Co_minas

DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
edited May 2007 in Mapping Forum
My baby...
ACHTUNG! : This post is outdated, please see HERE for updates and to download the new version (currently RC1)

QUOTE
Short lame backstory:

from: <[email protected]>
12h31m55s|28/01#CC|SoldierID#478.845F[Pvt.Droggog]
to: <[email protected]>

Darling,

I'm afraid to say we're still aboard the NSS Minas... We were about to finally reach our target when Uncle-VI decided to shut down our own engine for some reason. We've got to investigate... I'll be late for your birthday. I'm so sorry. :[

Don't worry though, i'll be back home soon, <3 and kiss the kids for me.

Drog.

[TSA#R-00FA4F] This e-mail is confidential and intended for the addressee(s) only. If you are not an addressee please promptly notify the TSA and delete the message or you risk immediate disintegration. Do not use the content in any other way. [TSA#R-00FA4F]


Well, here is co_minas, screenshots and download below. This is the first map i release and it is made with the Quake Army Knife editor.

It's using a rather basic "8" layout but with a twist, the two different levels (at the chokepoint) are connected with a big elevator and vents, some of them onos/marines-friendly, as the said elevator can be blocked mid-course by pressing multiple buttons. Technically speaking, the elevator is a func_train with 3 switches. Here is a screenshot of the layout;

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The map's mostly using ns2.wad, but when you approach the hive and go into the "maintenance personel only" area, the texture set, and lighting, changes drastically to a very dark-ish, and i hope a bit scary atmosphere.

The big marine start, bridge. Should be easy to defend against skulks, gorges, and onos;
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Another view of the MS. Ôôôô mighty armory;
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Some corridors leading to shipping control (the chokepoint). Most of these wall details are "clipped" for easy wall-climbing/blinking/navigation. Some vents and nice ambush spots in there.
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Shipping control (upper floor). On the right, not seen on this screenshot, is Mr.Food&#153;, the nano-cook serving microwave spicy "spaceribs" today;
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Shipping control (lower floor);
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Entering the "maintenance personel only" area, leading to the engine hive;
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And the hive itself;
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Some more old screenshots can be found in the "post your screenshots" sticky. I'm curious to see how it's gonna play. If it gets played at all that's it tounge.gif . We've tried it with some dumb bots, but no real playtest with people yet. I've paid a lot of attention to aesthetics and consistency, but also to clipping, wall-climbing, bhop possibilities, playability, etc. I think it's a good mix of all those things.

Here is a list of the inevitable "know things to do";

- Some serious triangle-based infestation in the hive (had troubles with some badly-lit faces while doing this, gonna try to fix it)
- A proper readyroom
- In-game credits (there are some textures made by kawak (ns_agora) and i think Zazi? (co_ether), etc)
- A better backstory

But honestly, i can't wait to release a first version of this anymore so here it is. Feel free to comment on those points anyway.

>>> DOWNLOAD IT HERE <<< [link removed, outdated version, please see HERE for the new download and screenshots, thanks]

This is dedicated to Laurence, know as "Minas" in-game. <3

Please let me know what you think... Constructive criticism especially. But also insults and random "OMG this sucks" comments. It'll bump the thread, heh. Thanks.
Post edited by Unknown User on
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Mapping hideout (outdated) | Smaller in-game fonts | Co_minas: just click the sig
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Comments

  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation Posts: 455 Advanced user
    Looks very nice, I like the creeping alien creep look you've got going on with those decals.

    I'll dl it later and give some feedback.
  • denzildenzil Join Date: 2002-11-06 Member: 7314Members, Constellation Posts: 41 Advanced user
    As I said on the YO forums, the marine start is pure beauty architectually wise smile-fix.gif

    Please make this into a full blown NS map for us biggrin-fix.gif Am already jealous of your marine start, wish mine were as nice
    dangerously sexy.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    holy...

    possibly best co map ive ever seen

    awesome job!
    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
    edited November 2006
    Your lights or should I say lamps blow me away. They look awesome. [edit] kawaii backstory too 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

  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    Wow! Awesome screenshots. Espacially marine start rocks. Im looking forward to take a run through your map!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Initial reaction - Clean cut looks very nice. Pretty strong little lights highlighting certains areas doing the job well. Overall brightness looks extremely good for competitive play and the theme is strong and attractive.

    Downloading now, looking forward to it too wink-fix.gif
    blah blah blah
  • Zor2Zor2 Join Date: 2005-01-13 Member: 35341Members, Constellation Posts: 213
    edited November 2006
    Its great. I know very little about mapping but this map is definitely one of the most polished maps Ive seen. Marine start and hive look really good. Im only speculating here, but will marines dominate (esp with JP) due to the wide corridors and spacious hive area?

    Looking forward to seeing this one the servers smile-fix.gif.

    Btw: I love the little details like the screwdriver next to the vent, the error sound on the doors and the sparks off the dodgy light in the hive
  • w00tiew00tie Join Date: 2006-10-30 Member: 58099Members, Constellation Posts: 72
    Nice Map Gj smile-fix.gif
    IPB Image Constellation Member IPB Image
  • AdmirableAdmirable Ireland Join Date: 2003-08-31 Member: 20410Members, Constellation Posts: 70
    Droggog for Prez!
  • BombBomb Australia Join Date: 2003-02-20 Member: 13766Members, Constellation, Reinforced - Shadow Posts: 30 Fully active user
    Nice map. I'll give it a bash as soon as I get the time smile-fix.gif

    I will say this from the screenies it looks awesome, hats off you guys!
  • viperviper Join Date: 2004-03-18 Member: 27402Members Posts: 103
    Great looking map dude! I reckon we could have some seriously fun games on that.
    85.236.98.56:27015 #yo-clan | www.yoclan.com [Classic Only]
  • BeastyBeasty Join Date: 2006-11-02 Member: 58188Members Posts: 18
    Do you have the WhichBot waypoints?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow Posts: 2,545 Fully active user
    This needs to be on some servers. I would play CO just for this map. Excellent job. I found a few things that I might post later (little details I found from a quick walkthrough) but otherwise.... excellent.

    Cheers,
    ~ DarkATi
  • AnimeLOLAnimeLOL Join Date: 2006-11-02 Member: 58275Members Posts: 118 Fully active user
    Love the architecture, lighting, and texturing! I know you made MS big to help in defense, but you don't think its a tad TOO big? nerd-fix.gif

    Well, some maps have different dynamics, so I guess its fine smile-fix.gif

    Will comment later after I playtest it tomorrow.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,415 mod
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    Aww thanks everyone! smile-fix.gif

    QUOTE(denzil)
    Please make this into a full blown NS map for us

    Hehe, you'll hate me for saying this but in fact, it started as a NS classic map with a eclipse-like layout. I'm also a big fan of classic, and don't play combat much, if at all. But i turned the project into a combat map for many reasons including but not limited to;

    - Easier to do & finish (remember it's the first map i release!) tounge.gif
    - It's sad, but custom co maps are more played than custom classic maps. With an exception for... siege maps.
    - I did want to at least try to get it official and 3.2 was already in the work so i had to finish it fast. Sad thing is that i was too late anyway, heh.

    So now it's a co map! Maybe one day i'll go insane and make a NS map with a similar theme, but i'd rather start it from scratch now that it's got released as a co map, or it would be too confusing. And there is the NSTR2 with the source engine poking its nose around the corner, wich is tempting...

    @Zor2: I'm glad someone noticed those small details! About marines dominating hmm we'll see. Maybe. There is a vent system (wich i'll probably improve btw), loads of ambush spots on roofs for skulks, etc, to help. In the hive the spawn points are carefully placed to minimize spawn camping possibilities (some spawns are located on top, under cover, etc). It's true that the map is nice to navigate with jp's, but so it is for lerks, fades and leaping skulks, so it's hard to say.

    @Beasty: Nope. I had some RCbots wp's somewhere but those are outdated (i moved things around since, etc). I may include waypoints for wichbots and rcbots in a future release. It will help for the map to be actually played i guess, thanks for the idea. This reminds me i forgot to include the readme and .res file, oops.

    @AnimeLOL: Yeah, the MS is kinda big. But i think it's more like it's "feeling" big. For comparison, it's about the same size as the MS in co_faceoff, and even a bit smaller than co_kestrel MS counting the area with the armories.

    Looking forward to some more feedback, thanks!
    image
    Mapping hideout (outdated) | Smaller in-game fonts | Co_minas: just click the sig
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    well make a NS map now mate!!
    XrgpE3Q.jpg
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members Posts: 1,393 Fully active user
    edited November 2006
    very neat and clean. i love it. Great lighting too.

    btw, im a sucker for the light blue lighting color biggrin-fix.gif
    *NUKED.* Do not evade the swear filter. -Talesin
    IPB Image
    [PF LOTW] [XMAS]
  • denzildenzil Join Date: 2002-11-06 Member: 7314Members, Constellation Posts: 41 Advanced user
    Check the YO forums for feedback mate, we had a couple of games on there. I took two demos also that I will try get to you at some point. But a few suggestions have popped up, people really enjoyed it though. We normally only do NS_ Classic maps on our regulars nights, but everyone enjoyed Minas smile-fix.gif

    Can give a few pointers as to small changes to layout if you'd like? Specifically an extra smaller entrance to marine start
    dangerously sexy.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow Posts: 149 Advanced user
    wow looking good biggrin-fix.gif

    aaanndd... download finished....NOW! tounge.gif
    io9u.png
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members Posts: 245
    Looking damn wicked sick good biggrin-fix.gif ! Keep on working/improving!
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    Don't worry, i'll keep working on it. smile-fix.gif

    I've already made some changes based on the feedback i've got so far and will post a changelog/update soon. Cheers!
    image
    Mapping hideout (outdated) | Smaller in-game fonts | Co_minas: just click the sig
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue Posts: 383 Fully active user
    Fantastic map with nice atmosphere and nice work with quark.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester Posts: 2,601 mod
    I've been running around in it a bit, and i must say there's some nice digital craftsman involved. I do worry about the open spaces a bit in terms of balance, it might tip a bit towards the marine side.

    Also, at the hive; the smoke seems a bit out of place, coming from nowhere (from a fairly common/simple texture), as well as the organic water. It looks a bit odd like that. (perhaps a normal green water texture with the alien texture under it would be better.) Finally, i think a wall of organic alien mass would look pretty good in the hive, at one of the sides, it's a bit *too* symmetrical for my taste atm.

    Beside that, great job on the aesthetics, could well become an official map.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members Posts: 611 Fully active user
    I had a run through your map, and it really looks awful because of my laptops damn display biggrin-fix.gif
    However i know how it looks on a real monitor and its really hard to give any critics because it looks so hot and clean smile-fix.gif
    However two minor things caught my eye:
    [attachmentid=35479]
    The light texture there doenst seem to connect to the trim next to it. I suggest use an overlay there if your not near any entity limits.

    And the hive has a cool red light there, keep that please, but some cool light source would rock smile-fix.gif

    I also agree with angelusz' points, that alien-water thingy would look better if it would be less transparent and less sharp. You could simply scale it up a bit, imho scaled up infestation textures do by far not look as bad as scaled up tech textures cause it looks softer and more organic.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation Posts: 1,069 Advanced user
    i like the water it looks cool imo lol
    XrgpE3Q.jpg
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    edited May 2007
    >/spell 29
    >Casting rise from the dead on co_minas... [threadomancy lvl7]...
    >Success!
    >You put on your pimp hat...

    Well, hello again. It took much more time than expected, along with an HD crash (thank god i had backups on cd), but i kept working on co_minas... Here is a rather cheesy video trailer i made with WMM for those who missed it (it's, huhh, the first video i make, mmmkay?);



    The map has been improved a lot, and i'll post a new downloadable version "soon" after this post.

    Edit#2 05/22/2007:

    Here are some new screenshots;

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    IPB ImageIPB ImageIPB ImageIPB ImageIPB Image

    (Gah... it seems like there is a limit of 10 pics-per-post... I'll link more later i guess...)
    Post edited by Unknown User on
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    Mapping hideout (outdated) | Smaller in-game fonts | Co_minas: just click the sig
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation Posts: 328
    Oookay, there we go with the file;

    >>> Download co_minas_rc1 <<<

    (.res file included, but no bots waypoints yet. If someone feels like doing it... it'd be appreciated as i'm not familiar with waypointing)

    Some numbers;
    Bsp size: 2.69 MB
    Texture usage: 3.99 MB
    Average r_speeds: 250-500
    Peak r_speeds: ~750
    Total entity count: 227
    Version: RC1

    Layout;

    IPB Image

    Non-exhaustive changelog;

    - Added a ladder in the shaft so no one can be trapped if the lift is stopped mid-course
    - Reduced the size of the lift plate a bit. There's now a gap between the shaft and the lift itself
    - Lowered the floor under the lift so even a onos can get out if it's trapped under the plate
    - Enlarged the vents connecting the two floors so every unit can take those paths without crouching
    - Lowered the wall at the north-east area ramp so it's a bit easier to bhop over there
    - Added machinery, computers, etc, at key locations to provide more cover for aliens
    - Added more ambush spots
    - Expanded/added a lot of vents to make the whole map more alien friendly
    - There's now a vent leading to the marine start. It can be welded shut
    - Closed the upper entrance to the hive. It is now some sort of vent
    - Replaced most stairs with slopes for easier bhopping
    - Fixed slopes so they don't have the annoying 'sticky' effect like in most maps
    - Replaced the corridor west of marine start, “Med-bay”, to make the area more alien-friendly
    - Added some sort of mini-room at the end of the corridor east of MS, "Purification"
    - Increased lighting at the entrances of the hive a little bit
    - Readjusted light textures in shipping control/dorsal access
    - Added/modified info_locations
    - Moved the armory to the back of the marine start
    - Increased the engine size in the hive to provide some more cover
    - Moved spawn points in the hive to help against spawn camping
    - Fixed bullets not going through the railing in Purification
    - Loads of small visual & gameplay tweaks too numerous to mention...

    As you will see, the chokepoint dynamics have been changed a lot. No matter where the elevator is in its course, units can still travel from one floor to another by using the gap between the lift plate and the shaft itself. There's also a ladder in the shaft now, preventing anyone (even heavies or a onos) from getting completely trapped if the elevator is stopped mid-course, or if someone ends up under the lift plate. Additionaly, the two vertical "vents" connecting both floors have been enlarged to onos-size, opening many possibilities to flank the enemy.

    IPB Image IPB Image

    This has been done cause the original design was a bit ambitious, forcing players to use the elevator a bit too much, or completely ignoring it. It feels much more like a "normal" layout now, while keeping the fun of the elevator, even ehancing it.

    Notice the skulk poking its head at the right of my lmg. The gap is big enough so a crouching onos can use it to jump down in the pit as well. Only way out for him will be the ladder though, be careful!

    The hive has been improved too, there are new vents to get out, spawn points have better placement, more infestation, etc.

    Marine start is still about the same, but with a vent connecting med-bay <--> marine start <--> purification. This vent can be welded shut to close the access to MS, but then the vent is still connecting med-bay & purification, so it doesnt become useless nor a dead-end.

    As mentionned in the changelog, slopes are now "lucid-like", wich means an alien can bhop ALL the way between the hive and MS without a single glitch (the infamous slope-clipping bug). There's also some areas where you can "lick" the walls ( tounge.gif ) to go a bit faster, and height variations in architecture almost everywhere so marines can use them to bhop/dodge aliens too... This is not a boring, flat map where all you have to do is point & shoot, there are many fun things/tricks to do movement-wise.

    And finaly, like in previous versions, most wall decorations have been clipped flat to ehance wall-walking and to prevent pro-fades to bump/get stuck on 'em as much as possible... With all those gameplay-optimisations, i hope "competitive players" will be happy. (But do they play combat in the first place? No? Ahhh well, this is good for any kind of player anyway... tounge.gif )

    I'm still not quite happy with the readyroom and a few minor things, but as BigD once said in the thread for his map, i feel like i'm in the "perpetual tweaking state" for a long time now, so i'm releasing this version. Hope you will enjoy.

    PS: Sorry for the double post but hey, this is a long one.
    PS2: I'll post more screenshots after some replies (forum limit)... If there are any, that is ^^
    image
    Mapping hideout (outdated) | Smaller in-game fonts | Co_minas: just click the sig
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos Posts: 2,589 Advanced user
    Perhaps I should download this and email it to myself so I can remember to check it out when I get home. Looks like this map is coming along nicely. I'll try to post some better comments once I get a chance to look at it.
    毎日勉強したら上手になるよ
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Get a sexy custom logo to hover above that CC now! biggrin-fix.gif
    blah blah blah
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