Co_rebirth

ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
edited February 2004 in NS General Discussion
<div class="IPBDescription">Map feedback thread</div> <b> Please read the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61293' target='_blank'>Map Feedback Guide</a> before you post</b>

One interesting looking Combat map courtesy of IAN - Let us hope he makes a Ns_ style map one day!

This map had a large addition with a sub-level as of beta 3, in case you haven't found it (or it had it all along, I just found out about it in beta 3 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> You reach this by the vents from hive or the ladder down from the corner in marine spawn.

Now, let us hear what good and bad you think of

<span style='font-size:14pt;line-height:100%'>Ns_Rebirth.</span>


<i>Bright, blueish-yellow lightning and high-tech corridors dominates Rebirth and makes it look very vibrant</i>

Comments

  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    The first bit of feedback was given in Beta Bug Reports forum. I've copied it here:

    <!--QuoteBegin-xMad-MaNx+ Feb 12 2004 07:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xMad-MaNx @ Feb 12 2004 07:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I was playing by myself (testing the map) and i really like the new floor under the marine spawn. I didn't get any fps loss in the MS, but when the glass doors opend my fps went down to about 30 for a second, other then that everything is fine (besides the texture flaw). I still need to try playing the map with more players. I will post here again once i have.

    One more thing kind of off topic but, I want to be sure what a null texture is. I think it's when it looks like there is a map leak?

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    IAN, the mapper, was swift to reply:

    <!--QuoteBegin-IAN-SDZ+ Feb 12 2004 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IAN-SDZ @ Feb 12 2004 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Yes, you're right
    And i just come back from work, it was a null texture. Fixed.

    fps are at 72 for me in the "two doors corridor" so i don't know..
    I'll probably remove those damn doors.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • meatballmeatball Join Date: 2003-05-10 Member: 16196Members
    I love rebirth, the mood of the map is great. That sublevel is a nice additon but there seams to be missing txture on a brush (is that the name?)
    <img src='http://www.home.no/apan-arne/rebirth.jpg' border='0' alt='user posted image' />
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    Co_rebirth is sort of a mixed bag for me at the moment.

    I enjoy the areas between the hive and MS (other than the aforementioned 2-door hallway). It has a good mix of ambush spots, marine friendly spots and a fairly decent atmosphere.

    Now, for my criticisms, which mainly deal with MS and the hive.

    Aliens have a very difficult time ending the game. I wish I had a good image host for screenshots of MS, but the a few things come to mind.

    1.) One access route (the ramp across the room from the CC requires the onos to lumber all the way up it and then all they way across the room all the while taking gl and light arms fire.

    2.) The other route isn't that bad, the aliens are still very exposed in it, but the one real annoyance is having to jump the railing into the CC pit everytime to start hitting the chair.

    I guess it would be nice to see MS made slightly smaller so aliens have a better chance of attacking it while not losing the atmosphere of "This is the marine zone."

    As for the hive, it is far too easy to jetpack and in general for the marines to attack.

    1.) The entrance at the lower end of the hive room is ok, its possible to use the vent to come up behind the marines attacking.

    2.) The upper entrance of the hive room is a major annoyance of mine. A hmg/ha can stand up there and spam at the hive for a very long time until a myriad of aliens manage to kill him. Also, it is quite easy to camp at the end of the hallway and rack up kills. I think a vent running from the wall opposite the hive and exiting at various points along the hallway, plus a bit more infested feel i.e. darker textures, less lighting should balance that section of the map for aliens.

    3.) My ultimate frustation when playing this map is how easy the hive is to jetpack. The room is very tall and large with easy line of sight to the hive. A resupply jetpacker can fly to the limits of his energy, all the time hammering the hive with fire. Some of this is a combat balance issue in general, but I think you could help by making the room less jp friendly, with less line of sight to the hive and less vertical range to play with. Perhaps some columns, etc. might help the situation.

    Well, I've complained alot, but I think your map has real potential to be a good map. I like the vent structure on the lower part of the hive and the atmosphere of the map in general. The only thing that is really harming it right now is how easy it is for marines to kill the hive and how hard it is for aliens to kill the CC.
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    The map is very abit choppy for me right now for some reason, it started after beta3 and i know it's not my computer (gforce4 ti4600 256mbDDR, 1.62ghz), plus i can handle every other map just fine with no fps loss. Most of the people i talk to seem to have the same problem.

    Now for a map suggestion: I think the new vent in marine spawn should have a no-exit vent leading up and back alittle bit, because right know it's VERY easy to get anything out with afew grenades.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    9 out of 10 voices in my head say this map is even sweeter than before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But indeed , the hive is still too vulnerable to JPs. It should be more isolated from the rest of the hive room , to increase the exposure of JPs attempting to attack it (easier to catch if they're sitting on top of the hive)

    The vent system is nearly perfect , though the place carved under the hive room looks useless.

    And Immacolata , it's <b>co_</b>rebirth <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • IAN-SDZIAN-SDZ Creator of co_rebirth Join Date: 2003-05-07 Member: 16116Members
    Ok all, many thanks for your so precious help.

    There was 2-3 problems with the null textures in this new co_rebirth, be sure i fixed it.
    But the real problem is: what's happening with those damn fps? why does it now lag so much.

    Well i spent a long long times since friday to find the reason why and i got the precious help of Immacolata and Revenge, i really thank them two, gg guys!

    Tomorrow evening i found the begining of the answers i think..
    An info_location just above another one..

    In NS classic, we just can't build two levels in the same view of the commander.
    Now it's possible in combat. But info_locations don't deal with it.

    So when you walk through the rebirth room you saw sometimes level 0 written.
    And the level 0 takes place just under MS to Glassdoors hallway...

    So i hope it was the problem and i removed all info_locations.
    I can't be sure until you will all play on co_rebirth, but now i feel it better..

    Also, the hive is now hidden from the upper entrance to hive room, because of your help on gameplay, and i changed a bit the MS with a vent all around it.

    I also removed the vent which drove directly from the hive to the level 0.

    I hope the new version will be better for you all and i really thank you again for this help and feedbacks.

    Sorry for my english.
    IAN.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    edited February 2004
    Dont worry, your english is great!


    Awsome map man! I Love it! Keep up the great work! My only concern, is that it is way to hard for aliens to assualt marine base. Since most marines camp thier base for the start of the round, Alien cant do anything... Perhaps an extra vent or to discourage the marines from camping long hallways for too long.(like the way you did the vents of the lower entrence to the hive.)
  • IAN-SDZIAN-SDZ Creator of co_rebirth Join Date: 2003-05-07 Member: 16116Members
    Thank you Hologram0110 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Reading you all, i still have a gameplay question .

    This one is about this vent between the level 0 and this little room near the hive, only for jetpackers or small aliens.
    Please could you tell me if i should keep or remove it.

    My opinion is that it's a good direct way for aliens and a really dangerous one because of Marines with GL and JP.
    Sometimes we want a quick combat game, and sometimes, we get frustrated because it seems to be too easy to go to the MS/Hive room.

    So please, if you spent time on rebirth, what do you think?

    Thanks by advance.
    IAN.
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    Hi Ian,

    great map, I really like rebirth and hopefully the fps problems have been fixed as they occur frequently for me. Other then that, the map is great, great mood, etc.

    I myself have seen aliens win this map late in the game, mind you there were like 3 onos and a bunch of fades and lerks but it is possible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    My post is in regards to a map exploit that can be used to allow the gorge to basically bile bomb the cc. I can provide you with more information on where it is located, I'd just rather have you pm me instead of posting it out loud for everyone to know...
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I'm going to go out on a limb here and say i think the fps drop will be down to the high r_speeds, around the glass door area it regularly gets up to 800/900 and in some cases, as shown in the pictures below it gets much higher.

    <img src='http://mrben.thezazi.net/images/co_rebirth0000.jpg' border='0' alt='user posted image' />
    <img src='http://mrben.thezazi.net/images/co_rebirth0001.jpg' border='0' alt='user posted image' />
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Almost looks as if it's compiled with fast vis :/
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    The r_speeds at certain angles of MS and the hive can get pretty high too. Beautiful map, but most areas where intense battle occur are too laggy to play properly. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Maybe it's just me, but rebirth hurts the crap outta my eyes lol.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited April 2004
    <!--QuoteBegin-IAN-SDZ+Feb 15 2004, 01:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IAN-SDZ @ Feb 15 2004, 01:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An info_location just above another one..

    So i hope it was the problem and i removed all info_locations. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Noes! Please, just remove <i>one </i>of those info_locations, being able to see 'who is under attack where' as an alien is really useful, and quite rare in the combat maps <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • OrangeSliceOrangeSlice Join Date: 2003-01-25 Member: 12737Members
    I am still getting very bad fps in the MS, glass doors areas, and alien hive.

    Any word on a map update being included in a future beta release?
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited May 2004
    Rebirth is a great map, however Its just become completely unplayable for me.
    The map was perfect until the lower level was created. Since then I get lower than 10fps on co_rebirth in all areas. My processor is pretty old, but to go from good performance to no performance in the space of one map update isnt right.

    Perhaps its something to do with the lower level?
  • EvigEvig Join Date: 2004-04-29 Member: 28305Members
    Ever since the addition of the lower level I drop to 20-40 fps whenever I face the alien hive. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Notable areas are long corridor to alien hive, "the blue door room" and the entire lower level.

    Everyone else I know has the same problem, our current gaming rigs are pretty solid but they get huge fps hits under the aforementioned circumstance.

    -Evig
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Same problems as everyone else. Fps is generally terrible on this map. It's like it needs to be totally reworked with fewer details and more vis blockers or something. Maybe more hint brushes? Something! Average r_speeds are probably somewhere around 800-900, and peaks as high as 1200. How did a map that breaks the mapping rules so completely even manage to make it into official release?
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