Gravity!
o Slightly darkened some lights accross the map.
o Changed some texture alignment around vent hive.
o Made an attempt at decreasing the number of particles at the bottom right resource tower.
o Tried fixing the dark area underneath cargo's elevator.


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v002<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 5 / 2 / 05<!--colorc--></span><!--/colorc-->
o First Public Release


<b><!--coloro:white--><span style="color:white"><!--/coloro-->Ns_Fenris_v001<!--colorc--></span><!--/colorc--></b> <!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> <!--coloro:white--><span style="color:white"><!--/coloro-->Released 4 / 29 / 05<!--colorc--></span><!--/colorc-->
o Private Release<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
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Comments

  • DeathKnightDeathKnight Join Date: 2004-05-11 Member: 28607Members
    Very nicely done scoot. I like it a lot.
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    *unzips pants*

    Yum. I love fenris. This is even better!
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Looks fantastic! Congratulations

    <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    <a href='http://www.planet-pepe.net/files/ns_fenris_v002.zip' target='_blank'><b>Mirrored</b></a>

    Man, that felt just like coming home after a long time. I had forgotten what it was like... an how insanly big it was. Great job guys.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Really, it's not unbalanced to have double right next to marine start? I don't remember the original fenris, but I have to say that just the screens look beautiful. I can't wait to get in a real game and try this map out.
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    *off-topic*

    Hey, Scoot, what hud is that? I likey.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited May 2005
    <!--QuoteBegin-Sky+May 3 2005, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ May 3 2005, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really, it's not unbalanced to have double right next to marine start? I don't remember the original fenris, but I have to say that just the screens look beautiful. I can't wait to get in a real game and try this map out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It doesn't look that much farther than double in tanith, origin, or caged. The distance between double and the hives is more worrisome than the distance between double and MS.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Sir Pepe+May 3 2005, 05:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sir Pepe @ May 3 2005, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.planet-pepe.net/files/ns_fenris_v002.zip' target='_blank'><b>Mirrored</b></a>

    Man, that felt just like coming home after a long time. I had forgotten what it was like... an how insanly big it was. Great job guys. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sir Pepe we love you!

    As for the hud, it's <a href='http://www.nsarmslab.com/flash/fileinfo.php?id=429' target='_blank'>here</a>.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Tanith is roughly the same distance, but it can take a long time for marines to set up in there because there are so many ways to ambush rines going into double.

    Origin and caged are a lot farther, I think. I see there's an elevation difference; I'll have to check the map out in-game to see how it plays.

    And I don't think ms is any closer to the bottom hive than ms is to maint hive on eclipse.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    edited May 2005
    It's out! <!--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-->
    Few things about Vent Hive.
    HoM out from one side of the hive.
    <img src='http://home.kc.rr.com/vahn/hom.JPG' border='0' alt='user posted image' />
    The little ring around the hive should not be solid. Old fenris had it so you could go through it which made wallwalking and getting on top of the hive easier.
    <img src='http://home.kc.rr.com/vahn/fenris1.JPG' border='0' alt='user posted image' />
    Should the drips be made a cloud of rain? and also the white lights seem a little harsh when walking around there.
    <img src='http://home.kc.rr.com/vahn/fenris2.JPG' border='0' alt='user posted image' />
    You can see the drips spawn right here a little way up. Maybe moving them behind the fan would make it look better.Bad pic but they do spawn here.
    <img src='http://home.kc.rr.com/vahn/fenris3.JPG' border='0' alt='user posted image' />
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Pic 1. Will fix that.

    Pic 2. Entity Count is the main reason, once I've got the map closer to completion I'll look into possibly turning that back into illusionaries.

    Pic 3. I'll probably just completely delete those rain drops right there, or at least change it up so that it looks like dripping pipes. As for the lighting, yes I've noticed it too, I'll try to darken it a bit and add some variation.

    Pic 4. Yeah good idea, I'll move those drips behind the fan so it looks better.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    thanks for putting my name even though i was a total ****.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited May 2005
    good lord this map looks good, just had a general walk around in it.

    few bugs:

    the buttons in the cargo modules look really bright which looks odd.

    also this wierd dark spot in the floor, when you walk over it, you turn black. (??)
    its in tthe vicinity of the ventilation hive (ventilation hallway A side)

    <img src='http://darksideserver.cjb.net/pictures/fenrisbug.jpg' border='0' alt='user posted image' />

    and damn you, you took out my secret <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2005
    I already fixed that dark spot, it was the first bug I found. As for the bright buttons, it's better then them being too dark.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the fenris.mdl keeps telling us the location name to be "frenris" <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    and I didnt even started ns yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2005
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    I didn't notice that, but I'm no modeler, Sir Pepe made that. Can someone be a nice person and make a new one for us?

    Edit: You mind adding ns_fenris to your signature?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    why did you take my secret out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> not like anyone was going to find it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns_Fenris_v003 ~ Changelog (Last Update - 5 / 4 / 2005)
    o  Fixed Hall of Mirrors error outside of vent hive.
    o  Fixed several target_mp3 entities set wrong.
    o  Adjusted lighting around ventilation resource tower.
    o  Replaced the brushes with black texturing with pipes around vent hive.
    o  Fixed the horrid black shadow by vent hive.
    o  Fixed weldable oddities around vent hive.
    o  Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    So far those are the basic changes that I've made to Fenris, I'll probably compile it again on Friday.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited May 2005
    fixed the fenris.mdl. this wasnt something you need a modeller for.

    <a href='http://mitglied.lycos.de/centercross/fenris.zip' target='_blank'>http://mitglied.lycos.de/centercross/fenris.zip</a>

    dl should work when you "right click/save target as" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2005
    Alright I've mirrored that file and added it to my original post. Thank you! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <a href='http://www.hosting.nsagames.com/scoot/Maps/NS/ns_fenris_sign.zip' target='_blank'>Click to Download</a>

    I'll put it in the zip with v003 when I release it.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2005
    Compile in progress...

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns_Fenris_v003 ~ Changelog
    o  Fixed Hall of Mirrors error outside of vent hive.
    o  Fixed wierd dark blotch outside of vent hive.
    o  Fixed several target_mp3 entities set wrong.
    o  Adjusted lighting around ventilation resource tower.
    o  Replaced the brushes with black texturing with pipes around vent hive.
    o  Fixed the horrid black shadow by vent hive.
    o  Fixed weldable oddities around vent hive.
    o  Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.
    o  New ready room join team textures! Thanks Blue-TSA!
    o  Fixed the fenris.mdl so that it no longer says "Frenris" but "Fenris" - Thanks Lt Gravity!
    o  Slightly darkened some lights accross the map.
    o  Changed some texture alignment around vent hive.
    o  Made an attempt at decreasing the number of particles at the bottom right resource tower.
    o  Tried fixing the dark area underneath cargo's elevator.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    20 hours later... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <a href='http://www.hosting.nsagames.com/scoot/Maps/NS/ns_fenris_v003.zip' target='_blank'>Releasage</a>
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited May 2005
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    2 hours and 45 minutes.

    guys why you love a map so huge and big hallways.

    this map have 12 nozzels.

    some nozzles at dead ends.

    some painfull ladders.

    fall to death ladder mistake.

    we have elevator like bunch of that.
    and some are simple copy paste.

    the maps isn't aling with minimap.

    some dead ends with out function.

    i will edit this to include images soon.

    but the gama are so high is hard to use images.

    <a href='http://img106.echo.cx/my.php?image=nsfenrisv00200006vr.jpg' target='_blank'><img src='http://img106.echo.cx/img106/4103/nsfenrisv00200006vr.th.jpg' border='0' alt='user posted image' /></a>

    pipeline ladder could palce at the right and the left turning less danger fall to death.

    and same solution aplies here.
    <a href='http://img106.echo.cx/my.php?image=nsfenrisv00200041yt.jpg' target='_blank'><img src='http://img106.echo.cx/img106/9441/nsfenrisv00200041yt.th.jpg' border='0' alt='user posted image' /></a>

    but his boton ladder have a bug where you have to jump to start going up but the ladder aspect is touching the floor so is a func_ladder bad placed maybe to high.

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200151rg.jpg' target='_blank'><img src='http://img218.echo.cx/img218/3659/nsfenrisv00200151rg.th.jpg' border='0' alt='user posted image' /></a>

    the view of the ladder trouble.

    cosmetic grid at ceiling and maybe and not cross path turning to some where.

    <a href='http://img106.echo.cx/my.php?image=nsfenrisv00200024gs.jpg' target='_blank'><img src='http://img106.echo.cx/img106/3082/nsfenrisv00200024gs.th.jpg' border='0' alt='user posted image' /></a>

    include a door at this dead end.
    <a href='http://img106.echo.cx/my.php?image=nsfenrisv00200033gg.jpg' target='_blank'><img src='http://img106.echo.cx/img106/9715/nsfenrisv00200033gg.th.jpg' border='0' alt='user posted image' /></a>

    here is one of the elevator i ink the palce of the ladder and shape suround area and the blue lines show up a gap where player can fall between elevator and ladder and coudl turn hard remova a heavie cargo box stuck there.
    <a href='http://img106.echo.cx/my.php?image=nsfenrisv00200069ck.jpg' target='_blank'><img src='http://img106.echo.cx/img106/3388/nsfenrisv00200069ck.th.jpg' border='0' alt='user posted image' /></a>
    here the solution.
    <a href='http://img106.echo.cx/my.php?image=nsfenrisv0020006b4ev.jpg' target='_blank'><img src='http://img106.echo.cx/img106/4825/nsfenrisv0020006b4ev.th.jpg' border='0' alt='user posted image' /></a>
    have ladders surrounding the midle brush work is better than a midle carved brush.
    another view of the elevator gap trouble.
    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200094jf.jpg' target='_blank'><img src='http://img218.echo.cx/img218/112/nsfenrisv00200094jf.th.jpg' border='0' alt='user posted image' /></a>

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200071il.jpg' target='_blank'><img src='http://img218.echo.cx/img218/7539/nsfenrisv00200071il.th.jpg' border='0' alt='user posted image' /></a>

    here we see that boxes at first arrrow going trough that 2 arrow to carg oelevator where he dont fit with the floor turning hard load up him and unload it.
    that fit will bring some nightmare for the worker to load up that elevator.

    my sugestion is put the elevator same level at that floor.

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200080ke.jpg' target='_blank'><img src='http://img218.echo.cx/img218/961/nsfenrisv00200080ke.th.jpg' border='0' alt='user posted image' /></a>
    not named place.

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200105cf.jpg' target='_blank'><img src='http://img218.echo.cx/img218/4327/nsfenrisv00200105cf.th.jpg' border='0' alt='user posted image' /></a>

    this is my sugestion for change on layout, relocating some places the boton hives and removing some nodes.
    thsi map is very long maybe removing the double will bring more fighting points.

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200125th.jpg' target='_blank'><img src='http://img218.echo.cx/img218/5386/nsfenrisv00200125th.th.jpg' border='0' alt='user posted image' /></a>

    this is a strange texture placement maybe all broke pipe msut have pipe texture not a trim over it or put a trim on the wall pipes.


    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200147bt.jpg' target='_blank'><img src='http://img218.echo.cx/img218/1192/nsfenrisv00200147bt.th.jpg' border='0' alt='user posted image' /></a>
    here i show off the pipes wall where dont hvae that trim.

    <a href='http://img218.echo.cx/my.php?image=nsfenrisv00200151rg.jpg' target='_blank'><img src='http://img218.echo.cx/img218/3659/nsfenrisv00200151rg.th.jpg' border='0' alt='user posted image' /></a>

    here the minimap miss aling i mnot inside of the minimap im lost in the space heeheh.

    <a href='http://img110.echo.cx/my.php?image=nsfenrisv00200176xl.jpg' target='_blank'><img src='http://img110.echo.cx/img110/9991/nsfenrisv00200176xl.th.jpg' border='0' alt='user posted image' /></a>

    here we see a way to protect player from fall to very wounded including platforms maybe some kind of rounded lights in its side. Plus breaking up a ladder in 2 will protect player falling. the arrow show off some possible jumps.

    maybe keep the double and bring the map 11 nozzle is good since they are so big map could handle a double.

    and will help marines since they can siege from a near ms hallway.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Map aligns with minimap for me...
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    I added it to my sig. Not that is makes much a difference. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the map looks much more ns-like on cariocas screenshots. maybe tweaking the maps gamma little bit so it looks darker?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    lol you should only fall off the cargo hive c deck and die once. if you have played that part of the map over and over (i know, i made it), what seemed like 500 times, you learn to SLIDE down the wall and not jump to your doom.

    meh scoot, you still didnt tell me why you removed my secret area <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    and we need to make scrolling plaque (like in nancy) in the redyroom to credit all those who worked on teh map.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2005
    I didn't tell you why I removed it because I wasn't the one that did the removing.

    And gravity, the map is already not too dark and not too bright. I like the lighting, but if a lot more people agree on the brightness (one guy was telling me to darken the map when he had his lightgamma set to 2 and did all that gamma hax stuff) then I might make some changes.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I told Scoot that I removed it, but when i looked at it the other day, I noticed I did not remove it.It was still there. . .But then I removed it because it smelled bad. MOOHAHA!!!!_
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