Ns_simple - Beta2

j0ej0e Join Date: 2002-11-01 Member: 2840Banned
<div class="IPBDescription">by nipper + joe</div> if you played a lot of cs you might have played a nipper map. anyway, he and i made this map (he did all the actual mapping, i just had the floor plan and some ideas).

ns_simple - goal: a simple map that is easy to figure out but still fun to play. will run with low cpu usage but is not as complex and detailed as default maps.

ns_simple_b2
download - <a href='http://maps.joe.to/ns' target='_blank'>http://maps.joe.to/ns</a>
playing on servers: ns1.joe.to and ns2.joe.to

here's what we KNOW needs to be fixed:

- add more decorative touches
- sometimes commander can't upgrade stuff (seems to be an NS bug, other people have reported this)
- the doorways you open with a welder block bullets (seems to be an NS bug since other maps are this way)

be kind please because it is beta 2, and we wanted to get feedback before polishing it a lot more. so what that means is, no pointless flames about how crappy it is, because we are telling you up front it's not done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

i can tell you from firsthand experience, it's actually pretty fun. we had people vote to extend it <b>five times in a row</b> on my server.

thanks

Comments

  • FenrirO32OFenrirO32O Join Date: 2002-11-12 Member: 8326Members
    I just got off playing your map for about 10 minutes.

    First impresions, very simple indeed. I think the alien areas between hives need something to spruce them up a bit, as they were very dull. The vents are a little pointless too, maybe try to make them go over all the welded areas.

    Next point, the entire map seems to be geared for the marines. Like that resource point accessable only through welding. Its kinda unfair to only offer a nozzle to marines.

    And the marine start door had a switch on the inside only. I was surprised when i hoped out to build something and turned to see the doorway to cc had turned into an unpenetrable wall of hopelessness <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    I like the water hive, maybe give it some different elevated levels or something. Basically all it needs is a little variation between areas, the upstair marine start looked good, but downstairs aliens area was empty looking.

    Keep workin on it guys and you'll have a great start map for newbies and casual gamers alike. btw I have no mapping experience, im just basing this on personal opinion from playing the other Ns_maps.
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    all the resources except for the two near marine spawn are all downstairs, so the marines are constantly pushed to be aggressive. most of the hallways are pretty empty, but they will get "beautified" after the layout is final.

    the resource behind the welding is actually accessible to aliens too, WITHOUT welding. so it's actually advantageous for the aliens. the marines have to weld the crawlspace open before they can use it.

    i mainly want the map to be fun to play on. if it doesn't win a beauty contest but people ask the admin to put it on, that means it's good enough for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    i agree with you about the water room. some more complexity in there would be cool.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Well... it does justify the name.

    Flow is impeded a bit.

    Nodes are scattered... seemly.. need more order in placement.

    And a bit dark


    Otherwise true to its name ... no bs here. .. if you just want to play or learn this could be for you.

    gj guys
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    edited November 2002
    pics 4 u. i turned up the brightness so you could see better.

    the minimap marines get (i added the red text for this forum - there is no text in game!)
    <img src='http://www.joe.to/images/simple/simple.gif' border='0' alt='user posted image'>

    the readyroom
    <img src='http://www.joe.to/images/simple/rr.jpg' border='0' alt='user posted image'>

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>1</span></span>here is the small room the marines start in. it's secure from the outside, so they dont have to worry about a rush, but they can't expand in here.
    <img src='http://www.joe.to/images/simple/mspawn.jpg' border='0' alt='user posted image'>
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    edited November 2002
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>2</span></span>this computer room is right outside marine spawn
    <img src='http://www.joe.to/images/simple/comproom.jpg' border='0' alt='user posted image'>


    <span style='font-size:21pt;line-height:100%'><span style='color:red'>3</span></span>a resource near marine spawn. the marines have to weld through the grating but skulks/lerks can go through the hole at the top
    <img src='http://www.joe.to/images/simple/weld_res.jpg' border='0' alt='user posted image'>

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>4</span></span>a long catwalk with a crawlspace underneath, away from marine spawn to the elevator
    <img src='http://www.joe.to/images/simple/catwalk.jpg' border='0' alt='user posted image'>
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    edited November 2002
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>5</span></span>a resource hidden under the elevator shaft. this makes the elevator shaft the focus of defense and offense instead of just another route
    <img src='http://www.joe.to/images/simple/elevator.jpg' border='0' alt='user posted image'>

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>6</span></span>a resource outside the water hive
    <img src='http://www.joe.to/images/simple/water_res.jpg' border='0' alt='user posted image'>

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>7</span></span>the water hive
    <img src='http://www.joe.to/images/simple/water_hive.jpg' border='0' alt='user posted image'>
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    edited November 2002
    <span style='font-size:21pt;line-height:100%'><span style='color:red'>8</span></span>the cylinder hall hive
    <img src='http://www.joe.to/images/simple/cylhive.jpg' border='0' alt='user posted image'>

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>9</span></span>the middle hive
    <img src='http://www.joe.to/images/simple/midhive.jpg' border='0' alt='user posted image'>
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The lighting looks very flat, like something from half-life rather than NS.
  • SSFANSSFAN Join Date: 2002-11-01 Member: 2983Members
    edited November 2002
    hey I found serious bugs.

    There is no switch to allow open marine's main base door from outside.
    Only marines can open door, so if Aliens leads the game and marines never open the door,
    the game will never reach to ends.

    Can you fix this problem?
    I think you can solve this problem easily by just add the switch to allow open the door from outside.
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    hmm a bit plain i think. I'd like to see the original pictures without the brightening aswell, makes it look like quake2 now, especially picture nr. 5
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    I haven't played it, but from the layout, it looks like the center and left hives are a wee bit too close together, making it very easy for the aliens to get all three hives rapidly.

    The name, simple, while being descriptive, is rather un-atmospheric. A better name, and something of a backstory that fits into the universe would be nice.

    I know it's not polished yet, so I won't harp on that much... I just wanted to make certain that the lighting would be made more atmospheric as you work on it, right? Contrast, and all that? Not all well lit, not all dark... both mixed together.

    I notice there's only one marine access to the water hive. Could you add another? Shouldn't be too difficult, even keeping the map simple as per your goal. A thought that comes to mind would be an obvious entrance to the water hive that is in fact, entirely underwater... not too long an underwater passage, so even marines can get through without hurting for air, but still all underwater. Would fit the theme, no?
  • j0ej0e Join Date: 2002-11-01 Member: 2840Banned
    edited November 2002
    thanks for the comments <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> beta 3 coming soon! we plan on maybe 6 or more betas so that should give you a feeling for how much more improved the map will get <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The lighting looks very flat<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yeah, i think maybe texture lighting or other lighting options in some areas would be better. the lighting is all nipper though so it's up to him <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There is no switch to allow open marine's main base door from outside.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    a lot of people are worried about this but from playing it on the server many times, it's never been a problem. fades can shoot bile bomb through the wall if necessary, but so far that hasn't been the case

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmm a bit plain i think. I'd like to see the original pictures without the brightening aswell<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the pics were REALLY dark (darker than they are in the game) so you could barely see anything. it <b>is</b> plain but i think in future versions it will be less so

    for fieari:

    the hives are indeed close together but the marines can get there pretty fast too, so it's a fast paced map. it's possible they are TOO close but i'm not sure. maybe it needs more testing ... basically <b>everything</b> on the map is close together so it would be hard to make them farther apart <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    the name comment is a good point. i'll give it some thought. any suggestions? :-D

    the lighting is a bit plain, i concur. we'll see what nipper does to fix it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> that's his area entirely.

    and for the water room - the same thought occurred to me. the next version will have an underwater passage between the 2 rooms <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    and thanks for all the comments - please keep em coming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    it's nice but, it's too blocky, add stuff in the way 2 make it less blocky <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    and lighting u need leet lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Think i'll download it and have a browse
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