Ns_marineris
unslord
Join Date: 2004-06-01 Member: 29059Members
<div class="IPBDescription">final</div> Well, its just been sitting on my computer for the past month and half so here it is. This version is where I worked with Tyr to tweak the map to cater for both competitive and pub play. I think both kinds of players would have fun with this map. This is also probably the last time I'm touching the map, barring any major probs. I don't think they're adding new maps anymore so theres no incentive. Everything is good though and I've balanced the hell out of this map for months.
<img src='http://students.washington.edu/garyh2/map/marinerisb9_1.jpg' border='0' alt='user posted image' />
Skyline II
<img src='http://students.washington.edu/garyh2/map/marinerisb9_2.jpg' border='0' alt='user posted image' />
Engineer's Hall
<img src='http://students.washington.edu/garyh2/map/marinerisb9_10.jpg' border='0' alt='user posted image' />
Hive- Incubator
<img src='http://students.washington.edu/garyh2/map/marinerisb9_9.jpg' border='0' alt='user posted image' />
Pipe Feed
<img src='http://students.washington.edu/garyh2/map/marinerisb9_12.jpg' border='0' alt='user posted image' />
Red Control Entrance
<img src='http://students.washington.edu/garyh2/map/marinerisb9overview.jpg' border='0' alt='user posted image' />
Overview
<img src='http://students.washington.edu/garyh2/map/marinerisb9_17.jpg' border='0' alt='user posted image' />
Supurr Secret DISCO ROOM! WHERE IS IT!!!???
More pics and download here:
<a href='http://system42.net/unslord/map/marineris.html' target='_blank'>http://system42.net/unslord/map/marineris.html</a>
<img src='http://students.washington.edu/garyh2/map/marinerisb9_1.jpg' border='0' alt='user posted image' />
Skyline II
<img src='http://students.washington.edu/garyh2/map/marinerisb9_2.jpg' border='0' alt='user posted image' />
Engineer's Hall
<img src='http://students.washington.edu/garyh2/map/marinerisb9_10.jpg' border='0' alt='user posted image' />
Hive- Incubator
<img src='http://students.washington.edu/garyh2/map/marinerisb9_9.jpg' border='0' alt='user posted image' />
Pipe Feed
<img src='http://students.washington.edu/garyh2/map/marinerisb9_12.jpg' border='0' alt='user posted image' />
Red Control Entrance
<img src='http://students.washington.edu/garyh2/map/marinerisb9overview.jpg' border='0' alt='user posted image' />
Overview
<img src='http://students.washington.edu/garyh2/map/marinerisb9_17.jpg' border='0' alt='user posted image' />
Supurr Secret DISCO ROOM! WHERE IS IT!!!???
More pics and download here:
<a href='http://system42.net/unslord/map/marineris.html' target='_blank'>http://system42.net/unslord/map/marineris.html</a>
Comments
choice of textures... hm... but architecture is just insane <!--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-->
......drool
Does look cool though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, the map is acutally monochromic... I went thru and modified all of the textures to a iron hue. If you notice, when you start at the marine spawn its just white and red lights making a pinkish iron color. As you get closer to the hives you will encounter more red and orange lights, making those areas dark iron moody hue.
2) The black lines on most of the textures are a bit overused, especially in the first screenshot (look at the vertical pillar).
3) Look at the attachment for <b>potential</b> gameplay problems. I am not sure about them, since I haven't played the map.
2) The black lines on most of the textures are a bit overused, especially in the first screenshot (look at the vertical pillar).
3) Look at the attachment for <b>potential</b> gameplay problems. I am not sure about them, since I haven't played the map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
what is this?
offcourse is...
Supurr Secret DISCO ROOM! WHERE IS IT!!!???
or the amaze ready room.
This map deserves and award, and if gameplay is as good as looks, then this ones a keeper!
You have recieved the first ever *Hyperion Award for Execellence in Mapping* congradulations! (If you really really want to you can even put it in your sig, now all I need is a little award pic...)
2) The black lines on most of the textures are a bit overused, especially in the first screenshot (look at the vertical pillar).
3) Look at the attachment for <b>potential</b> gameplay problems. I am not sure about them, since I haven't played the map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1) So would you like a map with a nice, consistent look that perhaps even had some sort of psychological effect like the frighteningly uniform fascist architecture of Mussolini-era Italy, or would you like a map with vomit-inducingly overdone colored lighting to the max in every room, with no regard to any semblance of realism or aesthetic unity? Well, your choice, I suppose.
2) See #1 for comment on unity and uniformity; also, I happen to think that particular motif is really cool looking and brings a lot of menace to the level.
3) If it were possible to determine anything past the most basic gameplay problems from a picture of a complex layout, everyone and their preschool-age daughter would be able to come up with a winning NS map design. If you've played a few third-party maps, you know this isn't true.
Bottom line: there may be some legitimate reasons to dislike this map, but jeez, at least TRY.
I like the map. I might try it when I get on a computer that has steam on it. For now, just a few comments of mine - the only ones I could think of. But please, don't assume that I don't like your map!
<img src='http://students.washington.edu/garyh2/stash/sweet.jpg' border='0' alt='user posted image' />
What it comes down to is how cover and entrances are arranged in the rooms.
[edit]
I don't think the RR is supposed to show up on the minimap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Small things that bothered me though.
The vents are all solid red with no apparent source of lighting
And the door that is half open with the weldable. The logic of the door doesn't make sense. You weld a panel and a broken door shatters to the floor. Maybe have the door retract into the wall(or fall down(I wish this was HL2))
I remember the first 2 versions and just running around them I enjoyed and the changes are great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. Good job on finishing it up, I hope it gets tested and maybe made official. A lot of hard work and dedication put into this.
The orange hue to the map I enjoy its a bit different from regular ns but doesn't depart to far. I think people have been asking for white lights since beta 1 I personally am glad it looks the way it does.
Good job u deserve a cookie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
where is the .res file o_0
thats not an admin friendly zip-file, my friend. you SHOULD change this.
EDIT: I just ran through it and I muyst say wow. Very interesting architecture and very cool atmosphere.
I think that it might be a bit alien biased, but Id still love to see this map in action. Very well done!
On the middle hive though, I really like the architecture, how a marine standing in the middle can cover every entrance, but once an alien is inside he can run around below at his own leasure. Very nicely done. On a sidenote though, since I havent actually played the map this is more or less speculation, wouldnt the middle hive be a tad hard to siege?
[Edit]I like the sounds as well, they're not as intruding and head ache inducing as most ambient sounds, a huge + for that. I've got a question about them though. The noice in the middle hive cant be interrupted by "stopsound" at all, while the one in the right hive can be interrupted, but only temporarily (as long as "stopsound" stops all sound), then it starts going again. Is it possible to have all sounds not interruptable?
Yea the weld door seems a bit odd, but in my mind its more like the door is already broken( its on its side almost) and then when you try and move it with the weld it just breaks...heh
<!--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-->where is the .res file o_0
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah oops, i've included it in the zip now
download the res itself <a href='http://students.washington.edu/garyh2/map/ns_marineris.res' target='_blank'>here</a> if you don't want to bother again with the zip (save target as, put in maps with the bsp)
<!--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-->Is it possible to have all sounds not interruptable?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dunno, I think has to do with the fact that some are mp3 and some and wavs. The middle hive is a mp3 and the side hives are wavs.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ah oops, i've included it in the zip now
download the res itself <a href='http://students.washington.edu/garyh2/map/ns_marineris.res' target='_blank'>here</a> if you don't want to bother again with the zip (save target as, put in maps with the bsp) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
so there is no reason left for NOT including this map into a server mapcycle. <!--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-->
erm, to create this eyecatching architecture and texturing it must have been hell, right? but finally we have a map that looks nice.
Much of the cooler architecture isn't in the map anymore as I had to make cuts and such. That was painful but it always happens. I have tons of rmfs where I just messed around with rooms. My orignal vision was something that was many times grander, heh thats what the source engine is here for now eh?
BUT when I walk true the map, then I noticed it's nothing like caged NOR tanith, and that is a good thing too.
I like the upperground level's for the alliens too.
BUT, in some places of the map, its to dark, and trust me, I never whined about how dark it is, but in this map, i think it's a little dark, to dark for a "alien can hide everywhere" map.
Also the doors, u need to play this map a couple of times to find the doors, becauce U don't see them <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
but i give it a 8/10. And has now my 4th place of best maps :]