Ns_storm

13

Comments

  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    you could cover the glass with a infest translucid texture that blue ones {alpha_infest.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-carioca+May 15 2005, 11:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 15 2005, 11:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    you could cover the glass with a infest translucid texture that blue ones {alpha_infest. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah I like that idea
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    edited May 2005
    I was not talking about the window texture, more the use of the textures around it as rim. It's there randomly and lines going everywhere, it just does not look nice.

    -EDIT-

    Ah, you mistyped the URL to the mirror! It's http://]http://etc
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    Okay.. a more refined storm siege was finished today.

    Out of four really nice games I played.. I suggest all who play NOT do a HA train rush.. you leave too much exposed and the aliens lay waste throughout the map.

    <a href='http://tangible.fdns.net/ns_stormsiege_RC3.zip' target='_blank'>download</a> 2.16(ZIP)

    5.16.05
    -------
    - Added vent system to the last vent shaft in alien halls that links to Undefendable Door. The vent door opens when the storm door opens
    - Removed clip brushes(alien side) around siege windows to prevent structure loss, and added more brushes to the windows themselves to prevent exploiting
    - Fixed the nobuild area around the siege doors. No you can enter and exit with no problems of invisible brushes blocking you, at last..
    - Texture changes around side slanted hive windows
    - Made the grate "box" in the jetpack room a two sided/walled box to look right.
    - Added 4 minute weldable in the Deal Breaker Room to weld shut the vent in that room that leads to the ramp room
    - (Forgot) ladder depth in the JP Room increased a few more units so jumping on to the top platform is easier (also fixed the lights that were tied to a func_wall inhibiting ladder accessibility)
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <a href='http://www.naigel.nl/files/ns_stormsiege_RC3.zip' target='_blank'>Mirror</a>
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
    what means rc in the final name of the map?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-carioca+May 16 2005, 12:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 16 2005, 12:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
    what means rc in the final name of the map? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    when there is no need to use the term "release candidate" and the map is completely polished
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Updated the mirror, link is still the same <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Downloaded and UPLOADED on our server!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
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    i played it yesterday and marines lockingdown the ramps didnt have a chance.

    the upper vent at left bring fades acid rockets with lerk primalscreen destroying all tfs and turrets at that side plus the res nodes at botons ramp room is easily aliens take or no mans land.

    i strong sugest you relocate the resnodes to top of the ramps rooms to bring some extra nodes for marines.

    maybe one res node at jetpack room will be good, since you remove one from the res bank marine.

    we start with 6 x 6 then at 10 minutes game the teams are 14 x 14.

    the beams at boton of the jetpack room some gorges build there chamber like ocs turning very hatefull fly at that and hard aim and blow out with a gl.
    could you turn that in func no build or trigger hurt?
    maybe trade that beam for anti grav motor so you dont need that beams or just enlarge the up beams.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I'm aware of the marine resource issue as aliens push forward. I believe it can be solved by giving the marines resource nodes to cap earlier in the game(closer to the marine base like the jetpack room). Marines just couldn't keep up with the aliens ability to have more of an impact as individuals.

    So a little more resources for marines should do it, and I was thinking about moving the res nodes further up in the ramp room.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    thansk! <!--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-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    <a href='http://www.tangible.fdns.net/ns_stormsiege_RC4.zip' target='_blank'>grab it</a>
    5.18.05
    RC4
    -------
    - Added "sneeze guard" to the vent over Undefendable Room to keep the acid rockets and gas spam to a minimum
    - Pushed the two resource nodes in Ramp Room up to the back
    - Added two resource nodes to Jetpack Room
    - Marine Barrier weld is now a 6 minute weld
    - Deal Breaker vent weld is and always will be 4 minutes
    - Added a resource node to the marines' starting res room
    - Added easter egg room. Details of using the easter egg are displayed when marines kill off the hives. Each hive has its own hint.
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege_rc40000.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/storm/ns_stormsiege_rc40001.png' border='0' alt='user posted image' /><img src='http://members.cox.net/flaming.june/storm/ns_stormsiege_rc40002.png' border='0' alt='user posted image' />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-MrRadicalEd+May 18 2005, 07:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ May 18 2005, 07:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Added easter egg room. Details of using the easter egg are displayed when marines kill off the hives. Each hive has its own hint. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nice touch.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <a href='http://tangible.fdns.net/ns_stormsiege_RC5.zip' target='_blank'>DOWNLOAD</a>
    The secret buttons are 100% usable now so have some fun hunting them down if you don't know where they are. If you host this map on your server please update to this version.

    5.21.05
    -------
    - Removed 5th resource node from marine starting pool, and left the two nodes in Jetpack Room
    - Changed 6 minute barrier weld to 8 minutes
    - Fixed issues with seekret button # 1
    - Added seekret button # 2. Seekret button # 2 is activated when the marine barrier weld is completed after which displays a message on how to find it.
    - "Prettified" seekret room # 1
    - Elaborated vent system for aliens. Now one large network including a vent that exits out in to the hive room itself
    - Added credits and misc easter eggs
    - Texture and brush tweaks
    - Hive room sound tweaks (hopefully not so loud while still retaining ambience)
    - Decreased frequency of lighting strike sounds. Min 5 to 10 seconds, max 30 to 15 seconds.
    - Prevented marines from building in the "caged room"
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    STOP making new versions! We can't keep uploading this map into the server! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    maybe I need to try and have scheduled playtests rather than releasing it to whomever to play at their leasure, heh.. I swear the map is nearly perfect in gameplay.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Then let's leave it as it is and continue on our merry little way.

    Take forever to download though. Tons of .wav files, the map takes 5 minutes, the wad, the whatever...

    Make sure you have it before you join servers.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Graveyard at 8 PM central 67.19.81.77:27015. The server will be full and we will playtest your map. Join us.

    Its on our server with svurl download. If you can't make it tonight join any time and tell an Admin your the Author and ask them to change the map.
  • SecuritySecurity Join Date: 2005-01-07 Member: 33133Members, Constellation, Squad Five Blue
    <!--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-->_Error: PF_precache_model_I: Model 'models/rockgibs.mdl' failed to precache because the item count is over the 512 limit.
    Reduce the number of brush models and/or regular models in the map to correct this.
    FATAL ERROR (shutting down): Host_Error: PF_precache_model_I: Model 'models/woodgibs.mdl' failed to precache because the item count is over the 512 limit.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Would be nice if you could reduce some things on the Map a bit, or maybe even make a "light" version of this Map for heavy pluginned Servers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Would really like to run this one..
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Woohoo! Progress!

    I've been away for a while but I'm back now and I mirrored it yet again:

    <a href='http://naigel.nl/files/ns_stormsiege_RC4.zip' target='_blank'>RC4</a>
    <a href='http://naigel.nl/files/ns_stormsiege_RC5.zip' target='_blank'>RC5</a>
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    RC7 is done and so is Storm Siege. Time to shelve this map for another in the works. RC7 is basically the final version(for now). This is by far one of the most balanced siege maps for 3.0.3 and is anyones' game.
    <a href='http://tangible.fdns.net/ns_stormsiege_RC7.zip' target='_blank'>Download</a>

    Most important to note about how this map plays out is that each room the marines lose, the closer they are to losing the game. Strategies for the marines change depending on the starting front line you choose to defend. Marines HAVE to defend their resource to last long enough to make it in time for the siege room. Many thanks goes to the I AM clan..

    5.30.05
    -------
    - Removed second set of secret buttons
    - Brush based entity tweaks
    - Corrected 5 minute warning message on the siege door (now reports properly)
    - Added one more resource node for marines makes it 10 for each team (3 starting for marines)

    5.24.05
    -------
    - Fixed all three Leaf Saw errors from RC5
    - Add second secret button that takes you to two locations randomly
    - Misc brush/texture tweaks
    - Reduced the amount of models/brush based entities to the absolute minimum without sacrificing for limitations with VIS
    - Hive location names sorted out(dropping hives should prove easier now)
    - Included wad with the bsp
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    is it intensional that you see a clear sky and hear the thunder sound? this is pretty odd. the bright skylighting doesnt fit either. the elements you used to create your atmosphere doesnt fit together.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I figured since it takes place on another entirely different planet there would be weather phenomena occuring that is outside the norm of what we know. I don't worry about it and people don't seem to mind.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    the alien halls can siege the hives i see some fast game when marines rush and set a tf ther and blow the 3 hives with out sieges room, you could at least change the alien halls.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    That is a quality of the map Siege007 that carried over, but only two hives can be sieged leaving the third one up giving the aliens a chance. Though I've never seen a successful HA rush on RC6 or RC7.

    A few aliens that pass by take out marine res and starve them leaving them helpless before the siege door even opens.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
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    im cursed because aways i loose at the storm siges.
    when finaly get the winner aliens teams we are lockdown in the hvie with a jet packs and heavies with gls holding alien hallway building sieges and blowing alll the 3 hives i said all 3.
    we try bunker at alien res ndoes but they are so much.
    and we have no chance with all that haveies blowing the single vent systen.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-MrRadicalEd+Jun 1 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Jun 1 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I figured since it takes place on another entirely different planet there would be weather phenomena occuring that is outside the norm of what we know. I don't worry about it and people don't seem to mind. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but to have thunder combined with nothing else is weird. at least to me.

    I would have added some kind of flash or some moving plasma clouds or anything that increases the "odd effect" of the location at least. but if other people dont mind it...
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    <!--QuoteBegin-carioca+Jun 1 2005, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Jun 1 2005, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    im cursed because aways i loose at the storm siges.
    when finaly get the winner aliens teams we are lockdown in the hvie with a jet packs and heavies with gls holding alien hallway building sieges and blowing alll the 3 hives i said all 3.
    we try bunker at alien res ndoes but they are so much.
    and we have no chance with all that haveies blowing the single vent systen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-Lt Gravity+Jun 2 2005, 01:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jun 2 2005, 01:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrRadicalEd+Jun 1 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Jun 1 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I figured since it takes place on another entirely different planet there would be weather phenomena occuring that is outside the norm of what we know. I don't worry about it and people don't seem to mind. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    but to have thunder combined with nothing else is weird. at least to me.

    I would have added some kind of flash or some moving plasma clouds or anything that increases the "odd effect" of the location at least. but if other people dont mind it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    originally I tried to figure out how to do a flash effect that would be an area effect rather than a global effect, cause lets face it.. it's one thing to hear lightining and not see it, but to see lightining and not hear it just does not make any sense.
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