Ns_cloister
lyndak
God Join Date: 2002-11-13 Member: 8419Members, Constellation
<div class="IPBDescription">A unique design...</div> Lo folks, just knocked about a pissabout map a few months ago, finally got around to finishing it off and releasing it -- here it is, in full release pwnage.
We've already got ideas down for version 2, but it's pretty good to play as is.
Again, it's a fun map, so I don't want any structure or "OMG NON-REAL NS MAP OMG BANSTICK OMGO OMG OMG, J00 R NUB MAPPAR" criticism, it's best you play this map drunk and/or stoned (aka in some mentally impaired state).
Anyway, herez0rz: <a href='http://www.lyndak.dsl.pipex.com/ns/ns_cloister/ns_cloister.zip' target='_blank'>Click somewhere in this general area.</a>
(w00t! New Icon! <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> )
<b>Edit:</b> Here's the readme...
<!--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_Cloister-----------------------------
----02/06/04--------------------------------------------Version 1----
- -
- Author: tB | lyndak-TSA[c/v] | CL -
- Contact: lyndak@brotherhood-online.co.uk -
- Website: http://www.brotherhood-online.co.uk/ -
- -
- Changelog: -
- ----- v1 Release ----- -
- + First public release! Thanks for all the help from all the -
- people that beta tested and contributed (especially Mark! :D) -
- ----- b3 Changes ----- -
- + Added another hive res node (3 in total) - if this doesn't work -
- we'll have to think of something else. -
- + Increased Forcefield drop time to 5mins again (4 was too short) -
- + Increased time on Hive Door from 20 to 25mins. -
- (make things less rushed) -
- ----- b2 Changes ----- -
- + Fixed Alien door bug & added an entirely new Alien vent system. -
- + Added Vent exits at every bunker connecting to the new vent -
- system, also an exit at the top of the hive tunnel for Aliens. -
- + Reduced Forcefield drop time to 4mins (previously 5mins) to -
- help decrease immediate sieging. -
- + Added an extra starting res node for the Aliens to make things -
- a tad smoother. -
- + Added changelog with beta 2 (ns_cloister_b2) release. -
- -
- Thanks to Mark at Mark's Custom for helping us beta test!! -
- http://www.marks-servers.com/ -
- -
- And to all of the people who played on his servers and gave -
- CONSTRUCTIVE criticism! -
- -
- Marine objectives: -
- + Capture resource rooms. -
- + If you choose to relocate, weld off your -
- spawn res nodes! -
- + Defend the resource rooms from the alien -
- menace. -
- + Should you be overwhelmed, fall back and -
- hold them off until the Hive Tunnel opens, -
- then move through and eradicate the -
- infestation. -
- -
- Alien objectives: -
- + Capture resource rooms. -
- + Eliminate marine team before the Hive -
- tunnel opens. -
- + Should you fail, defend central hive -
- heavily, use acid rockets when marines -
- are welding the hive tunnel hatches. -
- + If the marines break through, destroy the -
- middle boxes to seal off the hive junctions. -
- -
- If you like the map please (PLEASE) tell us about it! -
- Drop us emails via cloist@brotherhood-online.co.uk -
- or lyndak@brotherhood-online.co.uk! -
- Feel free to stop by on our forums as well, we need your input! -
- Suggestions? Ideas? Frustrations? Use one of the contact methods -
- above! -
- -
- A note about some of the textures used in this map: -
- There are a few textures in this map from other custom maps, -
- I can't remember all of them, but I don't take credit for them -
- Anyway, credit where credit is due, but it's not due to me :) -
- -
- This map is dedicated to teh Cloist -
- ...you're a nub, but we love you anyway. -
- -
---------------------------------------------------------------------<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
We've already got ideas down for version 2, but it's pretty good to play as is.
Again, it's a fun map, so I don't want any structure or "OMG NON-REAL NS MAP OMG BANSTICK OMGO OMG OMG, J00 R NUB MAPPAR" criticism, it's best you play this map drunk and/or stoned (aka in some mentally impaired state).
Anyway, herez0rz: <a href='http://www.lyndak.dsl.pipex.com/ns/ns_cloister/ns_cloister.zip' target='_blank'>Click somewhere in this general area.</a>
(w00t! New Icon! <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> )
<b>Edit:</b> Here's the readme...
<!--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_Cloister-----------------------------
----02/06/04--------------------------------------------Version 1----
- -
- Author: tB | lyndak-TSA[c/v] | CL -
- Contact: lyndak@brotherhood-online.co.uk -
- Website: http://www.brotherhood-online.co.uk/ -
- -
- Changelog: -
- ----- v1 Release ----- -
- + First public release! Thanks for all the help from all the -
- people that beta tested and contributed (especially Mark! :D) -
- ----- b3 Changes ----- -
- + Added another hive res node (3 in total) - if this doesn't work -
- we'll have to think of something else. -
- + Increased Forcefield drop time to 5mins again (4 was too short) -
- + Increased time on Hive Door from 20 to 25mins. -
- (make things less rushed) -
- ----- b2 Changes ----- -
- + Fixed Alien door bug & added an entirely new Alien vent system. -
- + Added Vent exits at every bunker connecting to the new vent -
- system, also an exit at the top of the hive tunnel for Aliens. -
- + Reduced Forcefield drop time to 4mins (previously 5mins) to -
- help decrease immediate sieging. -
- + Added an extra starting res node for the Aliens to make things -
- a tad smoother. -
- + Added changelog with beta 2 (ns_cloister_b2) release. -
- -
- Thanks to Mark at Mark's Custom for helping us beta test!! -
- http://www.marks-servers.com/ -
- -
- And to all of the people who played on his servers and gave -
- CONSTRUCTIVE criticism! -
- -
- Marine objectives: -
- + Capture resource rooms. -
- + If you choose to relocate, weld off your -
- spawn res nodes! -
- + Defend the resource rooms from the alien -
- menace. -
- + Should you be overwhelmed, fall back and -
- hold them off until the Hive Tunnel opens, -
- then move through and eradicate the -
- infestation. -
- -
- Alien objectives: -
- + Capture resource rooms. -
- + Eliminate marine team before the Hive -
- tunnel opens. -
- + Should you fail, defend central hive -
- heavily, use acid rockets when marines -
- are welding the hive tunnel hatches. -
- + If the marines break through, destroy the -
- middle boxes to seal off the hive junctions. -
- -
- If you like the map please (PLEASE) tell us about it! -
- Drop us emails via cloist@brotherhood-online.co.uk -
- or lyndak@brotherhood-online.co.uk! -
- Feel free to stop by on our forums as well, we need your input! -
- Suggestions? Ideas? Frustrations? Use one of the contact methods -
- above! -
- -
- A note about some of the textures used in this map: -
- There are a few textures in this map from other custom maps, -
- I can't remember all of them, but I don't take credit for them -
- Anyway, credit where credit is due, but it's not due to me :) -
- -
- This map is dedicated to teh Cloist -
- ...you're a nub, but we love you anyway. -
- -
---------------------------------------------------------------------<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Comments
<a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/fun/&file=ns_cloister.zip' target='_blank'>http://www.brywright.co.uk/downloads/files...ns_cloister.zip</a>
I take it you got the email?
Well look <a href='http://erinmore.users.btopenworld.com/cloister/' target='_blank'>here</a> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
I take it you got the email? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yes i did thxs
I take it you got the email? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yes i did thxs <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
By the by - the screenies cloisty posted aren't gamma corrected, it's much brighter in game.
but i love the red tunnel <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> and that IS going to be in my map :OMG:
And OMGOMGOM DONTZ J00 STAEL MEH TUNNEL D00D0RZZ!11oneone omg olololzzzzz... etc.
On the whole, it's fairly plain - I'm ignoring the fact that it's a funmap. It's fairly lack-lustre. some of your color design and lighting is really quite interesting but it's let down by the architecture. I don't think you can make the excuse "It's a funmap - doesn't have to look good". I think thats just a poor way of saying either "I'm too lazy to commit to making something that looks good" or "I'm not a skilled mapper and this is my way of getting my maps shown"... which one are you?
And FYI, I've been mapping since '98, I can add all the detail I want, <i>if I choose.</i>
Then do so, and don't affront our retina with dire fun maps.
Don't let any talent you have go to waste.
Whether that's to do with the level of detail in it mind is another matter..
Whether that's to do with the level of detail in it mind is another matter.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Fun maps are inherently dire I'm afraid, I wasn't being specific about your map.
Seriously, your work would be a lot more appreciated if you channeled it into a co_ or ns_ map.
Then do so, and don't affront our retina with dire fun maps.
Don't let any talent you have go to waste. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree, I mean for example in my eyes DarkATi really spoiled his "mapping image" by working on that Classic Christmas map after "Restoring" Nancy.
I am judging the quality of the work; square rooms and uninspired lighting don't cut the mustard. Show me a "fun map" that actually looks halfway decent and then I won't be so negative.
Love
You
<span style='color:red'><b><3</b></span>
--alien res nodes are hard to keep. make 2 extra empty res nodes behind the glass in the middle hive. this way if the glass breaks, bye bye res nodes.
--corridors are too long and not alien friendly. put a few cargo boxes here and there.
--make it so that the main door can be opened from the aliens side, but the marines have to weld it from their side if they want to get it open.
--if they get it open, then there is another weldable just a litle beyond the door that you can weld to destroy the glass.
--the two middle res nodes are hard to keep for either side. too "snipeable". make a big crevas in the side walls and put them in there.
--put some turns in the corridors between the hives. that way if marines control the middle hive, they cant just shoot down the corridor. make it so that the corridor makes alot of sharp turns.
--make the main door have a time limit of 10 seconds. meaning it takes 10 seconds to open fully. also, it stays open for 10 seconds and the button cant be pushed again. after 10 seconds it can be closed again, and not opened for another 10 seconds. this would make how you manipulate the door a viable tactic. perhaps cutting off a heavy train in half.
my server is
[NAR] School of Darwinism #1- Custom only
ip: 66.36.236.41
I'll try and answer one by one...
1.) Yeah, we tried that in the past 2 beta versions but it lead to aliens going onos after onos after onos after... etc. -- if res is a problem though, I've got a little idea up my sleeve <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
2.) Yeah, it's already on the list for v2
3. & 4.) Nice idea, the point of that little door originally was supposed to be the ONLY way in and out for the aliens and marines (to/from hives) -- although it's somewhat eliminated by the vents, it's under the "for your consideration..." list.
5.) Yeah, they were designed to be hard to hold, the middle res room is the central point of the map, both actually and strategically, I don't want to make it too easy
6.) We considered that aswel before we added the bunkers, we thought they'd be enough, aren't they? We originally had them in all the hallways.
7.) Good idea, should have thought of that earlier <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Thanks for your input, keep it comming!
edit: also, the red spotlights look little out of place. The light don't seem like it comes from it's source.
Yeah, I need to raise the light spots.
I did try a func_wall_toggle, but it didn't work -- the method I'm using to time doors n forcefields from the start of the game doesn't allow for the func walls -- they don't reset like doors at map change, I've asked for some input on this but nobody so far has provided <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Yeah, I know about the forcefield, from the very begining we've wanted to beef it up, particle effects and other such malarky, but for the time I just released this build as V1 just to see if the concept did work and people liked it.
But keep the input comming, crack the whip <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->