Ns_powersiege

Third_DegreeThird_Degree Join Date: 2005-08-01 Member: 57293Members Posts: 7
Siege map with mad special effects
Screenies and map available in full at this page:
http://nsworld.ns-central.co.uk/Map.php?UniqueID=565

Map may not be available for download there for 48 hours, if not then go here:
http://www50.brinkster.com/roxor668

This is my first really serious siege map. Generally believed to be bug free, although it is only beta 2. However, I used the same entity layout as I have for several other maps which have been thoroughly debugged.

The best thing is the Siege laser. In my map, the rines have a gigantic laser pointed at the siege door which fires and blasts it to smithereens at siege time. Check screenies for a frame by frame of this smile-fix.gif

Its not just a special effects map though. The layout is significantly different from others, also with a large variation in height on the map, which you typically dont see in siege maps. There are also one or two jump pads placed strategically in the map; I'm curious to see how those get used in game.

See if you can find my secret room tounge.gif

I'm in the process of betatesting it. However, if anyone else decides to give it a shot on their server, or just wants to run around in it and check it out, please post any feedback, bugs, etc., that would be greatly appreciated.

I'll just post some of the pics of the siege sequence for now, if you want to see the rest of the map go to the NS world link above:


Siege sequence:
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Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation Posts: 4,412
    I've got to admit, thats a pretty neat explosion.
  • Third_DegreeThird_Degree Join Date: 2005-08-01 Member: 57293Members Posts: 7
    hehe, thx

    Okay so here is the layout as of now:

    user posted image

    Main door room has 3 corridors out of it all at right angles. I'm curious to see how this works out. They all reconverge back to a point not far from there, so that means it wont be terribly hard to defend, but I hope it will allow fades a little more wiggle room to get away from JP defenders. I'm probly going to add vents to the right one, maybe connect the two hallways by a vent that runs above the ceiling.

    user posted image

    If you can see the maindoor room on the minimap, its the thing the guy is looking forwards at, well behind him is the big dip room (lol still working on names for these rooms) and to the right is the forked hallway. The forks both lead to JP room, but there is a catch. There are 2 large doors on either hallway, and only one of them is open at once. Rines have a button to switch which one is open. I guess you could do this 2 ways. You could just keep one always closed off and turret up the other one, but then if a fade gets by and acid rockets the button then they can bypass your turrets. On the other hand, you could just keep switching it up constantly and the fades will guess wrong and have to turn around, maybe running back into purusing JPers. I bet this will be an interesting point on the map.




    I dont have a screeny that you can clearly see it on, but right after main door where you go up the ladders, there are flashing translucent green up arrows indicating a jump pad. If you jump immediately after walking in the main door, you get launched upward with just enoguh velocity to hit the top of the ladders. This gives heavies a good advantage for rushing the front, and it gives onoses who have been hitting hte front a quick escape route. Also, you can drop OCS into the jump pad and they will bounce up and down, making them much more difficult to nade / shotgun / what have you. This pretty much forces rines to build siege, but thats okay. If you dont get what I'm talking about, start up the map with SV_cheats 1 and try dropping an OC off the little ledge over the main door entrance.

    user posted image

    I'm concerned that my Jetpack room may be too small. Tell me your views on this guys, I frankly thoguht that some of hte Jetpack rooms on siegemaps are just too big.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation Posts: 1,314
    QUOTE (Third Degree @ Aug 1 2005, 11:28 PM)
    This is my first really serious siege map.

    Roflmao ^^

    The Explosion is neat btw
  • Third_DegreeThird_Degree Join Date: 2005-08-01 Member: 57293Members Posts: 7
    QUOTE (Pithlit @ Aug 1 2005, 08:24 PM)
    QUOTE (Third Degree @ Aug 1 2005, 11:28 PM)
    This is my first really serious siege map.

    Roflmao ^^

    The Explosion is neat btw

    LOL, that does sound pretty funny actaully. But it is true. I have made a bunch of really **** siege maps using liek 3 textures and just box rooms, and they have been played on a few servers, but this one I would like to do a good job with. Plus no one uses the best of the half life entities like laser and env_shake and env_explosion to their true potential in most NS maps.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    QUOTE (Pithlit @ Aug 1 2005, 08:24 PM)
    QUOTE (Third Degree @ Aug 1 2005, 11:28 PM)
    This is my first really serious siege map.

    Roflmao ^^

    The Explosion is neat btw

    know what? there are even TEXTURES! tounge.gif

    yes, the explosion is pretty nice. and the siege itself is one of the most ugly solid models I have ever seen. this destroys the whole effect.

    (btw is there a way to implement some kind of "siege maps counter" on the mainpage?)

    IPB Image
    Give custom maps a chance!
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members Posts: 7,019
    QUOTE (Thaldarin @ Aug 1 2005, 05:45 PM)
    QUOTE (Swiftspear @ Aug 1 2005, 11:42 PM)
    QUOTE (Thaldarin @ Aug 1 2005, 05:31 PM)
    I cried when I opened up this thread.

    I cried when thaldarin opened this thread

    I laughed as the last 5 threads I've been in with Swiftspear he decides to comment on me as negatively as he can. Fuc*ing moron.. confused-fix.gif

    I don't try to flame you. You flame yourself and I just point it out.
    O_O image
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
    Special effects needs a more good looking environment with it.
    IPB Image

    - IPB Image Constellation member - naigel.nl - naturalselection.com - egir.dk -
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members Posts: 249
    yeah, seems a bit boxy and flat, divide up the walls, get some more interesting lighting in that, use more than 1 brush to make your walls.
  • BurgerBurger Join Date: 2004-07-24 Member: 30072Members Posts: 38
    I must admit, that is one hot laser
  • AlcapwnAlcapwn "War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members Posts: 1,965
    Seems a bit small...
    *IMAGE BALEETED.* Sigs may not exceed 400x75 and/or 40KB. No exceptions. -Talesin
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation Posts: 1,296 Fully active user
    nice job, thats a really nice explosion.
    image
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    Another siegemap that no-one will play :/


    Cool explosion nevertheless.
    LOL BLOG!
    also known as narc
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