Ns_marineris

unslordunslord 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>
«1

Comments

  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    SWEET! Ive been waiting for this one!
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    looks sweet from the screenshtos although i would've gamma corrected since they look a bit pale. downloading now.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    this should be official.
  • Elm0Elm0 Join Date: 2005-01-15 Member: 35836Members
    Brilliant map. Was most impressed with the vents youve got throughout, really well done to advantage aliens while being useless to pre-jp rines.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Feeling of a cathedral, especially 1st shot (can't testmap it, no HL) . Nice.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Looks damn awesome. Submit it :O
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I like this map. although learning the map is not this easy because of the missing alternative lightstyles. I call it "the eclipse-effect" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    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-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Best looking map evr~.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    It does.look.

    ......drool
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    If you ever do go ahead and retouch the map at all, it wouldn't be a bad thing to add some variation in the lighting in form of more intense off-white pools of light splashed around a bit. Something that's sort of at regular intervals throughout certain areas of the map. Try messing around with spot lighting. It's just that the constant level and tone of lighting throughout starts to make it feel a bit monochromatic.

    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-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i agree with everyone in saying it looks fantastic. but i think ken is right. you might want some white lights in there every so often, though i don't think they should be very bright. more like accent lighting along corners and such. stuff that accentuates the archiecture, which is awesome btw.
  • unslordunslord Join Date: 2004-06-01 Member: 29059Members
    Well i really doubt it, but if it ever goes official i'll do those small light spots.

    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_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    1) Everything is too yellowy-orangey. As everyone else said, change the lighting up a bit.
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin-2 of Eight+Jan 16 2005, 09:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Jan 16 2005, 09:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Everything is too yellowy-orangey. As everyone else said, change the lighting up a bit.
    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.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Just had a run around, as far as looks and feel, this map is the best ive ever played. Its not to gammafied and the architecure is amazing, especially how the sky peaks through the cliffs. You have achieved a simply unheard of level of immersion and elegance with this map. All I can suggest is the idea of having so "contrast" lighting, dont touch what you already have, just add some new lights. Also I think that the map is too quiet, have some wind sounds, I mean, its windy on mars aint it?

    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...)
  • TuppertinaTuppertina Join Date: 2002-11-02 Member: 5173Members
    <!--QuoteBegin-2 of Eight+Jan 17 2005, 02:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Jan 17 2005, 02:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Everything is too yellowy-orangey. As everyone else said, change the lighting up a bit.
    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.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Hey! I'm not saying I don't like the map! But what do you want me to say, "Woo, it's great, should be official, best map evar!" ?? Criticism is always nice. Why do you think it was posted? So that people could praise the map on and on?
    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!
  • unslordunslord Join Date: 2004-06-01 Member: 29059Members
    edited January 2005
    Eh, heres my response to the attachment, which i appreciate btw but if you had the time to make it you should run around the map first.

    <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.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    edited January 2005
    I was, and still am not, on a computer with Steam on it. So no, I can't run around the map yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> but I will as soon as I can.
    [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-->
  • TheGuyTheGuy Join Date: 2003-08-09 Member: 19295Members, Constellation
    I'm not sure how it plays but the map looks really great.

    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))
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    its nice to see you finally finished it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.

    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-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <span style='font-size:14pt;line-height:100%'>OH NO!</span>

    where is the .res file o_0
    thats not an admin friendly zip-file, my friend. you SHOULD change this.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    edited January 2005
    Submit it to TyrNemesis asap! NS needs more balanced maps, and this looks decently balanced!

    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!
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    One of the few maps with an atmosphere that leaves me awed. Very well done.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    edited January 2005
    I really like this, it's very easily navigable, some nice rt placements, a few large rooms with nice architecture, a good vet system and nice seige spots. this is easily a better map than some of the current official ones :/
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited January 2005
    A very nice map all around, I'd very muhc like to try it out in a pcw or two. One thing I noticed though: In incubator hive, the hive extends "through" the floor. It looks silly <!--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-->

    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?
  • unslordunslord Join Date: 2004-06-01 Member: 29059Members
    <!--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-->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)) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-unslord+Jan 23 2005, 01:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (unslord @ Jan 23 2005, 01:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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) <!--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.
  • unslordunslord Join Date: 2004-06-01 Member: 29059Members
    Heh, it was hell to constantly move around the layout to test the gameplay. Architecture and texturing was actually extremely fun to change and make. I actually like the vertex tool alot...

    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?
  • TiMMeHTiMMeH Join Date: 2004-05-05 Member: 28489Members, Constellation
    I like this map, i didn't walked true map the map yet, but it it seems a little like mix of caged & tanith, and that is a good thing for the layout :]
    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 :]
Sign In or Register to comment.