ns_takeback

GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">just a little hype</div> I'm incredibly close to being finished with this map. I've just got a few minor, technical issues to work out, and then I'll be done.
Here's what it looks like now. Some of these are new areas. Most of these are the finalized looks of old areas.

<b>Flight Access Corridor
<img src='http://www.martinrolek.com/images/takeback/takeback1.jpg' border='0' alt='user posted image' />

The Deep
<img src='http://www.martinrolek.com/images/takeback/takeback2.jpg' border='0' alt='user posted image' />

Flow Control
<img src='http://www.martinrolek.com/images/takeback/takeback3.jpg' border='0' alt='user posted image' />

Sewage Treatment
<img src='http://www.martinrolek.com/images/takeback/takeback4.jpg' border='0' alt='user posted image' />

Filter Management
<img src='http://www.martinrolek.com/images/takeback/takeback5.jpg' border='0' alt='user posted image' />

Control Station (A-7)
<img src='http://www.martinrolek.com/images/takeback/takeback6.jpg' border='0' alt='user posted image' />

The Void
<img src='http://www.martinrolek.com/images/takeback/takeback7.jpg' border='0' alt='user posted image' />

Second Flight</b>
<img src='http://www.martinrolek.com/images/takeback/takeback8.jpg' border='0' alt='user posted image' />

Comments

  • WyzcrakWyzcrak Pot Pie Aficionado Join Date: 2002-12-04 Member: 10447Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue
    Damn... that's just.... delicious.

    I'll definately be keeping an eye on this thread for a release. I plan to put it on the TG server when it's released (or before, if you'd like it tested by a competent group of regulars. PM me).
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Excellent, but it looks a little open - are you sure there are enough ambush spots and such?
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    It looks very purty and atmospheric. Like DragonMech said, it does look very open, although there seems to be a lot of hiding spots, so that may balance it out.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    /me gets a bad dose of Déjà Vu

    --Scythe--
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    looks very.... symmetrical
  • StavesacreStavesacre Join Date: 2003-09-13 Member: 20816Members, Constellation
    That is Hawt.

    I remember seeing screens for this before I deployed, I lose track of time out here, how long have you been working on this Greedo?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Everytime i think i'm making progress with my mapping skills and coming close to producing something of quality - a map gets posted that makes me realise my total uselessness and lack of mapping ability.

    Damn you Greedo - this looks beatiful.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <!--QuoteBegin-Soul Rider+Mar 2 2005, 04:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soul Rider @ Mar 2 2005, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everytime i think i'm making progress with my mapping skills and coming close to producing something of quality - a map gets posted that makes me realise my total uselessness and lack of mapping ability.

    Damn you Greedo - this looks beatiful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have the exact same <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • AcrylicAcrylic Join Date: 2002-11-03 Member: 6400Members, Constellation, NS2 Playtester, Reinforced - Supporter, Reinforced - Shadow
    This is nice, very good work.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    looks really good!

    the problem with my maps s that i never get very far with them... i hit a mappers block... every god damn time... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited March 2005
    Good to see that your absence didn't mean that you weren't still working on this map. I'm bursting to see the layout... I need something to criticise <!--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-->

    [Edit] @Haze: The textures of the HL WAD are mostly too low quality to be of use in NS maps, although there are certainly a few worth looking at.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I'm-a-liking the warm glow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I like the architecture (sp...?) but I'm tired of seeing the NS2 wad used, and mostly only that wad. Its all so cold and metally, and even though the brushwork is different, most maps being "pumped out" are comming across the same to me. The regular NS wad needs to see some use, as well as the HL mod, just more creatively. If people would stop frowning on the HL wad usage maybe we'd see something different from time to time.

    Otherwise its 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-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    IT IS HOT!
    gawd damn it
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Looks very nice, im with haze on the ns2 wad only thing tho. thats bout the only beef i have with the screens_
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    omg... ITS ALIVE!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    very nice work. hopefully the areas appear like this ingame, too.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Lt Gravity+Mar 3 2005, 02:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Mar 3 2005, 02:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg... ITS ALIVE!!! ;)

    very nice work. hopefully the areas appear like this ingame, too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    :d

    what does that mean
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    he means hopefully it will look as good in game as the pics do,(maybe Greedo played with the pics in ps to make them look more uber than they actually are <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )
    also i was wundering,sorry if you stated this before Greedo, were'd you get the name for the map "takeback" . you takin something back with this map??_
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Oh my, thats hawt Greedo.... btw why aren't you on IRC anymore...
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Since I hear there's a new version of NS coming out soon, I'm going to hold off on releasing takeback until after 3.0 is out. It would be cool if anyone wants to put it on their server, but I don't think I'll have any official playtesting, simply because I don't have the time to make any major changes.

    I hope there's enough cover and dark hiding spots, but I can't say for sure.

    I know this map uses a lot of ns2.wad, and I know a lot of maps out there use ns2.wad. I can't really help that. I started working on parts of this map since before ns2.wad was publicly released (though only started the major work last August), so the style had been set for far too long to be changed.

    The only thing I do in photoshop with my screenshots is gamma ramp and crop, so that is how they look in game.

    I got the name from a song. In fact, I got most of the names in this map from songs. I like music.

    I don't have a lot of time to spend on stuff outside of work, so I had to cut IRC. But I'll probably show up when I'm ready to release takeback.

    And since someone asked for a layout:

    <img src='http://www.martinrolek.com/images/takeback/takebackl.jpg' border='0' alt='user posted image' />
  • milk1milk1 Join Date: 2004-06-30 Member: 29635Members
    the map looks like its very marine sided from the layout, if there arent 2 res nodes that can be droped safely from the marines in the first minute near each hive then its too easy for 2 marines to rush the gorge droping the node

    the top hive looks very very isolated from the rest of the map and res nodes.

    there also seem to be very obvious choke points in which the marines can hold to stop aliens from roaming the map,

    but, this is just what i see from the overview, i have no idea how this map actually plays but thats what I infer from the map layout.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited March 2005
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> you could balance the res in this way:
    <a href='http://img53.exs.cx/my.php?loc=img53&image=ahaha7tw.jpg' target='_blank'><img src='http://img53.exs.cx/img53/1343/ahaha7tw.th.jpg' border='0' alt='user posted image' /></a>
    relocating the hallway node to midle up room and the near one res in the left hive to near ms, so srpeading res node and making the map look like ns_veil with topographic and west skylight ^^ near ms.
    <a href='http://img211.exs.cx/my.php?loc=img211&image=ahaha2sm.jpg' target='_blank'><img src='http://img211.exs.cx/img211/2900/ahaha2sm.th.jpg' border='0' alt='user posted image' /></a>
    and thsi new vent systen will help more the left hive giving new ways to go.
    the new vent on ms will help marines easy way out of ms or give a fighting point.
    the inter conection vent will ehlp conect too long hallways.
    <a href='http://img160.exs.cx/my.php?loc=img160&image=ahaha5ju.jpg' target='_blank'><img src='http://img160.exs.cx/img160/7115/ahaha5ju.th.jpg' border='0' alt='user posted image' /></a>
    and this welder point to block that hallway to hive giving a chance for the aliens, because the right hive is so much close from ms like ns_hera.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited March 2005
    There's not much I can say about the res nodes without knowing the lay of the land (ramps/ladders/barriers/water/etc.), as that affects travel times between locations.

    What I will say is that the map as a lot of north-south movement in the centre of the map, usually in the form of seemingly long corridors that could encourage camping.

    Also the east-west or lateral movement is effectively limited to 3 routes: east/west from MS; east/west across the 2nd third of the map and east/west between the easternmost/westernmost Hives. This simplification of lateral movement may stagnate the map, reducing the number of possible plays and routes available to teams wishing to perform counter-attacks/decoy attacks/flanking manouvres.

    [Edit] Of course this is mere observation and conjecture, shrouded in hypothesis and supposition. The proof is in the pudding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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