Co_secrets

AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
<div class="IPBDescription">beta 1 release in the spirit of iceworld</div> ok here it is...

in response to:

<!--QuoteBegin-Reese+May 9 2004, 10:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ May 9 2004, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Instead of making it from scratch, why don't you make a new improved version? Maybe the same layout but with vertex manipulated snow, more interesting architecture, some lighting, SOMETHING besides four walls with four pillars.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

...so i made something better =)

Remeber this is beta 1 before you download. So if you don't like bugs, don't download it until i have at least beta 3 out, or a stable release =)

Some of the highlights:

-<> Marine vs. Marine
-<> Anti-spawn camping measures built in
-<> Anti-GL spam built in
-<> Uber-secrets hidden in the map
-<> Dirty Rustly facility for fighting under the stars

<a href='http://www.avitar.net/dl/co_secrets_b1.zip' target='_blank'>DOWNLOAD HERE</a>

screeny:
<img src='http://www.avitar.net/pic/co_secrets/co_secrets_b1_1.jpg' border='0' alt='user posted image' />
This is me in 1 of the secret rooms.

Planned revisions:
-<> More Dramatic lighting...
-<> Fix any bugs you guys find
-<> Adding more secrets
-<> Put some game text in there to help out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I think I'm going to cry.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    rofl, yes my eyes are bleeding as we speak.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Ok, as it seems with every funmap i have to start the criticism at the initial .zip file.

    Everything in the .zip is set to extract to a folder, "co_secrets_b1", to be exact. There is no reason to make you extract to a seperate directory, none at all, all it creates is extra work for whomever is download it.

    Now another thing, before i've ever loaded up NS, the wad you use is "avitar_joins.wad", the standard for naming should be "ns_yourmapname" or "co_yourmapname" this is so whenever we come to deleting a wad, we can tell exactly what map it's associated with. Come a month or two down the line, i can virtually guarentee i'll have no idea what "avitar_joins.wad" will be, but it will still be there, long after this map is deleted.

    Ok, now i'm actually gonna go load the map up.

    Well, it's what i expected.

    Generally the lighting is extremely bland and way too dark on the whole. There's no "dramatic" lighting in the slightest. Could use a lot more work. The texturing is also extremely bland, nothing really caught my eye.The architecture and brushwork is functional, but in no way pleasing to the eye. It's all just very blocky, the walkways have no railings, trims, anything.

    All in all, yeah, it's a fun map. A MvM funmap. You get exactly what you expect when you download it.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    It's people like you who ruined CS mapping
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    be nice peaple <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
    How you cosidered making a MvA version of it ?
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    it's MvM, therefore it must be castrated, crucified, and incinerated alive
  • badebade Join Date: 2003-10-27 Member: 22040Members, Constellation
    thanks dude, ill get this on my server asap
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    All I have to say is that it's not very NS...

    and bade, what's your IP so I can add it to my do not touch list...
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    <!--QuoteBegin-Diablo_fx+May 10 2004, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ May 10 2004, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> be nice peaple <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
    How you cosidered making a MvA version of it ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We will see =)

    Probably have to change the map a bit as the way it is currently would be unbalanced to one side.

    But as far as concept goes I will make a MvA map in the next week or so if you like...
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    Sorry to say i actually tested this on our server, and boy does this map lag, i had 2fps when facing the enemies side.... Bad bad bad... Though there were 24 people in the server...
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    <!--QuoteBegin-esuna+May 10 2004, 08:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ May 10 2004, 08:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now another thing, before i've ever loaded up NS, the wad you use is "avitar_joins.wad", the standard for naming should be "ns_yourmapname" or "co_yourmapname"...

    .
    .
    .

    Generally the lighting is extremely bland and way too dark on the whole. There's no "dramatic" lighting in the slightest... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    First... The wad is called avitar_joins.wad since it obviously will not be for a single map, instead it can be used for just about any map because, if you looked at it, it contains pretty much only join signs.

    If you read AND understood my original post that was at the top of the thread you would have seen two things:

    <i>Remeber this is beta 1 before you download. </i>

    <i>Planned revisions:
    -<> More Dramatic lighting...</i>

    Obviously I am more concerned with functionality, playablity, and balance over nice lighting, details, and molding around the walls since that is the important part of a map.

    Have a nice day =)

    PS:
    Well I asked players (not mappers) in the server that do they want:
    1. High Quality textures and styles
    2. Normal Texture/styles which will give fast FPS
    They overwelmingly answered number 1
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    <!--QuoteBegin-OneEyed+May 10 2004, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneEyed @ May 10 2004, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry to say i actually tested this on our server, and boy does this map lag, i had 2fps when facing the enemies side.... Bad bad bad... Though there were 24 people in the server... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    24 people in MvM CO will almost allways lag up a server especially if they nade spam.

    I played a 15 v 15 yesterday on blue v green and my ping jumped from 20 to 750ish

    If the pings go up because of the server being filled it isnt unusal

    I am planning to play with the architecture in version 2 to block some vis for better r_speeds though I averaged near 375 during testing. The middle is closer to 475 though.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    <!--QuoteBegin-Avitar+May 11 2004, 01:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ May 11 2004, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am planning to play with the architecture in version 2 to block some vis for better r_speeds though I averaged near 375 during testing. The middle is closer to 475 though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How in h*ll did you get that high r_speeds? Looks to me like its around 120.

    Ah now i see. it the snazzy brushwork and all the other sexy details
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    <!--QuoteBegin-Avitar+May 11 2004, 02:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ May 11 2004, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I played a 15 v 15 yesterday on blue v green and my ping jumped from 20 to 750ish <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    off-topic
    I think your connection is not setup correctly (if the rest of the server the players ping remain normal during this game ofcourse)

    judging from your ping 20ms (normal) Just type

    <b>rate 25000</b>

    In your console, this will probably stop your bad ping

    <span style='color:gray'>(I think the steam/ns standart install sets it to something like rate 3400, which is not correct for fast connections and cause lag when you see a lot of stuff happening on screen)</span>
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    In a real space station, what purpose is served by hovering cubes with 'Do not stack' signs? HAVE YOU THOUGHT THIS THROUGH!?
  • Guten_RaynorGuten_Raynor Join Date: 2003-07-30 Member: 18570Members
    edited May 2004
    ugh... noobs.

    Avitar: you have zoners tools right? if not, GET THEM.

    use:


    -wadinclude avitar

    EDIT: No .wad in the command. avitar_joins would also work, if you have other avitar*.wads you don't want to include.
    when you compile. That way, the map includes all the textures in there, thereby making it obsolete to pass around a bulky .wad

    Get with the times people... i'm shocked no one has mentioned this... maybe i should just decompile and recompile the map with the .wad included.
  • badebade Join Date: 2003-10-27 Member: 22040Members, Constellation
    just so u know this map makes a great capture the gorge map!!!
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    I know this has been mentioned very often, but it seems some funmappers still don't get it.

    I'm asking you.. If you are making a funmap, you are feeling lazy and want to make it fast enough n' all this crap, then why not even choose textures that fit together?

    I guarantee a map is way more enjoyable that way. I don't think the idea is too bad, but you could make it better. Find your own style.
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