Co_halo
Insane
Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<div class="IPBDescription">Initial Release for Playtesting</div> In line with the new map sumbission guidelines, I am posting co_halo here for general release and official consideration. I've been working on this for long enough, and I hope you guys like it.
Current version: <b>Beta 7</b>.
Last update: <b>05/06/05</b>.
<!--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--><u>Changelog</u>
Beta 7 (05/06/05)
- Improved waterfall in hive.
- Fixed existing ambient sounds and added new ones.
- Made the inaccessible room in MS/Hub Junction look as though it goes somewhere.
- Stopped the player going outside in the RR.
- A few small measures to lower r_speeds.
Beta 6 (11/05/05)
- Fixed lighting and particle systems in readyroom.
- Fixed clipping issue with chairs in RR and MS.
- Revamped the CC/Armoury area to make it less cramped.
Beta 5 (15/02/05)
- Extended readyroom.
- Extended the walkways in the hive and added a ladder.
- Replaced the armoury behind the weldable near the hive with an unbuilt observatory (this is experimental).
Beta 4 (31/10/04)
- Small aesthetic changes and bugfixes.
Beta 3 (31/10/04)
- Added an easter egg.
- Changed the area that used to be The Chasm to lower line-of-sight and remove the pit near the marine spawn.
- New hive with better entrances.
- Changed the hub; added detail.
Beta 2 (18/09/04)
- Added a proper readyroom.
- Fixed armoury placement - it now has lightdata.
- Fixed the trigger_hurt at the bottom of The Chasm - it now harms skulks.
- Lowered the console at Reception.
- Particle System glitch behind the console seems to have disappeared. Please let me know if it returns.
- Raindrop sprite in hive is now properly oriented.
- Several small visual updates.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.another-world.org.uk/spacer/co_halo_b7.zip' target='_blank'>Download co_halo_b7</a>. (Thanks to spacer for the hosting!)
<a href='http://naigel.nl/files/co_halo_b7.zip' target='_blank'>Mirror</a>. (Thanks naigel)
Attached is a set of (slightly outdated) screens so that you have some idea of what you are downloading.
Current version: <b>Beta 7</b>.
Last update: <b>05/06/05</b>.
<!--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--><u>Changelog</u>
Beta 7 (05/06/05)
- Improved waterfall in hive.
- Fixed existing ambient sounds and added new ones.
- Made the inaccessible room in MS/Hub Junction look as though it goes somewhere.
- Stopped the player going outside in the RR.
- A few small measures to lower r_speeds.
Beta 6 (11/05/05)
- Fixed lighting and particle systems in readyroom.
- Fixed clipping issue with chairs in RR and MS.
- Revamped the CC/Armoury area to make it less cramped.
Beta 5 (15/02/05)
- Extended readyroom.
- Extended the walkways in the hive and added a ladder.
- Replaced the armoury behind the weldable near the hive with an unbuilt observatory (this is experimental).
Beta 4 (31/10/04)
- Small aesthetic changes and bugfixes.
Beta 3 (31/10/04)
- Added an easter egg.
- Changed the area that used to be The Chasm to lower line-of-sight and remove the pit near the marine spawn.
- New hive with better entrances.
- Changed the hub; added detail.
Beta 2 (18/09/04)
- Added a proper readyroom.
- Fixed armoury placement - it now has lightdata.
- Fixed the trigger_hurt at the bottom of The Chasm - it now harms skulks.
- Lowered the console at Reception.
- Particle System glitch behind the console seems to have disappeared. Please let me know if it returns.
- Raindrop sprite in hive is now properly oriented.
- Several small visual updates.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.another-world.org.uk/spacer/co_halo_b7.zip' target='_blank'>Download co_halo_b7</a>. (Thanks to spacer for the hosting!)
<a href='http://naigel.nl/files/co_halo_b7.zip' target='_blank'>Mirror</a>. (Thanks naigel)
Attached is a set of (slightly outdated) screens so that you have some idea of what you are downloading.
Comments
Please bare with the so called 'gamma' correction attempt and the quality of the pictures. But here goes:
First of all, in the hive, the scroll water just looks... awful... <b>and it goes up!! </b>look:
<img src='http://naigel.nl/images/co_halo_b60001.jpg' border='0' alt='user posted image' />
Second of all, the screens have no overlay nor do they give off light... it just looks odd, I think. This screenshot shows one screen but what I said applies to all the screens in the map:
<img src='http://naigel.nl/images/co_halo_b60002.jpg' border='0' alt='user posted image' />
That's a nice little cosy unreachable room... but how the hell are people able to enter that room? What is the purpose of that room? I don't see any doors leading to it nor any vents... it just looks rather odd:
<img src='http://naigel.nl/images/co_halo_b60003.jpg' border='0' alt='user posted image' />
I can get out of the ready room <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> :
<img src='http://naigel.nl/images/co_halo_b60004.jpg' border='0' alt='user posted image' />
These are the things I just found when I was doing a quick walk through <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
-EDIT-
Forgot something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Put in like... an impaled half fade half human creation strapped to an experiment table <!--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-->
Put in like... an impaled half fade half human creation strapped to an experiment table <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or you could just leave it as a MEGA FUN unreachable room. I like the idea, confuses people like naigel there, Good job <!--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-->
I'm gonna check out the map now, from the screens it looks quite nice. I'll post some feedback once I have a run around._
First off I think the map is very cramped, low ceilings, close corridors, there is no open areas.It felt like the aliens would win easily with the cramped-ness and darkness.
Also after seeing the map I know what naigel is on about when he mentioned the room that has no access. If you look through the glass there doesnt appear to be any doors leading into that room <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Also your r_speeds are quite high in alot of areas, I noticed 600-700 alot.
One more thing, You need to add more sounds, and lots of them, It will add tonnes of atmosphere to the map.
So far its a very nice map, layout seems to be fine.For some fast paced games, but like I say I think its a bit alien friendly atm._
That's why it is so bright, I guess <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, the hive room looks pretty good, but the 'spiffiness' of the map drops off sharply after that.
<!--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-->First of all, in the hive, the scroll water just looks... awful... and it goes up!! look:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes. Yes it does. I can't really find a decent waterfall texture. If anyone has one, I'd like to know!
<!--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-->Second of all, the screens have no overlay nor do they give off light... it just looks odd, I think. This screenshot shows one screen but what I said applies to all the screens in the map:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, that screen is the only one without an overley that I know of. I deliberately didn't put one on it because I wanted it to be "off". I didn't see the point in making the screens give off light, mostly because I don't want a "disco lighting" effect with having too many coloured lights in one room.
<!--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-->That's a nice little cosy unreachable room... but how the hell are people able to enter that room? What is the purpose of that room? I don't see any doors leading to it nor any vents... it just looks rather odd:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's unreachable detail, to give a sense of a place that is larger than the map. The fact that I forgot to put a door in breaks that effect somewhat. Thanks for pointing that out.
<!--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-->I can get out of the ready room<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nice. Clip brushes ahoy!
<!--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-->Ok some feedback then. . Although naigel's screenshots are quite bright the map for me was dark. It was nice though, I like maps with a bit of darkness.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a bit strange, because it looks pretty well lit on my computer. However, as it doesn't seem to be causing a problem, I won't worry about it.
<!--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-->First off I think the map is very cramped, low ceilings, close corridors, there is no open areas.It felt like the aliens would win easily with the cramped-ness and darkness.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I wanted it to be cramped. It makes for games that are pretty fast and intense. When we played it, aliens didn't seem to have a specific advantage, and they certainly didn't win easily.
<!--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-->Also your r_speeds are quite high in alot of areas, I noticed 600-700 alot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not a huge issue as it's within requirements, but I will look into it when I have the time.
<!--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-->One more thing, You need to add more sounds, and lots of them, It will add tonnes of atmosphere to the map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Good point.
<!--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-->I'm guessing the name did not come from XBox's Halo? Because if you were designing this map after one of that game's levels...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No. It's not meant to be based on Halo.
<!--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-->Anyway, the hive room looks pretty good, but the 'spiffiness' of the map drops off sharply after that.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I need more than that if I'm to judge what changes to make.
- the hive itself is way to low, you should move it so it doesnt look "buried" in the ground.
- the lowered hive floor (where you placed the water) may be a massive disadvantages for alien since any grenade that doesnt hit the hive will more or less end up exploding between the spawnpoints.
- you cut of the doors at the bottom. shure, that may only be noticeabvle for people using the texture day by day but I dont think it is necessary.
- the map seems to be pretty packed, even for a co map. tough for onos to move in there.
- I like the chairs model. looks pretty cool.
- I also like the devices you placed in the map. sometimes you just stop and ask yourself "what is this good for?"
<!--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-->Beta 7 (05/06/05)
- Improved waterfall in hive.
- Fixed existing ambient sounds and added new ones.
- Made the inaccessible room in MS/Hub Junction look as though it goes somewhere.
- Stopped the player going outside in the RR.
- A few small measures to lower r_speeds.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->