ns_crude

MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
edited May 2009 in Mapping Forum
<div class="IPBDescription">Release updates and feedback thread</div>Alright! This thread will serve as an update and feedback thread for my map ns_crude. I will update the first post here whenever a new version is available. People who play the map and finds bugs and anything else that they think I should know of, please respond to this thread with your feedback and suggestions. That can be anything from looks to gameplay. Hope you enjoy the map!

<a href="http://www.speedyshare.com/940632417.html" target="_blank">DOWNLOAD BETA 1 HERE</a> (updated and has now got all necessary files included!)

Screens:

<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude01.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude02.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude03.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude04.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude05.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude06.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude07.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude08.jpg" border="0" class="linked-image" />
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude09.jpg" border="0" class="linked-image" />

Layout:

<img src="http://i177.photobucket.com/albums/w234/Kabelen/layout01.jpg" border="0" class="linked-image" />

Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited May 2009
    Man, I'm refreshing for 10 minutes now..finally <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    *downloading*

    edit: too bad I can't check it out atm, because the ensl nations cup matches are starting
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited May 2009
    First things (about to load the map):
    You didn't include a .res file, which is bad for ppl downloading it from a server.
    Regarding the minimaps, even if you don't make all the versions for beta1, you have to include all files (mapname_2.spr and *_3.spr) so ppl don't crash who use the transparent labelled minimaps. Just copy mapname.spr and mapname_1.spr over the other two files.

    Ok, I'm in the RR now <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    It looks ok for beta1, but imho the marine entrance is kinda boring and the random team sign needs to be visible from two sides.

    The minimap is way too small.
    I'm not sure if you screwed up the size or you are just using to large scales in the mapinfo entity.
    Make sure that you adjust the x-maximum/minimum and y-max./min. to the actual map size so the minimap becomes bigger when generated.

    "System on semi-lockdown"
    "Have a nice day"
    ..made me laugh <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    I would pick another texture for the welding spots. The current texture is used as button in many other maps.
    That one open sleeping pod is red on the minimap, but I would keep it blue since it is no vent.

    Make the ceiling pipes in Crude Processing about 8-16 units higher or lower. At the moment it looks like you can get through as alien, but you can't. So either let aliens get through by lowering them or make them higher so they don't think they can.

    There are too many ladders and elevators imho, but I guess that's a matter of preference depending on what gameplay you like.

    I agree with toxik about the lighting.
    It's too bright (and I'm playing with high gamma anyway <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />) and there isn't enough contrast.
    I would suggest that you try to lower the env_gamma to 1.6 or 1.5 and check it out before lowering the brightness of the (tex-)lights, because lower env_gamma is better for commanders with vista anyway, because they usually have to disable gammaramp.

    That's it for first. I really like the map..lot's of cool spots gameplay-wise, but I think it might be a little too hard for marines due to all these cool spots and all those vents.

    Edit: Some more:
    I've changed the env_gamma to 1.5 with a hexeditor. Looks much better and from there on only a few texlights might need either tuning or need to be removed in the map.

    The max map size is like +3500 in one direction and the other 3 sides are even less, but you entered +/- 4000 in the mapinfo entity, which results in a very small minimap. Lower those entries until the minimap fits on the whole screen or parts of it are cut off during generation. As another result the commander can't scroll out that much into the useless, black void anymore.
    Also the little commander minimap (the 5th part/frame of all sprites, needs to be plain_unlabelled. At the moment it has the location names on it, which aren't readable anyway.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited May 2009
    <!--quoteo(post=1706146:date=May 3 2009, 01:48 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 3 2009, 01:48 PM) <a href="index.php?act=findpost&pid=1706146"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The max map size is like +3500 in one direction and the other 3 sides are even less, but you entered +/- 4000 in the mapinfo entity, which results in a very small minimap. Lower those entries until the minimap fits on the whole screen or parts of it are cut off during generation. As another result the commander can't scroll out that much into the useless, black void anymore.
    Also the little commander minimap (the 5th part/frame of all sprites, needs to be plain_unlabelled. At the moment it has the location names on it, which aren't readable anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I didn't edit that entity. I didn't know you had to. Will fix for next version.

    I'm currently loading up an updated .zip with all minimaps and a res file so it should be good. Thanks for letting me know this early!

    I think they will be putting the map up on the guns4back2school server soon so it might be possible to play it there with people at some point in the future. Depends on vote and/or requests.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Hello Kabelen!

    I'm following your thread for a while and I ran through your map alone, and I'm looking forward to play it with some guys in the future.
    I'm quite impressed by your texture scheme, it's pretty clever and unique. You have something solid here and it's very nice for a b1.

    However, there are some minor aesthetic flaws that can be fixed for a b2, I've screencapped some of them.
    First of all, the map is a little bit too bright and really needs more contrast as said before. I think you could use a lot more texlights to create something strong. There are some bland areas but since it's a beta it's okay I guess. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    Your vents are too simple architecture-wise, they require a bit more love. I'd also suggest making a trim at their entrances/exits (a la Veil or Eclipse for example).
    Some rooms are just big squares, like the Cooling Tanks. Adding things on the walls, playing with some trim or similar textures or breaking all this flatness by adding some additional relief can add a lot more dimension and even create new strategies and hiding spots. I'm particularly thinking of Eon's rooms or even Shiva's. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    (click the images for a larger view).


    <a href="http://uppix.net/0/3/f/f2a42ec17e8877a0a82c51cd01813.html" target="_blank"><img src="http://uppix.net/0/3/f/f2a42ec17e8877a0a82c51cd01813t.jpg" border="0" class="linked-image" /></a>
    These shafts obviously need some work. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    I don't really have ideas here, but I'd suggest a ventilation shaft or something similar.

    <a href="http://uppix.net/c/f/d/f5b7f157e183ac1117a7c5b624cc9.html" target="_blank"><img src="http://uppix.net/c/f/d/f5b7f157e183ac1117a7c5b624cc9t.jpg" border="0" class="linked-image" /></a>
    Here I think you should add some little lights to prevent too much skulk camping.

    <a href="http://uppix.net/5/3/1/19b5fd4484c7a78ba3b3bbb386ab9.html" target="_blank"><img src="http://uppix.net/5/3/1/19b5fd4484c7a78ba3b3bbb386ab9t.jpg" border="0" class="linked-image" /></a>
    Minor overlaps on almost every weldable switch.

    <a href="http://uppix.net/d/c/a/66354eb7092fffc5863db3d2be63d.html" target="_blank"><img src="http://uppix.net/d/c/a/66354eb7092fffc5863db3d2be63dt.jpg" border="0" class="linked-image" /></a>
    <a href="http://uppix.net/1/1/d/77adbb3affd6ce40627a7c931b6aa.html" target="_blank"><img src="http://uppix.net/1/1/d/77adbb3affd6ce40627a7c931b6aat.jpg" border="0" class="linked-image" /></a>
    Vertex issues here.

    <a href="http://uppix.net/c/d/b/05a2328c3fda0c6526e11dfab678d.html" target="_blank"><img src="http://uppix.net/c/d/b/05a2328c3fda0c6526e11dfab678dt.jpg" border="0" class="linked-image" /></a>
    If I were you I'd change that texture and rework the floor to make it 'follow' your wall angles, I don't really know if you see what I mean. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    Here's an example:

    <a href="http://uppix.net/d/6/1/70d414f72fc9346e50daeebff8c55.html" target="_blank"><img src="http://uppix.net/d/6/1/70d414f72fc9346e50daeebff8c55t.jpg" border="0" class="linked-image" /></a>

    A gameplay issue now:

    <a href="http://uppix.net/f/e/9/0a644b40907e23f8cd5962280afb2.html" target="_blank"><img src="http://uppix.net/f/e/9/0a644b40907e23f8cd5962280afb2t.jpg" border="0" class="linked-image" /></a>
    Once I'm here I can't get out. Adding a small step or tiny ladders can easily fix the problem. There's the same issue in the other elevator shaft.

    Anyway, it's very promising! I really like most of the areas, especially the ones near the MS. I think the Hives can have some transparent infestation layers to create a more tense atmosphere like in Machina, but they look good (and the ambient sound is pretty badass!).

    Keep up the good work! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    Great looking map, i haven't had a chance to download it just yet because i'm at work but from the screen shots it looks great. I'm looking forward to giving this one a go!
  • neXorneXor Join Date: 2008-06-07 Member: 64406Members
    -"If I were you I'd change that texture and rework the floor to make it 'follow' your wall angles, I don't really know if you see what I mean."
    yep! thats what I think either... bit you mentioned before (in your dev topic, that you don't want to change it =(( ... PLEASE think about it once more =])

    -"Here I think you should add some little lights to prevent too much skulk camping."
    but only VERY little... or leave it like that!^^

    -"I agree with toxik about the lighting."
    so I do!

    the map will be includet into the Nightjade NS server soon!^^
    hope someone can make some WB-waypointing systems for this map!

    cant wait until next version!
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    Just made a new post on the main page of NS2Res.com about your map.

    <a href="http://www.ns2res.com/" target="_blank">http://www.ns2res.com/</a>
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Thanks for great feedback guys! Everything will be taken into consideration and obvious glitches will of course be fixed.

    Thank you neXor for hosting on the server! The map will probably show up on the G4B2S NS server soon too so I'm expecting feedback from the guys at their forums too. I've posted it for the ablens.net folks too but there hasn't been any replies yet so I don't know if the map will end up in their rotation. Hopefully it does so I can get a lot more feedback soon so I have many things to work on!

    Also a special thanks to you Kalopsia for the map spotlight at ns2res.com!
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    No problems at all, when you have the next version of your map ready let me know (PM me on here) and i will update the site.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Is the grey corner on the minimap there for purpose ?^^
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    <!--quoteo(post=1706351:date=May 6 2009, 09:55 AM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ May 6 2009, 09:55 AM) <a href="index.php?act=findpost&pid=1706351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the grey corner on the minimap there for purpose ?^^<!--QuoteEnd--></div><!--QuoteEEnd-->

    What do you mean?
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    There appears to be an error in the .res file. Which says that sounds are located in "sounds/ns_crude/". It should be "sound/ns_crude/". This is an easy fix though. Just edit one letter in the .res file. This is for server admins who load the map to the server. Sorry for the inconvinience!
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