ns_colony_v2

NayNay Join Date: 2002-06-09 Member: 741Members
Hi guys, As like a few other peeps on here, heres my map ns_colony which i made a few years back but today i discovered i never acutally released publicly version 2, dont ask what the changes are i cant remember of the top of my head. anyways enjoy to who ever didnt get chance to play the original

few screenshots from various parts of the map

the first screenshot is what happens when you join marines, i just wanted to design something much different to the rest of the ns maps out there, thanks to my friend subsidian for the sound track in the map.

<b><a href="http://www.map-central.co.uk/dl/ns_colony_v2.zip" target="_blank">Download ns_colony_v2 Here</a></b>

<img src="http://www.map-central.co.uk/images/ns/col_01.jpg" border="0" alt="IPB Image" />

<img src="http://www.map-central.co.uk/images/ns/col_02.jpg" border="0" alt="IPB Image" />

<img src="http://www.map-central.co.uk/images/ns/col_03.jpg" border="0" alt="IPB Image" />

<img src="http://www.map-central.co.uk/images/ns/col_04.jpg" border="0" alt="IPB Image" />

<img src="http://www.map-central.co.uk/images/ns/col_05.jpg" border="0" alt="IPB Image" />

<img src="http://www.map-central.co.uk/images/ns/col_06.jpg" border="0" alt="IPB Image" />

sorry if the screenshots are to dark/big whatever.

nath.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Some wall lab, but you actually managed to avoid of the curse of the elipse/veil clone maps

    Very nice looking map has some good atmosphere. I like how you're teleported into the map. Thats a very nice idea, and I'm envious I didn't think of it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Might want to have look at the minimap, the water/sky areas cut up the minimap. Not a big problem, but it's there...
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    An interesting map had a good feel to it though I did notice two main issues.

    Doors: some of them open with switches, some open by touch, and some look like doors but didn't open. That tended to be somewhat confusing. Consistency is your friend. It's probably fine to have one or two massive blast doors that it's obvious they open with a switch, but having half open with switches and half without was a bit confusing.

    Vents: The major vent systems were too tall. This will likely cause trouble in games since they would be easy to block and marines can walk through them without crouching. Also, having the vents above the map like that obscures the commander's view too much. You may wish to rethink their placement.

    Your mix of texture sets was interesting and seemed to work pretty well though a lot of the lighting felt a bit boring. Play with some more colors <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    You already released this, because I already had it in my ns/maps folder.

    I love it, though. Excellent map.

    Cheers,
    ~ DarkATi
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--quoteo(post=1574528:date=Nov 8 2006, 12:37 AM:name=Nay)--><div class='quotetop'>QUOTE(Nay @ Nov 8 2006, 12:37 AM) [snapback]1574528[/snapback]</div><div class='quotemain'><!--quotec--><img src="http://www.map-central.co.uk/images/ns/col_03.jpg" border="0" alt="IPB Image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh my god, I remember this from the NSTR days, it had terrain outside... right?

    Awesome.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    edited November 2006
    well i did start another map back then called ns_tribes that was the one with the ourdoor bit, but it didnt fit onto the grid at the time because i was going to put that bit into this map, plus if i remember the other reason i didnt put it into this map was because i would of hit alot more limitations, ns_tribes was going to be intended to be its own map tho ( the pics i shown back then ) i dont have them anymore tho <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I was just searching the forums about numents and max runtime entities etc... Then I rediscovered <a href="http://homepage.ntlworld.com/pr.searle/EntReport/EntReport.html" target="_blank">pr.earles EntReport map validator</a>

    I saw that ns_hera has 277 entities. Then i though "hmm let's test the rest of the maps I have in this folder". When I encountered the runtime entitiecount in ns_colony_v2 this is what I saw:

    - map has 347 runtime entities according to that tool.
    - ingame at the start of the map using numents it has 360
    - after the map starts it has 364 runtime entities

    So was the bar raised from 275? Could very well be since cpu's have been evolving to higher bandwidth/speed. But isn't there still the netlag that it caused...
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    Hello Nay. Nice to see you are still around <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Would have been a shame if you quit the work on this map. Extremely playable. I still remember having a lot of fun playing it.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    wow, thats way too many. And if you have dev mode on, you only need to type 'numents' in the console to get the number of runtime entities. Er wait, you used that in your post... the hell is that validator then?

    Yeah, max is 300, recommended is under 200. Most official maps have around 220 it seems. You can lose a lot of entities by grouping them together (like if you have a huge, twising railing, make it one entity rather than 5 separate ones). Just:
    -make sure you dont do it for ladders
    -remember that if you can see one, you can see them all
    -use gl_wireframe 2 to see if they're being drawn all the time, which means the gaps between them are too much

    You definitely need to lower that number, otherwise the map will (probably) be very unstable, especially with higher player counts.
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