Altair Feedback Thread

KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
I’m looking for some feedback on the current version of Altair (the one included in 3.0) so that I can begin fixing the next version. I already have several items on my agenda but I wanted feedback to see if there were other things that needed to be fixed. I only have two rules.

1) You respect me, I’ll respect you.
2) If you’re not going to give me specifics to work with, then don’t post.

Thanks
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Comments

  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    I would also recommend posting in the cal forums.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    To save repetition of the features you're already working on, it might be a good idea to tell us what not to comment on.

    On the other hand, you might benefit from advice on how to deal with these problems you already know about.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--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--><spacer> FIX THE BUG WHERE THE MAP LOOKS CRAP<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Spacer is a bad person.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    <!--QuoteBegin-Supernorn+Mar 14 2005, 02:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ Mar 14 2005, 02:19 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--><spacer> FIX THE BUG WHERE THE MAP LOOKS CRAP<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Spacer is a bad person.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin-KungFuDiscoMonkey+Mar 14 2005, 01:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 14 2005, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1) You respect me, I’ll respect you.
    2) If you’re not going to give me specifics to work with, then don’t post.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Quoted again for those who didn't read it the first time.

    Please don't waste my time with sophomoric comments.
  • TranceRolinTranceRolin Join Date: 2004-09-07 Member: 31493Members
    The current version of altair makes me a saaad panda. Wuv'd v6 though. A few notes of mine that I hope you'll take into consideration:

    1) It takes, at best, a full 30 seconds to get from Altair Command to Docking Control. I think that by making the vent from Surface Umbilical to Docking Control a passageway and by moving the Docking Control RT somewhere else in the room (middle, back corner) that it won't be a hands-down Kharaa RT when Life Support is a hive.

    2) I think that Omega Site was better off when it had a pit- If you really want to keep those grates, you could at least make the grates deeper with a couple of ladders coming back up.

    3) I feel that we could use a tenth res node, specifically in the Muck Pump/Station Monitoring - Stability area. It would help provide more attention to the middle of the map which is currently for the most part neglected.

    4) Consistancy Monitoring is too close to Phi Test Site and there is plenty of empty space to the East. Moving CM to the right a bit can make the hive a bit more assaultable and as of now it is too close to Omega Site.

    5) Settling Tanks, while nice looking, serves no purpose that I can see.

    That's about all, aside from the fact that I want to thank you for making such a nice map even if its not appreciated by the general public.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    NGE: I did that before and didn't get anything but flames.

    Crispy: I would be intrested in what others want without me biasing their input by posting what I'm already planning on doing

    TranceRolin:
    1) A lot time ago the route did go from Surface Umbilical through Docking control but it made life support too close in travel to MS. I'll see what I can do though
    2) I think more people hated the pit than liked it so I don't think I'll bring it back (I liked the pit though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
    3) I'm pretty sure I won't be adding any new nodes. Altair already has a lot of res scattered around and I don't think adding another would help.
    4) It is kinda hard to move rooms around this late in the game.
    5) That comes from a few last min changes. I don't want to remove the room quite yet because I rather like it and it's still part of the way to Consistancy.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    For all these map threads, I would HIGHLY HIGHLY recommend someone, or the mapmaker, posting a minimap (prefferably labeled) in their threads so as to enhance the dicussion. It has helped IMMENSELY in the eon thread, and I imagine it would be very helpful to those who may not even associate a map structure with its name yet (personally, I always used to confuse agora with altair, even though they are very different maps)
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    Borrowed from the named minimap thread. Unfortuantly this version doesn't have the minimaps colored.
    <img src='http://teamsdz.free.fr/minimaps/v3.0f/ns_altair0000.jpg' border='0' alt='user posted image' />
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    well, i'll say it again.. completely redo the lighting in the map. its very bland and dull. u should lower the brightness of your lights and add lots more, mix things up. one light used to light an entire room/hall doesn't work, it just looks boring... monitors should never be the primary light source in a room/hall... the lighting u have does give a very gloomy feel, but at the same time its boring. the way a map is lit is what makes it look good, u could have great architecture but lighting will break it, and im afraid thats whats happening here, u have some decent architecture, combined with some poor lighting, thats whats causing so many ppl to hate the look of it. looking at the changes uve done, u started mixin things up, but no where near enough.

    i think the best way for u to go about this is just lower the brightness of all your lights, recompile, see how it looks, then go about and add extra lights with the same brightness settings. you do not make a room bright by making the one light source brighter, but u add more light sources, thats what makes it more interesting.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Personally, I think the layout is too convoluted, particularly right in the middle. I'd try a major revision: turn the middle area into a single huge room and see how that works. Make that huge room characteristic and distinctive in some way (OMG, bring back the hovertank like the long lost ns_hovertanksareawesome!!!!!) It would do a lot to reduce the sort of bland "corridor hump" that is the center of the map, opening things up some more and making things more memorable. Station monitor should be a huge room. I'm sure of it.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    ssjyoda: I am currently redoing some of the lighting. Olmy has helped me with a few suggestions and tweaks to my compile settings and I'll be adding more lights instead of trying to difuse the light

    Apos: Altair does have a fairly complex layout but making giant rooms is not the answer (especially since HL doesn't do giant rooms well).

    NGE: Sorry I didn't post earlier but from previous expierence I found the CAL forums to be fairly useless when posting map feedback threads. I don't believe I got any useful feedback from the threads on the CAL forums.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited March 2005
    <!--QuoteBegin-Apos+Mar 15 2005, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 15 2005, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personally, I think the layout is too convoluted, particularly right in the middle.  I'd try a major revision: turn the middle area into a single huge room and see how that works.  Make that huge room characteristic and distinctive in some way (OMG, bring back the hovertank like the long lost ns_hovertanksareawesome!!!!!)  It would do a lot to reduce the sort of bland "corridor hump" that is the center of the map, opening things up some more and making things more memorable.  Station monitor should be a huge room.  I'm sure of it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <img src='http://img164.exs.cx/img164/4207/untitled2xa.jpg' border='0' alt='user posted image' />

    <!--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-->Apos: Altair does have a fairly complex layout but making giant rooms is not the answer (especially since HL doesn't do giant rooms well).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    Actually, giant rooms don't have to look giant, you just make the room giant, but puts lots of interesting architecture as a draw to the center of the map and make the map more original from others.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I'm not going to be combining Station Monitoring into one big room especially if you look at it from an engine perspective. Stataion Monitoring connects to sevearl rooms already, if it was all one big room, the FPS/R_speeds would be unacceptable. The reason The entrences to station monitoring are the way that they are is to keep that area of the map playable from a performance perspective.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Ok, I hope this doesn't tick you off, because it's not meant to.

    I have never played an actual game on this map, mainly because I find it boring. Yeah I know you've been told thousands of times, but while playing, when i'm not in a firefight, I like to look around at my surroundings and it just doesn't hold my attention.

    My question is, do you have any plans to upgrade visual appeal once gameplay is done with? Or is this final?

    From a gameplay perspective, I hear it's quite good, but I just can't seem to bring myself to actually play it because of this.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Seemed like nobody liked it the first time through and now it's not getting any play because of a bad rep for being an uninspired, incomplete map, even though the second part has changed.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    swift idiot... this map still feels very incomplete.. visually its not very good, but i also have heard it plays well.
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    I've played a few pubs game son this map with a relative competent set of players (no one was named NSPlayer!!11) and every game we found aliens needed to take back life support, nothing short of 2-3 onos, 3-4 lerks, a few gorges and an army of skulks made it possible to take it back from amrines, the hallway setup from the north allows only 1 onos at a time to rush/stomp that side, while the southern side is hard to get to since it is at the higher elevation (up the stairs) The other 2 hives were fine, but we found this hive fairly easy to hole with 2-3 marines and a few turrets against pretty much anything aliens threw at us. Also if aliens do have that hive, you can easily shoot at and take don the hive from the vent to the southwest of the hive (the large one with 3 access points) If possible I suggest moving the pillars somehow to make this not possible)
    Anoter point I wanted to add is the number of vents, while nice, is too many (imo) and too complex to be viable. You have one set (the aqueduct) that runs to each hive, and other smaller sets that run from pretty much every room(or set of rooms).
    While I enjoy large maps, there is just too many areas not easily recognizable, and I often find myself looking to my map to navigate areas. Call my siomplistic, but I like my flavors in the veil,eclipse simplicity, or even origin ease of navigation.

    Dunno if any of this helps, just my point of view to possibly help out.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2005
    To help with the "incomplete" feeling to the map and make other peoples points more constructive, Altair <b>needs its own</b> theme. It needs its own unique texture set or usage of textures which differs from other maps.

    I also do not quite get where the map is supposed to be based either, for example it is clear Hera is on a satellite and that Core is based inside some sort of rocky/cave like area.

    Altair would be re-invented if it could follow along a hardline unique theme.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    enem3: I'll see what I can do with life support to make it easier to hold as alien. Any good suggestions on how to do this?

    Thaldarin: I'm working on some new lighting and working on a more unique theme so I'll try to post some screens when I get it to a more polished state. The new theme is rather rough at the moment.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I always thought that Altair's theme was an underwater installation (for what I don't know).

    P.S. Whatever happened to that custom model you were intending on including?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Altair is set in an underwater mining facility and I have never been able to get a finished sub model for the map.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Tbh i am one of those "crazy" people, who actually like altair <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    I think that
    -omega and consistency are too close together
    -the vent system is the most confusing in ns
    -there is only 1 valid reloc: phi test site with support as mainhive
    -the hole around omega should return
    -life support has no acceptable siege spot
    -either iota or regulation could be a little closer to ms
    -subbay is somehow empty
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    Faskalia:
    - It's somewhat difficult to move omega and consistancy this late in the game
    - I'll try to make the vents less confusing but I still think they are fairly straightforward
    - I think there are more than one but to each his own
    - As much as I liked the omega pit I don't think it will return. To many dumb people falling in the hole <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    - Life support might not be very siegeable but it's also somewhat hard to defend as it is. I'll probably work on the hive some.
    - I'm not sure if I want to move Nanite Regulations node but I may move Docking Controls node to Sub bay to be a bit closer to MS. I'll have to see how it works out
    - SubBay from the beginning was supposed to have a sub model I've just never been able to get a completed model for it.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    A grate in Sub Bay to limit the water lameness maybe. Theres really no good point to a head high of water or more - Aliens are skrewed in there, and shooting into the water looks and feels silly.

    Plus on the same hand you could make due with a simple Submarine-top instead of a whole model <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    <!--QuoteBegin-KungFuDiscoMonkey+Mar 16 2005, 12:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 16 2005, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thaldarin: I'm working on some new lighting and working on a more unique theme so I'll try to post some screens when I get it to a more polished state. The new theme is rather rough at the moment. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Cool beans.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    If not one big room (and I was only really talking about something the size of double in tanith), then you can still shrink the junction area. But it needs to junction up, because that area of the map is what really seems to make it feel like a corridor crawl.

    I really like the underwater theme idea though, sub or no (hey... why not a HOVERTANK?!?!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->), and the Secret room rules!
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    <!--QuoteBegin-KungFuDiscoMonkey+Mar 16 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 16 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - It's somewhat difficult to move omega and consistancy this late in the game <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--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-->It is kinda hard to move rooms around this late in the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Look at Hera, Eclipse, Caged (the 1.0 to 2.0 change was huge, the entire middle of the map redone) Bast (Mendasp is probably up there with you on the list of mappers who have to put up with multiple boat loads of unconstructive critisim <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) Nancy (lots of changes to vent system), Angst,

    Its not too late to move some things around or even remove things.
    If things need to be changed, change them! Don't worry about messing with the layout. Altair is fairly new, its not like you're changing something people have memorized and played as it is for the last two years.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited March 2005
    The current layout is based on changes suggested by <3 and the PT team and then playtested. If people want me to consider moving more things around then I need specifics and explinations as to why it would be benifitial to move things around.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i'd like to smack u around a lil bit kfdm.. always an excuse for everything.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    And you're never without a complaint <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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