ns_bliss

SkackySkacky Join Date: 2005-06-05 Member: 53189Members
edited July 2007 in Mapping Forum
<div class="IPBDescription">A dream is beginning !</div>Hello everyone.
I'm glad and proud to release the first beta of my map ns_bliss.
What's ns_bliss ?
This map is the biggest map I've ever made. It took me like four months to complete it. ns_bliss is a big sized ns_ map, but it's smaller than machina <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
This map takes place in a cold installation, based on a snowy moon. The map is like ns_eclipse and ns_veil, but uses only one lab texture (the wires in Nexus hive). It's a corridor / room map, but with a twist.
And why a snowy map ? The map was first designed to take place on a volcanic and hot area. But, i didn't like it so much, so I decided to delete that idea and I made a completely new ambience. I like it better than the other one.
Every Hive got one or two siege rooms. The map is well lightned, but it's a bit dark in some areas (kehehe).

Here are some screens :

Marine Start
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10007.jpg" border="0" alt="IPB Image" />

Data Burst Regulation
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10009.jpg" border="0" alt="IPB Image" />

Power Core Control
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10005.jpg" border="0" alt="IPB Image" />

Hive - Nexus
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10001.jpg" border="0" alt="IPB Image" />

T Junction
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10004.jpg" border="0" alt="IPB Image" />

Aux. Shields
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10003.jpg" border="0" alt="IPB Image" />

Hive - Pipeline
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10008.jpg" border="0" alt="IPB Image" />

Communications Center
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10006.jpg" border="0" alt="IPB Image" />

Minimap
<img src="http://suribang.ovh.org/joomla/images/screenshot/ns_bliss_b10000.jpg" border="0" alt="IPB Image" />

Here's a new link. Thanks to Master-Poda who hosted my map :
<a href="http://www.cs-rats-maps.com/ns_bliss_b1.zip" target="_blank">http://www.cs-rats-maps.com/ns_bliss_b1.zip</a>


The map contains three radically diferent hives :
o The Pipeline Hive is vertical and long, it's kinda like the Tunnel Hive of ns_agora. The ice ate the walls there, it's to show how the shields are useless when Kharaas attack an installation. Marines can siege this one by the two rooms on both sides of the hive.
o The Main Server Hive is a little room compared to the others, it's a medium sized Hive room. Marines can siege easily this hive by the Remote Server, this hive got some sneaky ducts (one of them can be welded) so, aliens can counter the sieges.
o The Nexus Hive has a bottomless pit. It's designed with a cylinder. The nexus is the power core of the installation. This hive is dark and plagued by fog. It's not really Onos friendly, but Alien can defend it easily. Marines can siege this Hive by the T-Junction and by the Power Core Control.

The map contains 10 resource nodes, Here are the areas where the resources nodes are :
o Marine Start
o Meeting Room
o Data Burst Regulation
o Hive - Pipeline
o Auxiliary Core
o Genesis
o Shields Controler
o Hive - Nexus
o T-Junction
o Hive - Main Server

The map contains 16 additional areas :
o Glass Hallway
o Twisted Access
o Repair Bay
o Senbonzakura
o Communications Center
o Bizarre Turn
o Power Core Control
o Secondary Server
o Main Server Remote
o Data Burst Access
o Aya Crossing
o Southern Paths
o Aux. Shields
o Absolution
o Sattelite Relay
o Flux Control

I think I haven't missed much bugs with this map, in the previous compilation, I had a disappearing face in the Nexus hive, but I think it's fixed now.
If you have any suggestions about the gameplay / aesthetic, please report it here, I'll be glad to take any suggestions.

Oh, and i'm searching someone who can make a labelled minimap, i'm not really handy with sprites, when I made a labelled minimap, the red is still there...

Cheers <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
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Comments

  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    I didn't do a run through your map yet, but i post my opinion of the screenshots

    I like the 2nd shot the best nice shadows there but overall the map looks too open and empty imho.
    The brushwork looks nice, but could be improved if you add something out of order in the middle of the room to make a room more interesting and add some cover.
    For the atmosphere i can't get that cold feeling.. you should experiment with adding blueish touches to your rooms, maybe add a little blue to your environment light.
    I also suggest to replace the hera floor texture you have in there with something else, I think it hardly fits with anything else than lab textures next to it because of this strange brown-grey colour.
    For the nexus hive: beware of overusing red light. Just looks boring.. make the red light weaker, add another light for contrast and let the throw some shadows.

    Concluding i can say you did i great job with releasing another map in such short time, but this baby needs some more work. I like the general style and the outside views but the atmosphere and feeling i have when looking at the screens turn me off. Maybe its also because winter stuff in summer isnt appealing to me ^^ Keep it up
  • JohnieJohnie Join Date: 2006-10-09 Member: 58062Members
    edited July 2007
    Actually, I think it has a really cold feeling. In those screenshots, you dont see a lot, but I definetly felt "the cold" while running through this map.
    The map seems a little bright, but then again, I bumped my gamma all the way up.

    The hallways and rooms all feel a little empty, it really needs some more computers/machines/whatever-fits-a-space-station.
    What really caught my eye was the nexus hive. This area actually feels warm, and it has a deadly pit (yay!), even though it's a bit big. I think that is the most atmospheric part of the map.

    What I really like about your style is that every map you make has an earth-like feeling to it. Tropical, Underwater, and now, arctic.

    Keep up the nice work.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Some jot notes as i ran around:

    -The spinning circle of red dots in Communications Centre is pretty cool. But they're only on the inside of the cylinder? I'm guessing you have 8-12 brushes that make a func_illusionary (or maybe a passable func_conveyor?), so you could put the texture on the outside as well as the inside. Not sure if you have already consciously decided against this or not.

    -Tone down the brightness in: Yet Another Strange Corridor

    -I noticed that a lot of your rooms have pipes set in the walls or ceiling, but they're not clipped out (as a skulk i can just barely fit into the little nooks). Put a Clip brush covering the whole insets so that the wall becomes flat (most of these are set perfectly for it anyways), and you'll save yourself tons of clips. Might make movement a bit easier for aliens too.

    -The infestation in Main Server Hive covers the hive too much, from the outside. The bottom right of the infestation is a thick part of the texture and completely covers view. The texture alignment from the inside should be put on the outside as well (since its much more reasonable). But i'd suggest moving the infestation somewhere else, as its 'cutting' into the hive too much right now.

    -The weldable door in Aux Core creates a dead-end until its welded. I'd suggest putting a door on the other end of the hall, which opens in sync with the weldable one. This'll get rid of the dead end.

    -Nexus hive seems like it would be bad for skulks, gorges and Onos. With the huge pit in the middle and no cover, marines could play ring-around-the-pit with any grounded alien, while maintaining constant fire.


    SIEGES:
    -You can siege Main Server from Secondary Server. IMO this is bad. There is a vent leading into the room, which is good, and the marines can only fit 3 sieges max, which is also good (for such a marine-biased siege), but overall this siege shouldnt be allowed. Aliens have the one main route to attack this siege; aside from the vent, a flank is near impossible. The real issues are that (1) its a long run from the hive to that siege, and (2) the last hallway approaching the siege is VERY long and VERY straight, then coming into a small door. Two LMGers could sit there and kill just about anything, especially if they had a single mine pack for that door.

    -You can also siege Main Server from Senbonzakura (wth is with that name?). This also needs changing, imo. You can fit 4 sieges max. It has the one main approach, which again is wide and long, and leading into the Senbonzakura room, which itself is like Cargo in Tanith, except flatter and without the boxes. Thats a bad thing. Theres no vent access, and the flanking options are fairly long and wouldn't provide much benefit. So, this hive has 2 overly easy sieges.

    -You can siege Pipeline Hive from Aya Cross. Well, you can fit 2 sieges right against the door in Aya Cross, then however many more you want on the other side of the door. This is another no-no siege. There's two approaches (no vents), with both approaches being wide open and long... one being VERY long. Aliens would just get murdered.

    -I cant see any problems with siegeing Nexus hive.


    RES LAYOUT:
    -10 is a good number <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Marines: IMO the marines have too much RT. A good rule i find, is to give each start (so MS and each hive) one easy RT, and then 1-2 harder ones (with the rest of the map being fair game). This can be seen in Eclipse: Marines get Station as an easy, and then Triad and T-Junc are harder, etc. Or, in Tanith, Double is relatively harder, but you get 2. Etc.
    In Bliss, the marines have 2 nodes pretty much right outside of base. Given the rt disparity between the hives (i'll get to that), i'd suggest moving Databurst RT south a bit to Aya Cross.

    Aliens:
    I see Pipeline at a significant disadvantage for RTs.
    (1) the distance between Pipeline and Main Server is quite a bit larger than the distance between Main Server and Nexus. Though there's an RT between both, a Nexus-hive start would easily cap Main server as well as T junction, whereas a Pipeline-hive start would cap Aux Core and have more difficulty with Main Server. Also, a Main Server-hive start would have even more advantage, from capping Nexus and T-Junct easily, and then Aux Core (which, because of the vent, is closer to Server than Pipeline Hive, i think).

    So basically Pipeline seems to be at a huge disadvantage. I'm offering two suggestions to fix this up: (1) move Databurst south to Aya Cross; or (2) keep Databurst where it is, but add in another node in that inlet in Flux Control. IMO the map is large enough to handle 11 nodes, since they would be fairly balanced out.




    *******************************


    Thats it for the constructive criticism. Overall though, looks like a pretty solid map, and a definite contender for the upcoming Map Pack, imo. I'd suggest fixing up whatever issues you want to fix up, and releasing B2 asap, but this time *with a labelled minimap* <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. People will b*tch SO MUCH if they dont have one, believe me.

    I might be able to find the time to make it for you, if you'd like. Oh and your pic of the minimap shows the vents as coloured red, but in the download they're not?

    Anyways, great work dude.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I agree it looks cold and it feels empty.

    However I love how you've made a few area's open and feel like they're complete, I have alot of trouble doing that myself.

    Small suggestion on the communications picture/area. Add something to those walls or better yet, bevel the ceiling, make some bumps and shapes!
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    [quote]
    I didn't do a run through your map yet, but i post my opinion of the screenshots

    I like the 2nd shot the best nice shadows there but overall the map looks too open and empty imho.[/quote]

    I'll see what I can do for the emptiness.

    [quote]
    The brushwork looks nice, but could be improved if you add something out of order in the middle of the room to make a room more interesting and add some cover.
    For the atmosphere i can't get that cold feeling.. you should experiment with adding blueish touches to your rooms, maybe add a little blue to your environment light.[/quote]

    Like the others said, you get that "cold feel" in-game. On the screenies, if there's no snow, you don't catch it.
    I'll see for the brushwork in the next days.

    [quote]
    I also suggest to replace the hera floor texture you have in there with something else, I think it hardly fits with anything else than lab textures next to it because of this strange brown-grey colour.[/quote]

    Personally, I think it fits well. And I like this texture <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    [quote]For the nexus hive: beware of overusing red light. Just looks boring.. make the red light weaker, add another light for contrast and let the throw some shadows.[/quote]

    Yep, i need to place some light_spots at some places.

    [quote]Concluding i can say you did i great job with releasing another map in such short time, but this baby needs some more work.[/quote]

    Hey wait, this map took me 4 months to complete it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    I know it needs a lot more work, it's the reason why I submit here. I can't do anything without criticisms

    [quote]I like the general style and the outside views but the atmosphere and feeling i have when looking at the screens turn me off. Maybe its also because winter stuff in summer isnt appealing to me ^^ Keep it up
    [/quote]

    Thanks a lot <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />


    [quote]
    Some jot notes as i ran around:

    -The spinning circle of red dots in Communications Centre is pretty cool. But they're only on the inside of the cylinder? I'm guessing you have 8-12 brushes that make a func_illusionary (or maybe a passable func_conveyor?), so you could put the texture on the outside as well as the inside. Not sure if you have already consciously decided against this or not.[/quote]

    It's a func_rotating. I'll see if i'll add the textures to the other faces.

    [quote]-Tone down the brightness in: Yet Another Strange Corridor[/quote]

    Will be done, and with texture alignment too.

    [quote]-I noticed that a lot of your rooms have pipes set in the walls or ceiling, but they're not clipped out (as a skulk i can just barely fit into the little nooks). Put a Clip brush covering the whole insets so that the wall becomes flat (most of these are set perfectly for it anyways), and you'll save yourself tons of clips. Might make movement a bit easier for aliens too.[/quote]

    Don't worry, I've to clip some walls too

    [quote]-The infestation in Main Server Hive covers the hive too much, from the outside. The bottom right of the infestation is a thick part of the texture and completely covers view. The texture alignment from the inside should be put on the outside as well (since its much more reasonable). But i'd suggest moving the infestation somewhere else, as its 'cutting' into the hive too much right now.[/quote]

    Yes, I was thinkin' the same when I built this Hive. I'll rework those things.

    [quote]-The weldable door in Aux Core creates a dead-end until its welded. I'd suggest putting a door on the other end of the hall, which opens in sync with the weldable one. This'll get rid of the dead end.[/quote]

    I'll see it, good idea.

    [quote]-Nexus hive seems like it would be bad for skulks, gorges and Onos. With the huge pit in the middle and no cover, marines could play ring-around-the-pit with any grounded alien, while maintaining constant fire. [/quote]

    I think i'll add an infestation floor on the walls, a la ns_hera, with an additional vent to Power Core Control.

    [quote]SIEGES:
    -You can siege Main Server from Secondary Server. IMO this is bad. There is a vent leading into the room, which is good, and the marines can only fit 3 sieges max, which is also good (for such a marine-biased siege), but overall this siege shouldnt be allowed. Aliens have the one main route to attack this siege; aside from the vent, a flank is near impossible. The real issues are that (1) its a long run from the hive to that siege, and (2) the last hallway approaching the siege is VERY long and VERY straight, then coming into a small door. Two LMGers could sit there and kill just about anything, especially if they had a single mine pack for that door. [/quote]

    Damn, I didn't see that. Thanks, it will be fixed.

    [quote]-You can also siege Main Server from Senbonzakura (wth is with that name?). This also needs changing, imo. You can fit 4 sieges max. It has the one main approach, which again is wide and long, and leading into the Senbonzakura room, which itself is like Cargo in Tanith, except flatter and without the boxes. Thats a bad thing. Theres no vent access, and the flanking options are fairly long and wouldn't provide much benefit. So, this hive has 2 overly easy sieges.[/quote]

    I will move the Server Hive a bit to the left, to avoid this siege and the Secondary Server siege too.
    I probably make a vent to this location too.

    [quote]-You can siege Pipeline Hive from Aya Cross. Well, you can fit 2 sieges right against the door in Aya Cross, then however many more you want on the other side of the door. This is another no-no siege. There's two approaches (no vents), with both approaches being wide open and long... one being VERY long. Aliens would just get murdered.[/quote]

    That's bad.. I'll rework it, thanks.


    RES LAYOUT:
    [quote]Marines: IMO the marines have too much RT. A good rule i find, is to give each start (so MS and each hive) one easy RT, and then 1-2 harder ones (with the rest of the map being fair game). This can be seen in Eclipse: Marines get Station as an easy, and then Triad and T-Junc are harder, etc. Or, in Tanith, Double is relatively harder, but you get 2. Etc.
    In Bliss, the marines have 2 nodes pretty much right outside of base. Given the rt disparity between the hives (i'll get to that), i'd suggest moving Databurst RT south a bit to Aya Cross.[/quote]

    Good idea, I'll rework a bit the Aya Cross and then move the Data Burst RT to this location.

    [quote]Aliens:
    I see Pipeline at a significant disadvantage for RTs.
    (1) the distance between Pipeline and Main Server is quite a bit larger than the distance between Main Server and Nexus. Though there's an RT between both, a Nexus-hive start would easily cap Main server as well as T junction, whereas a Pipeline-hive start would cap Aux Core and have more difficulty with Main Server. Also, a Main Server-hive start would have even more advantage, from capping Nexus and T-Junct easily, and then Aux Core (which, because of the vent, is closer to Server than Pipeline Hive, i think). [/quote]

    Hmm. Good pointing here. I'll rework that vent, and add a vent in Senbonzakura too.

    [quote]So basically Pipeline seems to be at a huge disadvantage. I'm offering two suggestions to fix this up: (1) move Databurst south to Aya Cross; or (2) keep Databurst where it is, but add in another node in that inlet in Flux Control. IMO the map is large enough to handle 11 nodes, since they would be fairly balanced out. [/quote]

    In the version before the beta, Flux Control had a RT, but I thought it was pretty bad so I deleted it. So, I'll move DB RT to Aya Cross, rework the vent and add somethings


    [quote]Thats it for the constructive criticism. Overall though, looks like a pretty solid map, and a definite contender for the upcoming Map Pack, imo. I'd suggest fixing up whatever issues you want to fix up, and releasing B2 asap, but this time *with a labelled minimap* <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. People will b*tch SO MUCH if they dont have one, believe me. [/quote]

    Yep, a labelled minimap is one of my next objectives, with make this map better and better

    [quote]I might be able to find the time to make it for you, if you'd like. Oh and your pic of the minimap shows the vents as coloured red, but in the download they're not?[/quote]

    I colored it to show the vents, but each time I modify the minimap and then recompile it, the background is still here, even if I'm in a 256 colour palette.

    [quote]Anyways, great work dude.
    [/quote]

    Thanks a lot <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />


    [quote]
    I agree it looks cold and it feels empty.

    However I love how you've made a few area's open and feel like they're complete, I have alot of trouble doing that myself.

    Small suggestion on the communications picture/area. Add something to those walls or better yet, bevel the ceiling, make some bumps and shapes!
    [/quote]

    I'll see what I can doo for the brushwork. At this moment, solids are 5955 and my comp showed some weakness at MakeScales part of the compilation. But I think I can improve that a lot.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    some of your best work so far <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    When you say solids are at 5955, do you mean the brush count?

    Ns_Nexus was over 8k, just so you know <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Yes, total brush count <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    The problem is that my comp got some problems with compiling large maps. I managed to compile that monster, and I think I'll recompile it without any troubles, it's just I must be careful <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Oh, and it seems I messed up with code <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Won't be long till you can start your own mappack at this rate <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> awesome stuff

    <!--coloro:#999999--><span style="color:#999999"><!--/coloro--><i>On a side note, achio currently is at 10212 solids, so I think we can safely assume that isn't the problem</i><!--colorc--></span><!--/colorc-->

    Also completing a RC1 wihtin 4 months is faster then most mappers here (no pun intended, I am also one of the slower mappers)
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Hmm
    I compiled a first version of ns_bliss_b2, but when I load the map, NS crashes and a wonderful error appears : AllocBlock:full.

    I'm trying to see what could create that thing.. However, I've corrected plenty of things with this new version...
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Use HLFix, but just to find the problem brushes. It can pick up things that alt-p (hammer's problem checker) cant, and itll tell you exactly what brush numbers they are.

    Take the Epsilon number, and make it smaller and smaller. With Nexus, i was getting the allock block error too, and spent 3 months ripping out architecture because i thought i had too much. It turned out that a small number of screwy architecture was eating up about 30% of the map resources, hence the error.

    Lower the Epsilon number more and more (i stopped at about .000000001), and once they stop showing up, recompile, and i bet you it'll work just fine.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    It's will de difficult I guess, HLfix don't run, even if I re-downloaded it.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Try using a batch compiler... its been awhile since i set mine up, but im pretty sure it came with HLFix. What do you mean it wont run? You have to make sure you feed it the .rmf, not the .map, too.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    edited July 2007
    I'm using Batch Compiler since 2005 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    I just launch HLfix.exe and the cmd.exe appears, and after a millisecond it disappears.. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    I recompiled the map, still nothing.. I'm bashing my head. What the hell I did wrong ?
    I'm trying with deleting some info_location..

    Edit : Still nothing..
    I give up, that's horrible..
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    hm.... perhaps this is why my stupid map won't compile.

    Anyways, most of the comments I agree with. The res distribution is slightly unbalanced, and there are some really really easy siege points.

    One thing I really like is the vents in the middle part of the map. It really helps aliens to their business. However, you're lacking vents along the outside of the map. Also, as noted before, some of the vents are pretty long round-abouts just to help prevent sieges. ns_ayumi is a good map when you realize how the vents help get you around some of the basic entrances to the Hives, but not at a serious cost to the aliens.

    Hope you get the compile working, I'd love to see a fixed up version of this map.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    edited July 2007
    I got the same Alloc block error, and the same trouble with hlfix...
    For now I am scaling up Textures in my map because there might be some secret maximum of planes/faces/whatever that may cause an alloc block error... Best of luck to you
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Still the Alloc Block: full

    I increased many many null textured faced by 5.00, but still nothing.
    Seriously, that error is killing all my hard work.. I'm really sick of this.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Make sure you do alt-p, too. Sometimes compiles will go even when there are 'textures perpendicular to face', which i think can generate an infinite amount of faces or whatnot.

    If things keep causing trouble, you can send me the RMF and i'll run HLFix on it for ya. If there are problem brushes, i'll write them down in a list and send it back to ya.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    edited July 2007
    I have nothing with Alt+P since b1 <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    I can send you the rmf with the .wads
    <i>Sent by PM</i>

    But, i'm just wondering. Ive got a 512*128 texture. Maybe it could be the problem source.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'd assume RAR compression would make it significantly smaller.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I'm getting a 404 on that link.

    And btw, usually i'd PM a link like that. Dont want just anybody checking out your source files <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    404 ?
    It works perfectly at me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    For the sources, I'm pretty sure people here aren't stealers <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    But yeah, I'll PM next time.
    Oh, and the zip archive is rather small, it's the .rmf which is huge <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    K, i found out its because the Rapidshare Free version doesnt work with download accelerators. I got it working.

    The HLFix worked; turned up all the troublesome brushes (the list was PM'd to shacky).

    And dont worry about the negative comments in G4B2S. Just pick out the constructive criticism and try to work on it.

    My suggestion, after having played a round, would be to go through the rooms and add cover, and hiding spots. Things like ceiling architecure. Maybe in some of the really big open box rooms, but a large pillar in the middle, or pipes going from the floor to the wall, etc. I'd also suggest taking some of the key corridors and making them tighter. Maybe make some doorways smaller as well, etc. The map seems really marine-biased because of the wide openness of it all.

    Good luck <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Yep, again, thanks for all your work helping me !
    I'm never angry when I answer to critics, and I take them all. I saw that I need another vent in Pipeline to Flux Control, it was near impossible to defend the siege of the Hive, it's very frustrating.

    I'll work on ceilings as well, review some of the structure of some corridors and maybe a few new things for pleasure.
    I'll fix all the brush weirdness, do somethings for the <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> and moving in general. I'll hard work on ceilings and structure, I want this map perfect <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Thanks a lot
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Good news !
    I've rebuilt ENTIRELY the glass hallway in MS, which caused the most of the errors !
    I don't have errors anymore with HLfix now !
    I'll do some tests tomorrow, decrease the Epsilon value to see if I've got some other problems.

    ns_bliss WON'T die !!
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Still have the Alloc error.
    I don't know what I must do seriously. Now, HLfix points out correct brushes with a decreased Epsilon value (0.0000000000001), and even if I recreate some brushes, I still get the Alloc error..
    I've an unfinished list of bad brushes, that looks GOOD. They're on the grid, well made, good vertex, but HLfix still points them out...

    What a waste of time..
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    If you are stuck like me with the alloc block error, you can check out nem's tool "crafty" <a href="http://nemesis.thewavelength.net/index.php?p=45" target="_blank">link</a>, its a bsp viewer, i currently check the map in there with the x-ray view for bad split up brushes etc. I hope it helps...
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    I'm still fixing bad brushes. I've approx. 100 brushes to fix, and I'll try another compilation. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    I already have Crafty and BSPViewer too <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • SikeSike Join Date: 2007-06-28 Member: 61409Members
    edited July 2007
    Alloc Block is almost always caused by low texture scale. Try looking around for textures that you can scale up without ruining the look of the map. Using null on faces that the player will not see will also help a bit.

    When you are ready to save, use a different version number so that you can quickly undo any changes that you don't like.

    To save time, just compile with CSG and BSP. It won't run smoothly without VIS, nor will it look pretty without RAD, but you'll be able to see if the error is fixed. Once the map loads properly, you can go ahead with a full compile.
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    I just uploaded this to our classic NS server. I'll let you know how it goes, looks like a great map with a lot of possibilities for some awesome, drawn out fights <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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