Ns_storm

MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
edited June 2005 in Mapping Forum
<div class="IPBDescription">Siege map your mother warned you about</div> <img src='http://members.cox.net/flaming.june/storm/promo.png' border='0' alt='user posted image' />
<span style='color:white'><b>Updated 6.24.05</b></span>
ns_stormsiege <b>release candidate <span style='color:deeppink'><span style='font-size:14pt;line-height:100%'><i>9</i></span></span></b>:
#1 <a href='http://stormsiege.notlong.com' target='_blank'>(ZIP)2.29MB</a>

6.24.05
-------
- Added left sided vent leading from hive room to the segment of Alien Halls where marines can siege from.
- Cut 1 "starting" res node from each team
- Changed the Undefendable Room's floorplan after removing the resource node from there(pitch black bug still there).
- Shortened the segment of Alien Halls that connect to Undefendable
- Used the free space to lengthen Short Halls and renamed to Long Halls
- Rearranged the obstacles in Deal Breaker Room to be less annoying, but provide strategic advantages
- Added 1 more resource node to the marine auxilary resource pool
- Deal Breaker vent and Barrier Door weld times are both 5 minutes 30 seconds.
- Various brush and texture adjustments
- Tried to fix the 5 minute warning message for the siege door
- Moved the location of a "secret" ready room button, updated tip messages
- Added another "secret" button in the hidden room. Tip: "Chauncy"

6.16.05
-------
- Added second vent from Deal Breaker Room to Ramp Room
- Lighting tweaks and additions (Undefendable has more ambient light in the rear)
- Misc brush and texture tweaks (hopefully none from here on out)
- Marine Barrier weld time decreased to 6 minutes 30 seconds
- Deal Breaker Vents weld time increased to 5 minutes 30 seconds
- Cut resource pool for both teams from 10 to 8 nodes
- Added "backup resources" for marines 5 minutes before the siege door opens
- Moved the "I AM Clan" shrine button to a new location (hive tips updated)
- Shaved 25 minutes off of the total compile time in RC8

<span style='color:white'><b>Updated 5.30.05</b></span>
ns_stormsiege <b>release candidate <span style='color:orange'><span style='font-size:14pt;line-height:100%'><i>7</i></span></span></b>:
#1 <a href='http://members.cox.net/flaming.june/storm/ns_stormsiege_RC7.zip' target='_blank'>(ZIP)2.24MB</a>

5.30.05
-------
- Removed second set of secret buttons
- Brush based entity tweaks
- Corrected 5 minute warning message on the siege door (now reports properly)
- Added one more resource node for marines makes it 10 for each team (3 starting for marines)

5.24.05
-------
- Fixed all three Leaf Saw errors from RC5
- Add second secret button that takes you to two locations randomly
- Misc brush/texture tweaks
- Reduced the amount of models/brush based entities to the absolute minimum without sacrificing for limitations with VIS
- Hive location names sorted out(dropping hives should prove easier now)
- Included wad with the bsp

<span style='color:white'><b>Updated 5.21.05</b></span>
ns_stormsiege <b>release candidate <span style='color:red'><span style='font-size:14pt;line-height:100%'>5</span></span></b>:
5.21.05
-------
- Removed 5th resource node from marine starting pool, and left the two nodes in Jetpack Room
- Changed 6 minute barrier weld to 8 minutes
- Fixed issues with seekret button # 1
- Added seekret button # 2. Seekret button # 2 is activated when the marine barrier weld is completed after which displays a message on how to find it.
- "Prettified" seekret room # 1
- Elaborated vent system for aliens. Now one large network including a vent that exits out in to the hive room itself
- Added credits and misc easter eggs
- Texture and brush tweaks
- Hive room sound tweaks (hopefully not so loud while still retaining ambience)
- Decreased frequency of lighting strike sounds. Min 5 to 10 seconds, max 30 to 15 seconds.
- Prevented marines from building in the "caged room"

<span style='color:white'><b>Updated 5.18.05</b></span>
ns_stormsiege <b>release candidate 4</b>:
5.18.05
-------
- Added "sneeze guard" to the vent over Undefendable Room to keep the acid rockets and gas spam to a minimum
- Pushed the two resource nodes in Ramp Room up to the back
- Added two resource nodes to Jetpack Room
- Marine Barrier weld is now a 6 minute weld
- Deal Breaker vent weld is and always will be 4 minutes
- Added a resource node to the marines' starting res room
- Added easter egg room. Details of using the easter egg are displayed when marines kill off the hives. Each hive has its own hint.

<span style='color:white'><b>Updated 5.16.05</b></span>
ns_stormsiege release candidate 3:
5.16.05
-------
- Added vent system to the last vent shaft in alien halls that links to Undefendable Door. The vent door opens when the storm door opens
- Removed clip brushes(alien side) around siege windows to prevent structure loss, and added more brushes to the windows themselves to prevent exploiting
- Fixed the nobuild area around the siege doors. No you can enter and exit with no problems of invisible brushes blocking you, at last..
- Texture changes around side slanted hive windows
- Made the grate "box" in the jetpack room a two sided/walled box to look right.
- Added 4 minute weldable in the Deal Breaker Room to weld shut the vent in that room that leads to the ramp room
--------

<span style='color:white'><b>Updated 5.14.05</b></span>
ns_stormsiege release candidate 2:
- Adjusted light levels to account for most players using brighter gamma/brightness levels
- Fixed issues with some rooms(mainly sky lighting) interfering with the command view and dropping structers
- Removed 2 resource nodes at marine base
- Widened the entrance to the marine resource room
- Moved the marine's barrier doors back to make more of an impact in terms of functionality and importance
- Added two ladders with the barrier doors for the unfortunate marines who fall in
- Increased the depth of the support pillars in Alien Halls for better cover
- Siege door timer now correctly displays a "10 minute" warning message after 10 minutes since the game timers' start has elapsed
- Made the top most platform in the Jetpack room inaccessable that had given marines an unfair advantage
- Made the ramps leading to the siege room more accessable to players as Onos(no more getting stuck on the upper ceiling)
- Cleaned up misc/sky brushes
- The sky in the Jetpack room now puches downward
- Added "black" texture to the bottom portion of the Jetpack Room
- Adjusted sky lighting so the Lerklift mod cant be used to exploit
- Clipped the windows in the Hive Room/Siege Room to prevent exploitation
- Increased max viewable distance by 256 units
- Prevention of exploiting doors
-------

Unzip to your NS directory; all subdirectories were included with the zip
«134

Comments

  • FooFoo Join Date: 2003-07-31 Member: 18632Members
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Looks really great <!--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-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    that hiveroom looks empty.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    slap lt.gravity.
    sieges room arent to be beautifull they are ulgy because
    focus is in the fun and the map not in classic way of playing if you never played try filter one and play to see.
    the first i see very detail is generator of sgt barlow.
    now ppl is pump blowing with stargate and generator massive worked what will come next?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    it actually looks quite decent for a siege map.

    but the question arises:

    why the bloody heck are there a bunch of fun maps on this forum? there should only be serious ns maps here. we need another mapping section for fun maps, or a sub forum or something..
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    The hive room is empty because I felt the aliens are mostly safe in this room so obstacles weren't a real priority. What was a priority was to break the "one big box" syndrome and add in things that gorges can build on. In some games where marines are playing mostly offensive the aliens have no where else to go but their hive. In the old map it was an assured loss for aliens since it(the hive room) was a big box, but now that it's more arena like with more than half the players spawning in the elevated portion and to advance in the hive you have to take either side of the stairs, the aliens have a fight chance.

    GiGaBiTe, I feel my map is serious enough to post here. I see it like any other game mode for NS only not officially supported.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    You know people, as the older of us will know, sometimes doing things a different or the 'wrong' way will give us a better perspective of why things are done the 'right' way. I see no need for siege maps to be marginalised from the forums.

    What I would say, MrRadicalAv, is that maybe you should think about adding the word siege to the map title. That way more siege fans will recognise it's a mapstyle they like and will download it when it crops up in a servercycle. If they see steam start downloading 'ns_storm' many might not be encouraged to do wait to see what it's like. In my experience Siege maps are fast paced, something that is reflected in the sort of player who likes playing them. This type of player wants to Fade and he wants to Fade now. He's the sort of player who wants to start playing without having to wait around, so waiting a few minutes (or more) for ns_storm to download, when it might not even be a custom map that he likes, probably isn't a situation you'll encounter too much. If the player knows that it's a siege map from the word go, then he'll be more likely to download and play it.

    This also ties in with the whole Classic / Combat / Siege / MvM debate. They should all have a place on the forums. If a mapper doesn't like those maps, then he can show that by NOT posting in the thread and NOT giving constructive feedback. Idle flames don't help anyone, and just serve to isolate newcomers to NS Mapping, who might find it easier to start off with a siege map to get the hang of entities, texlights and so on. I know this isn't the case for Ed, but it IS the case for many people who are probably making NS maps but feel to scared to start a thread in this forum because of the abuse that they KNOW they will get.

    Let's just step back and think about what really is best for the NS Mapping community:

    - A stagnated pool of bickering elitist traditionalists?
    - or a fountain of creativity deep-rooted in encouraging variety from every angle of the mapping contingent?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-carioca+May 6 2005, 01:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 6 2005, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    slap lt.gravity.
    sieges room arent to be beautifull they are ulgy because
    focus is in the fun and the map not in classic way of playing if you never played try filter one and play to see.
    the first i see very detail is generator of sgt barlow.
    now ppl is pump blowing with stargate and generator massive worked what will come next? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    its not ugly, its just empty.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin-GiGaBiTe+May 6 2005, 07:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ May 6 2005, 07:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it actually looks quite decent for a siege map.

    but the question arises:

    why the bloody heck are there a bunch of fun maps on this forum? there should only be serious ns maps here. we need another mapping section for fun maps, or a sub forum or something.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree with GB, there should be a funmaps section, however, this map looks cool!
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver
    I don't generally like funmaps, but I'm not against making them at least <i>look</i> good. gj radical.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    I think the entrance to that hive room needs less line of sight to the hive, or it just needs to be hard to get into or something.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    That's not the main entrance, it's the entry way to the res rooms. That's part of the fun when redoing a map. I get to reinvent siege007.. new alien halls, new jetpack room, new everything.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-carioca+May 6 2005, 01:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 6 2005, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    slap lt.gravity.
    sieges room arent to be beautifull they are ulgy because
    focus is in the fun and the map not in classic way of playing if you never played try filter one and play to see.
    the first i see very detail is generator of sgt barlow.
    now ppl is pump blowing with stargate and generator massive worked what will come next? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's a good thing. Any mapper who was NOT designing thier maps for fun ever should not be mapping any more. Fun is goal #1, the thing is, in classic NS the atmosphere is so much of the fun. There is also room for maps like orbital, which are fun compeditively because of thier well laid out and practical designs, while at the same time are not as atomspheric as all the maps us nubbies love.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Okay I JUST got done with the door entities and have them in sync with the round timer(its perfect). I have a nice door with effects and sounds to go along with it. I'll have a compile ready to show off my progress. I've added alien halls, alien side door(the door itself and all entities), marine's undefendable room, and hallways leading up to the ramp room. Progress is going strong.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited May 2005
    More accent lights(weak, not main lighting! Computer screens/equipment, a flourecent tube here and there in some cheery colour and things of that nature), they make lighting look much more interesting.

    It's probably a good idea to get gameplay down first and then add a bunch of details(preferably not of the kind people hate; tiny outcrops that obstruct movement). But since siege007 all you need to do is look at the changes you made to map geometry and see if they are annoying or unbalancing.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    *smiles*

    Wow... a good looking siege map...

    I'm impressed
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Sweet! <!--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-->


    BTW Mr.RE - your new avatar is scary. 0.o
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Okay wow.. I made some progress alright..

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    siege007 hive room
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070004.png' border='0' alt='user posted image' />

    stormsiege hive room
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0000.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    siege007 alien halls
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070005.png' border='0' alt='user posted image' />

    stormsiege alien halls
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0001.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    siege007 alien halls to alien side door
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070006.png' border='0' alt='user posted image' />

    stormsiege alien halls
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0002.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0003.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    siege007 undefendable room
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070002.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070003.png' border='0' alt='user posted image' />

    stormsiege undefendable room
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0008.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0007.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege00013.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    siege007 long halls
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070000.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_siege0070001.png' border='0' alt='user posted image' />

    stormsiege "long" halls
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0011.png' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0012.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I got a few more, but you get the idea..
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    With the time I got today I hope to knock out the ramp room and jetpack room.. maybe even begin on marine start if I'm lucky, but I am adding a new defendable section that sits between the ramp room and undefendable.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    looking great to be a sige map ;D
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    HOLY flipping TOILET PAPER
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    im happy i will see some beginner player start learn how to be comm at this great map.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    that looks sexy, no ****. personally I hate the siege maps but I will download this one just too take a look at the nice architecture.
    THATS what I call improvement!
    super cool lightning. its a shame you dont convert it to be a ns map because the style would be worth it.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    Very awesome, as I said in the [IAM] forums, VERY nice and I can't wait.

    Lighting is incredible, it will add some actual depth to those bland and boring siege maps.

    I'll save all my other comments until I play it in game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keep it up!
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Looks like you took the old 007 and made it 110% more smexy! That's almost as smexy as Nancy (the person)!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    make your sig image link to this trhead because is a cool map.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    Dear Diary...

    progress is slow. The ramp room leading up to the jetpack room has provided many troubles. more troubles greater than any other troubles encountered on this mapping project. I feel faint as of writing this.. my mug of gatorade is running low and I fear I might not reach my goals for today, but there is a light at the end of the tunnel. the basic geometry of the ramp room is now finalized.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    *chants* go go go go


    YU CAN DOO EEET!
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    If you make this map and finish it...

    I will 100% guarentee it will replace 007 as our all-time favorite siege map EVAR!

    FINISH IT! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    A new addition in terms of comparing against siege007. A small intermediate room for marines to defend that ends after the "long halls" segment
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0018.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Beyond the new addition is the very unique ramp room that I reimagined with very good r_speeds.. but the ramp room is a secret untill release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0019.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    edit: from what you can see I have taken out the two long hallways that lead to the big ramp room in favor of one big ramp leading down to the ramp room. I figured since aliens most times fight for the ramp room I felt it was necessary to make a bonified choke point that can be defended, but broken through. Instead of aliens falling back from the long halls to undefendable they have the new addition to fall back on, but the ramp room is more or less a commanders' playground.. it looks very fortress-esque
Sign In or Register to comment.