The ns_prometheus thread
Pithlit
Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<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
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
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" />
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 :/
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" />
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
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
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" />
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
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!
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.
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)