Ns_fenris

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Comments

  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    After having played three very nice rounds of ns_fenris_v005, I can honestly say that I like the current map version's set up. It was very fun, I was on the team that won all three games (two marine and one alien <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->), and not once did one of the teams completely decimate the others.

    A v006 <i>will</i> be released, expect it possibly friday, but I am taking a little while off to work on some other maps. The biggest thing to expect from v006 is a reworking of both entrances to Cargo Module C (top left hive). I will of course still be adding some cover throughout the map, but not as much as was added in v005. After v006 is released, I can only sit back and hope that I get positive word from Zunni and the playtesters. If all goes well, we might be seeing ns_fenris in the next version of ns.

    It's been a long ride, thanks to everyone that has helped me with the map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    v006 is coming along, and I should have it ready for this Friday. The changelog isn't quite as big as v005's, but I've really targeted helping out the commander's r speeds and the south entrance to Cargo Module C (top left hive).

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns_Fenris_v006 - To be Released 6 / 3 / 05
    o Deleted the little fake vent to the north of marine start to prevent confusion.
    o Slightly changed floor lighting behind the command chair.
    o Lowered Com Chair view from 750 units to 675.
    o Enlarged the red room below cargo module c hive.
    o Around the center of the map I turned several regular brushes into func_seethroughs to reduce the wpoly for the commander.
    o Raised the exit of the vent at Cargo Module B so that marines can no longer jump into it.
    o Added more cover to Cargo Entry Routes.
    o Reworked the opening heading to Crew Module.
    o Slightly changed lighting in Ventilation Hallway A.
    o Changed the stairs in Sigma Cluster to a ramp to lower rspeeds.
    o Changed up lighting on the monitors in Vent Hallway A.
    o Deleted a particle system with no realistic source in Vent hive.
    o Connected the long vent that connects with Fenris Outpost Control Room to Propulsionary Generators.
    o Raised the vent exit in Ventilation Hallway A so that marines can no longer crawl into it.
    o Raised the other two vent exits in Ventilation Hallway A so that marines can no longer crawl into them.
    o Added a light under the pipes in Maintanence Piping.
    o Changed the ladder to the right of marine start into a ramp so that onos have an easier time getting into the base.
    o Re-added the weldable to the vent that connects to marine start.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=92816&view=findpost&p=1466981' target='_blank'>v006 released!</a>
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

    gj with the changes btw
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <!--QuoteBegin-GiGaBiTe+Jun 3 2005, 07:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 3 2005, 07:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

    gj with the changes btw <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Scoot said he was gonna try get the map done for friday, an low and behold, he has.
    Its not like the map was compiling since May 30th??

    I'm dl'n now._
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    Have you doubled up ladders in those areas i mentioned..

    Also have you done anything about the ladders that are in use to get to those platforms in the 2 hives as I mentioned?

    I'll grab the new version and make sure it's updated on hte potential map list.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-GiGaBiTe+Jun 3 2005, 02:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 3 2005, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

    gj with the changes btw <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Gigabyte, I have an amd 64 3500+, no funds are necessary. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

    Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Let me take a walk through.. There were things that I didn't realize were an issue until we actually played it, let me refresh my memory and see if they've been addressed.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Invader Scoot+Jun 3 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 3 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-GiGaBiTe+Jun 3 2005, 02:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 3 2005, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

    gj with the changes btw <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Gigabyte, I have an amd 64 3500+, no funds are necessary. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

    Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    how long does it take you to compile the map? i can do the old rmf in about 45 minutes. and i have an Athlon XP 3000+. of course its fullbright /*sigh
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-GiGaBiTe+Jun 3 2005, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 3 2005, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Invader Scoot+Jun 3 2005, 12:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 3 2005, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-GiGaBiTe+Jun 3 2005, 02:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jun 3 2005, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

    gj with the changes btw <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Gigabyte, I have an amd 64 3500+, no funds are necessary. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

    Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    how long does it take you to compile the map? i can do the old rmf in about 45 minutes. and i have an Athlon XP 3000+. of course its fullbright /*sigh <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The map takes around 2 hours 15 minutes, and taking 45 minutes compiling a map WITHOUT vis or rad is kinda slow...

    Zunni I'm awaiting your feedback.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    the reason the old map is fullbright, is cause it breaks the clipnode limit >.< and by alot too.

    was going to see if i could compile it so that there would be a classic unmodified fenris for people that liked the old 1.0 version, and didnt have to worry about sinking into the floor with onos, but that didnt work heh.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Good work on finally getting this finished, I know you guys put a lot of work into this.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited June 2005
    v007, AKA v01, will probably be released next week. I am trying to just fix everything that's broken, make some last optimizations for the commander, and then do some last balancing. This will be probably the last public version if the map goes into testing by the NS playtesters to get it ready for a possible inclusion with v3.1.

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns Fenris v01 - Unreleased
    o Changed the little cove above the pipes in Maintanence Piping.
    o Adjusted the light above the spot light at Biotech Lab's RT so that it looks more natural.
    o Fixed ALL hall of mirror errors.
    o Made more func_seethroughs around the map, especially in Vent hive. Command Chair r_speeds should now be within limits around the entire map.
    o Lowered Command Chair view from 550 to 525.
    o Connected the vent at Maintanence Tunnels with the vent at Delta Lifter.
    o Decreased every steam sound volume around the map, and changed adjusted the pitch on some.
    o Adjusted texture alignment at Computer Labs.
    o Slightly changed the vent connected to Computer Labs so that you don't see as far down it.
    o Aligned textures around Computer Center Access.
    o Changed marine start to give more cover to aliens.
    o Added more cover to Center.
    o Added more cover to Crew Module.
    o Increased door open speeds around the map.
    o Added a delay to the elevator in Cargo Module B.
    o Changed the reset time on the doors that are triggered by trigger_multiples so that they don't block anymore.
    o Added more cover to Computer Center Access.
    o Made more func_seethroughs around Computer Center Access to lower command chair rspeeds.
    o Adjusted the ladder in Cargo Module C hive (top left) so that you don't fall down anymore.
    o In some of the vents I changed the light texture to a broken light to bring some more variation.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Zunni+Jun 3 2005, 07:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Jun 3 2005, 07:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Let me take a walk through.. There were things that I didn't realize were an issue until we actually played it, let me refresh my memory and see if they've been addressed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Were they addressed Zunni? I'm trying hard to get a lot done in v01 so that a v02 won't be needed until much after.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    v01's changelog so far is quite a mountain, and I haven't even tested v006 yet. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> It probably won't be released until next week.

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Ns Fenris v01 - UnReleased
    o Changed the little cove above the pipes in Maintanence Piping.
    o Adjusted the light above the spot light at Biotech Lab's RT so that it looks more natural.
    o Fixed ALL hall of mirror errors.
    o Made more func_seethroughs around the map, especially in Vent hive. Command Chair r_speeds should now be within limits around the entire map.
    o Lowered Command Chair view from 550 to 525.
    o Connected the vent at Maintanence Tunnels with the vent at Delta Lifter.
    o Slightly adjusted the above mentioned vent's connection with Delta Lifter's vent.
    o Decreased every steam sound volume around the map, and changed adjusted the pitch on some.
    o Adjusted texture alignment at Computer Labs.
    o Slightly changed the vent connected to Computer Labs so that you don't see as far down it.
    o Aligned textures around Computer Center Access.
    o Changed marine start to give more cover to aliens.
    o Added more cover to Center.
    o Added more cover to Crew Module.
    o Increased door open speeds around the map.
    o Added a delay to the elevator in Cargo Module B.
    o Changed the reset time on the doors that are triggered by trigger_multiples so that they don't block anymore.
    o Added more cover to Computer Center Access.
    o Made more func_seethroughs around Computer Center Access to lower command chair rspeeds.
    o Adjusted the ladder in Cargo Module C hive (top left) so that you don't fall down anymore.
    o In some of the vents I changed the light texture to a broken light to bring some more variation.
    o Added and fixed some info_location entities.
      - Added Command Entry Route (North of Marine Start)
      - Added Maintanence Entrance Ramp (Right exit of Marine Start)
      - Deleted "Broken Nozzle" Location, as it's impossible to get there anyway.
      - Every info_location that consisted of one or more blocks joined together have now been given their own seperate entity, should prevent having location names in the wrong areas.
      - EMP-Chamber is now known as EMP - Chamber! (UH OH HUGE CHANGE!!!)
      - Info Locations no longer intersect eachother anywhere.
      - Added "Sigma Cluster Intersection" just south of "Propulsionary Generators" (West of Sigma Cluster.)
      - Added "Hive -" to all info locations at the hives. Ex: "Biotech Laboraty" is now "Hive - Biotech Laboratory".
      - Added "Crew Module Access" between "Alpha Access" and "Crew Module".
      - The elevator to the right of Cargo Entry Routes, which used to be named "Cargo Module A", is now "Cargo Module A Elevator".
    o Added more clip brushes around the resource node at EMP - Chamber so that it's harder to fall into the trigger_hurt.
    o Aligned textures and removed some accidental nulling at "Center".
    o Added a light to the weldable at Biowaste Tank so that the computer looks on.
    o Differently aligned the pipe texture in Fenris Outpost Control Room.
    o Moved one of the spawns in Vent hive due to stuck issues.
    o Fixed some nulling in Marine Start.
    o Increased door open time at Alpha Access and Crew Module to 26 seconds.
    o Added a fake door to the south end of Maintanence Piping so that it wouldn't just look like a dead-end.
    o Differently aligned some wall textures at Maintanence Piping.
    o Increased X and Y values of textures in most of the map's vents to reduce command chair r_speeds.
    o Increased X and Y values of textures in Crew Module to very slightly decrease r_speeds.
    o Lowered button positions at Delta Lifter so that they're eye level with marines.
    o Differently textured one of the crates nearby the broken resource node.
    o Removed the appearance of one of the lights in Delta Lifter, as you could only tell it was flickering if you looked at it really hard.
    o Slightly changed the color of the light_spot in Crew Module into a deeper blue.
    o Added more cover near Delta Lifter resource node.
    o Added cover at "Sigma Cluster".
    o Added cover at "Biowaste Tank".
    o Added cover to the north entrance to "Hive - Biotech Laboratory" (Bottom Left).
    o Slightly brightened the green lights on the floor in "Biowaste Tank".
    o Changed up lighting in "ventilation Hallway A".
    o Added cover at "Computer Center Access".
    o Adjusted spawn positions in Ventilation hive.
    o Better aligned the pipe texture on the floor of the vent near Maintanence Tunnels.
    o Added a light spot to the upper entrance of the ramp connecting to Maintancence Piping.
    o Changed up some of the buttons that target some of the elevators:
      - Adjusted position of the button that triggers the elevator to the left of Sigma Cluster.
      - Adjusted position of the button that triggers the elevator to the right of Cargo Entry Routes.
    o Better aligned pipe textures on the bottom of the vent in Alpha Access.
    o Slightly changed bottom of the elevator shaft nearby Cargo Entry Routes.
    o Aligned more textures in Computer Center.
    o Nulled faces that couldn't be seen on the elevator near Cargo Entry Routes to very slightly reduce wpoly (Cargo Module A Elevator).<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Looking like testing is going well. Looking forward to playing this.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    its probably just me, but the map doesnt tend to "flow" well anymore. probably because i keep getting lost X.x

    but could you do something about those annoyingly bright buttons, they are bothersome.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Buttons are pretty much gone in the next version, and I would've had the next version up already if clipnodes didn't decide to rear it's ugly head.

    Merkaba is helping me go over it, I might have the map ready by the weekened.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited June 2005
    Only one small bug is keeping me from releasing the map right now, I'll recompile tonight and release tommorrow.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ns Fenris v01 - To Be Released 6 / 25 / 05
    o Changed the little cove above the pipes in Maintanence Piping.
    o Adjusted the light above the spot light at Biotech Lab's RT so that it looks more natural.
    o Fixed ALL hall of mirror errors.
    o Made more func_seethroughs around the map, especially in Vent hive. Command Chair r_speeds should now be within limits around the entire map.
    o Lowered Command Chair view from 550 to 525.
    o Connected the vent at Maintanence Tunnels with the vent at Delta Lifter.
    o Slightly adjusted the above mentioned vent's connection with Delta Lifter's vent.
    o Decreased every steam sound volume around the map, and changed adjusted the pitch on some.
    o Adjusted texture alignment at Computer Labs.
    o Slightly changed the vent connected to Computer Labs so that you don't see as far down it.
    o Aligned textures around Computer Center Access.
    o Changed marine start to give more cover to aliens.
    o Added more cover to Center.
    o Added more cover to Crew Module.
    o Increased door open speeds around the map.
    o Added a delay to the elevator in Cargo Module B.
    o Changed the reset time on the doors that are triggered by trigger_multiples so that they don't block anymore.
    o Added more cover to Computer Center Access.
    o Made more func_seethroughs around Computer Center Access to lower command chair rspeeds.
    o Adjusted the ladder in Cargo Module C hive (top left) so that you don't fall down anymore.
    o In some of the vents I changed the light texture to a broken light to bring some more variation.
    o Added and fixed some info_location entities.
      - Added Command Entry Route (North of Marine Start)
      - Added Maintanence Entrance Ramp (Right exit of Marine Start)
      - Deleted "Broken Nozzle" Location, as it's impossible to get there anyway.
      - Every info_location that consisted of one or more blocks joined together have now been given their own seperate entity, should prevent having location names in the wrong areas.
      - EMP-Chamber is now known as EMP - Chamber! (UH OH HUGE CHANGE!!!)
      - Info Locations no longer intersect eachother anywhere.
      - Added "Sigma Cluster Intersection" just south of "Propulsionary Generators" (West of Sigma Cluster.)
      - Added "Hive -" to all info locations at the hives. Ex: "Biotech Laboraty" is now "Hive - Biotech Laboratory".
      - Added "Crew Module Access" between "Alpha Access" and "Crew Module".
      - Fixed "Crew Module" errors.
      - The elevator to the right of Cargo Entry Routes, which used to be named "Cargo Module A", is now "Cargo Module A Elevator".
    o Added more clip brushes around the resource node at EMP - Chamber so that it's harder to fall into the trigger_hurt.
    o Aligned textures and removed some accidental nulling at "Center".
    o Added a light to the weldable at Biowaste Tank so that the computer looks on.
    o Differently aligned the pipe texture in Fenris Outpost Control Room.
    o Moved one of the spawns in Vent hive due to stuck issues.
    o Fixed some nulling in Marine Start.
    o Increased door open time at Alpha Access and Crew Module to 26 seconds.
    o Added a fake door to the south end of Maintanence Piping so that it wouldn't just look like a dead-end.
    o Differently aligned some wall textures at Maintanence Piping.
    o Increased X and Y values of textures in most of the map's vents to reduce command chair r_speeds.
    o Increased X and Y values of textures in Crew Module to very slightly decrease r_speeds.
    o Lowered button positions at Delta Lifter so that they're eye level with marines.
    o Differently textured one of the crates nearby the broken resource node.
    o Removed the appearance of one of the lights in Delta Lifter, as you could only tell it was flickering if you looked at it really hard.
    o Slightly changed the color of the light_spot in Crew Module into a deeper blue.
    o Added more cover near Delta Lifter resource node.
    o Added cover at "Sigma Cluster".
    o Added cover at "Biowaste Tank".
    o Added cover to the north entrance to "Hive - Biotech Laboratory" (Bottom Left).
    o Slightly brightened the green lights on the floor in "Biowaste Tank".
    o Changed up lighting in "ventilation Hallway A".
    o Added cover at "Computer Center Access".
    o Adjusted spawn positions in Ventilation hive.
    o Better aligned the pipe texture on the floor of the vent near Maintanence Tunnels.
    o Added a light spot to the upper entrance of the ramp connecting to Maintancence Piping.
    o Changed up some of the buttons that target some of the elevators:
      - Adjusted position of the button that triggers the elevator to the left of Sigma Cluster.
      - Adjusted position of the button that triggers the elevator to the right of Cargo Entry Routes.
    o Better aligned pipe textures on the bottom of the vent in Alpha Access.
    o Slightly changed bottom of the elevator shaft nearby Cargo Entry Routes.
    o Aligned more textures in Computer Center.
    o Nulled faces that couldn't be seen on the elevator near Cargo Entry Routes to very slightly reduce wpoly (Cargo Module A Elevator).
    o Differently textured one of the boxes in Cargo Module A to bring more variety.
    o Increased brightness of some lights in Center.
    o Aligned some textures in Ventilation Hallway B.
    o Adjusted the red spot light in Ventilation Hallway B.
    o Rebuilt an area of the huge main vent that goes throughout almost the entire map.
    o Reworked almost all of the map's func seethroughs.
    o Doors and buttons are gone. Period. No more doors.
    o Fixed a couple of light_spots in Cargo Entry Routes that were not set correctly.
    o And more that I didn't feel like mentioning.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited July 2005
    <span style='font-size:12pt;line-height:100%'><b><span style='color:gold'><span style='font-family:arial'>Download Ns Fenris v01</span></b></span></span> - <span style='color:gold'>Released 6 / 25 / 05</span>
    <span style='color:gold'><span style='font-family:geneva'>Mirror 00: <a href='http://www.hosting.nsagames.com/scoot/NS/Maps/Ns%20Fenris/ns_fenris_v01.zip' target='_blank'>Ns Fenris v01</a></span></span> - Minimaps with location names included in this mirror.
    <span style='color:gold'><span style='font-family:geneva'>Mirror 01: <a href='http://www.nsarmslab.com/flash/download.php?id=530&status=go' target='_blank'>Ns Fenris v01</a></span></span> - Thank you <a href='http://www.nsarmslab.com' target='_blank'>NSArmslab</a>!
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited July 2005
    Map still has not yet been playtested, and I won't be releasing a new version until that gets done.

    So far I have a few things in mind to do:
    1. Fix the func_buttons targetting the elevators. For v01 I had remade all of those buttons and forgot to check the toggle flag <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> , so when people hit the button while the elevator is already moving causes it some problems.
    2. The vent weldables... need to go. The blackness that should be seethrough has bothered me long enough. This is not a fenris problem, as all the func_weldables are set to solid 255. I will probably make the weldables similar to the vent that connects with marine start.
    3. Some areas, specifically Vent hive (top right) needs to be either raised, or I need to hit the minimum verticle limit on the left side of the map for the com chair.
    4. Cover may still be needed in some areas, but I'll wait on the playtesters to decide that.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    just texture the func_weldable in the null texture, or invisible texture so it cant be seen, then make a seperate func_wall_toggle for the grate.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited July 2006
    <!--coloro:white--><span style="color:white"><!--/coloro--><b>This map's development has been cancelled until further notice.</b><!--colorc--></span><!--/colorc-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    As noted in the edit that I made today to the first post in the topic, here are working links for the map's latest release (ns_fenris_v01) and it's latest overview.

    ns_fenris_v01: <a href="http://www.scootgaming.com/files/ns/maps/ns/ns_fenris_v01.zip" target="_blank">ScootGaming</a>
    ns_fenris_v01 overview: <a href="http://www.scootgaming.com/files/ns/maps/ns/screens/ns_fenris_v01.zip.jpg" target="_blank">ScootGaming</a>
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    I want my secret room back in the map >.>
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