The ns_prometheus thread

PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
edited October 2006 in Mapping Forum
<div class="IPBDescription">Infos and downloads</div>Well, long time no see. Lets test some stuff by posting about the thing that means the most to me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Ages have gone by and i´m still working on this map, working, improving <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
The map is currently out of its early beta testing stages and gets some final adjustments aswell as some upgrades i wanted to do for quite some time.
Layout and balancing is as far as i can see it mostly finished and well.

You can download a compilation of the wold changelog here:
<a href="http://home.arcor.de/kingurmel/Pithlit/Old%20notes.txt" target="_blank">b14-b26 changelog ~2kb</a>


changes between b26 and b32 were undocumented.
This is the changelog from the newer versions

changes b32-b32i:

-removed resnode from "main hub"
-removed resnode from "ventilation"
-removed location "agridome acess" (merged with "security hub")
-new resnode "secondary datanode"
-new resnode "security hub"
-restricted building on grates in "marine start" , "coolant distribution" and "power blocks"
-lowered areas "power blocks; generator; generator controls; security hub" around 300 units
-lowered commander view around 250 units
-changed interconnection between "nanogrid status" and "ventilation"
-moved areas "power blocks; generator; generator controls; ventilation; nanogrid status" towards marinebase
-walking time "marine base" - "power blocks" decreased to 32sec
-increased walking time "power blocks" - "observation lounge" by about 3sec
-changed connection between "generator" and "generator controls"
-ambient sound changes around the map, predominant in "pumping station alpha"
-lighting and texture alingments for athmospheric effects
-hive "observation lounge" turned around 45° for less exposure from long ranges
-some vents relocated to make more efficient shortcuts
-some welderpoints relocated to match with moved vents
-moving speed of vent hatches decreased to around 25% for athmospheric effect
-secretroomdoor now stays open after secretswitch has been engaged. Still closes when secret has been activated to prevent soundmismatches.
-some architecture changes for better gameplay, lower r_speeds, lower lightdata size (mostly around generator and ventilation)
-minimap changes according to map changes
-moved switch in "chemical waste storage" to upper level to prevent exploiting

b32i adendum:
-moved welderpoint from "security hub" -> "beta corridor"
-fixed some graphical glitches around "water treatment"
-adjusted some lighting
-changed some architecture around "sattelite uplink" so it is better defendable for marines
-fixed blockable vents (weldables)

changes b32j:
-(hopefully) fixed the fps drop problem. This version did run smoothly on all tested machines
-added some more lights to "Water treatment" Hive to light things up a bit
-added some small graphical improvements around the map
-reduced texture amount in the map (reduced quality of some seldom used tex.)
-turned some textures into sprites (mainly textures in the secretroom)
-changes some lighting features for better contrast ect.

b32j adendum:
-func_nobuilds added on generator lamps to prevent oc/turretspamming up there
-func_nobuild added to not accessible patrt of dockingbay to prevent performance problems from sinking structures
-renamed all additional files to remove "final"; "_bxx" ect.
-resfile ect. updated to cope with the changes

changes b32k:
-changed some textures for better looks
-added some lights/spots for contrast and playability
-mirrored "Beta deck acess" for easier marine access to map center
-removed some mainly obstructing achitecture around generator for better playability
-moved O-Area between "docking bay" and "Observation lounge" to give marine better chances for siege from "docking bay"

b32k adedndum:
-fixed some texture errors
-fixed some minor architecture errors around "Observation lounge" and "Generator"
-changed some textures for better looks
-changed some abient sound values
-various small lighting changes


and last but not least the latest download made availiable for the public:
<a href="http://home.arcor.de/kingurmel/ns_prometheus_b34.rar" target="_blank">ns_prometheus_b34.rar ~4,1mb</a>

I´ll try to muster some screens of the version up-to-date if i got the time but until then that will have to do.
So give it a try and enjoy <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Feedback is always appreciated

Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Wow, weren't you working on this well before the forums went down? That's one seriously awesome attention span you have there!
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Well, i learned much about mapping while working on prometheus (former ns_phenix).
    Actually this is the third map i have ever mapped, the first one merely being a little funmap to test out hammers possibilities and the second one being a badly done combat map, spawned by the combat craze surrounding 2.0.

    I just looked in the original files and the first saved rmf of this map is from <b>May 2004</b>.
    So yes, you could say this took quite some time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    id love to play this map <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    but go on any public server around, and try anyone into playing a map except veil, tanith or nothing >_>
    its so sad, i even got to play shiva only 2 or 3 times although it was included in ns <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />


    i really likfe your efforts, i myself need new maps, and i think the new maps often exceed old ones, espeially graphically
    ill download the map and maybe, who knows, ill get to play it SOMEwhere :/
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    try the server in my sig.
    Its german, but if that doesn´t concern you you´ll find the map being played there quite often (along with shiva, altair, ect.)
    One thing that i should note, though:
    The server uses the 1.04 ressystem, there are no rfk and res caps @ 33/66/100 only gorges can get more and get a larger part of the alien teamres.
    Many other things adjusted aswell, normal games take around 1hour so you should definitly bring some time if you want to play there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    im from germany too if you look below my name ;D

    so that wont be a problem <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    who knows, maybe ill become a regular *G*
    thx for the tip ;D
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited September 2006
    New Version availiable for the public: b32n

    Download @ see last post

    recent changes:

    changes b32l:
    -redesigned marinestart, removed unnecessary ramps, moved rt, nonsymetrical layout
    -shortened way to "Satellite uplink" by about 1-2sec
    -shortened way to "Power blocks" by about 3-4sec
    -removed obstructing crates between marine start and "Power blocks" hive
    -moved "Security hub" rt to other side, shortened way to generator

    changes b32m:
    -redesigned Central map area to promote more centralised combat
    -"Main shaft alpha" major changes in achitecture
    -mirrored "Delta-junction" for better accessability
    -some changes in "Secondary datanode"
    -changed connection between "Delta-junction" and "Secondary datanode"
    -moved "Crew access" entrance and vent connections
    -moved "Crew access" rt to "Main shaft alpha" for better acessability on both sides
    -added some high detail particle systems in "Main shaft alpha" and "Docking bay"

    changes b32n:
    -transformed the map for a more tree like layout:
    -new connection between "Marine start" and "Beta deck"
    -cut connection between "Y-Junction" and "Beta deck"
    -revised "Delta Junction" (now a T-junction)
    -renamed "Main shaft alpha" to "Central Shaft alpha" to avoid confusion with "Maintenance shaft"
    -revised "Beta Deck"
    -revised "Central shaft alpha"
    -decreased the size of the minimap by about 20%
    -flattened out the upper part of "Pumping station"
    -shortened the way from "Marine start" to "Water treatment"
    -lifted the Areas "Observation lounge" and "Docking bay" with all their entrances (steepness of the entrances decreased to about 1/3)
    -increased the gammaramp by 0.2

    b32n adendum:
    -fixed various bugs
    -increased gammaramp by 0.1
    -changed some lighting around "Coolant distribution"
    -Various minor achitecture changes around the map
  • KardoffelKardoffel Join Date: 2004-04-03 Member: 27711Members, Constellation
    So he's still here ^^
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited August 2006
    When i started something wi wont let it go until it came to a successful end ^^;

    btw: i´m still using your webspace if you haven´t noticed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • HellabeansHellabeans Universal NS Scapegoat Join Date: 2005-04-12 Member: 48269Members, Constellation
    Im going to test out the map, I should give you feedback soon, =p
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited October 2006
    Well, have an update aswell as a new public version <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    changes b32o:
    -fixed some bugs
    -renamed "Central shaft alpha" to just "Central shaft"
    -regrouped entities for better performance
    -reworked the "Power blocks" for a more open and structured appearing
    -made the connection "CWS" -> "Central shaft alpha" Onos compatible
    -removed "hole in wall" connection between "Water Treatment" Hive and "CWS"
    -moved "Central shaft" node back to "Crew access"
    -moved Centra

    b32o addendum:
    -fixed 2 small graphical bugs
    -updated .wad file
    -fixed a stuckpoint for onos in "Water treatment"
    -changed a texture and lighting

    changes b32p:
    -bugfixing
    -splitted "Central shaft" into two parts
    -right part is now "Crew access" aswell
    -remodeled the left part for better access and r_speeds
    -compacted the area around "Coolant distribution"
    -changed the "Y-junction" layout a little
    -changed left access to "Water Treatment" hive
    -desaturated the asteorids in the skybox by 50%
    -improved secretroom behavior

    changes b33:
    -changed connection to "Secondary datanode" from "Delta Junction" to "Crew Access"
    -Moved "Observation lounge" hive closer to "Docking bay"
    -redesigned entrance to "Observation lounge" from "Docking bay"
    -moved "Alpha connection" towards "Secondary datanode"
    -changed vents around "Observation lounge" a bit
    -fixed 2 stuckbugs
    -improved entity rendering behavior

    Download availiable @ <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->look first post<!--colorc--></span><!--/colorc-->

    enjoy
  • RufflesRuffles Join Date: 2005-01-08 Member: 33795Members
    Good Job Dudes! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited October 2006
    Here is another update for you guys: B34
    This is probably the same version that will be released in the upcoming constellation beta so you might want to check it out <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    This version features some exiting new architecture like a completly new water treatment hive (you´ll love it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />) aswell as some eyecandy all over the map.
    I worked really hard to make everything look polished and i think it shows.
    So have fun testing the map aswell as the soon released beta.

    For some screenshots you can go <a href="http://www.unknownworlds.com:90/forums/index.php?s=3968429551885403648&showtopic=98165" target="_blank">here</a>!
    Download is availiable @ <a href="http://home.arcor.de/kingurmel/ns_prometheus_b34.rar" target="_blank">ns_prometheus_b34.rar ~4,1mb</a>
    wich features all necessary files to set a server with the map.

    Feedback is as always very welcome either here in this thread or as PM towrds me.
    Have Fun!
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    Realy nice map! Looks as great as the original maps!
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited November 2006
    This map is nice, Ill write up most of that in a minute but first off. I found a problem that needs fixing asap D:

    that being here:
    <a href="http://www.hl2.co.uk/ziggy/prom27.jpg" target="_blank">http://www.hl2.co.uk/ziggy/prom27.jpg</a>

    You can easily get stuck in this corner(I got stuck there as a marine ffs!), which I guarnatee will happen to gorges a lot and will be annoying as hell.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited November 2006
    so I did a once over of the map and <a href="http://www.unknownworlds.com/forums/index.php?s=1143371671658842624&showtopic=98268" target="_blank">this thread contains the result</a>
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    I remember I made and edited a few textures for you... I'm glad the map is coming along nicely, good luck!
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited November 2006
    <!--quoteo(post=1571970:date=Nov 1 2006, 12:19 PM:name=ZiGGY)--><div class='quotetop'>QUOTE(ZiGGY @ Nov 1 2006, 12:19 PM) [snapback]1571970[/snapback]</div><div class='quotemain'><!--quotec-->
    This map is nice, Ill write up most of that in a minute but first off. I found a problem that needs fixing asap D:

    that being here:
    <a href="http://www.hl2.co.uk/ziggy/prom27.jpg" target="_blank">http://www.hl2.co.uk/ziggy/prom27.jpg</a>

    You can easily get stuck in this corner(I got stuck there as a marine ffs!), which I guarnatee will happen to gorges a lot and will be annoying as hell.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Seconded. Here's a slightly clearer screeshot of the spot...anywhere behind that pipe will get you stuck as a Marine or Gorge.

    (edit: removed screen shot to get server space back)
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