ns_stargate-nova

Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
edited September 2009 in Mapping Forum
<div class="IPBDescription">release topic for an open source map</div><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->ns_stargate-nova Release Page<!--sizec--></span><!--/sizec-->

(Check out an overview of the map <a href="http://www.scootrnova.net/files/ns/maps/ns/screens/ns_stargate-nova_r1.jpg" target="_blank">HERE</a>!)
<b>Edit (04/18/09)</b>: Fixed the links in this topic as my website is now <a href="http://www.scootrnova.net" target="_blank">ScootrNova.net</a> instead of ScootGaming.com.


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Promotional<!--sizec--></span><!--/sizec-->
<ul><li><a href="http://www.scootrnova.net/features/ns/ns_stargate-nova.html" target="_blank">ScootrNova.net</a></li><li><a href="http://forums.guns4back2school.com/index.php?showtopic=16842" target="_blank">Guns4Back2School Forums</a></li></ul>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Download<!--sizec--></span><!--/sizec-->
<ul><li><a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova_r1.zip" target="_blank">ns_stargate-nova_r1.zip</a> (2.32MB)</li><li><a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova_r1_source.zip" target="_blank">ns_stargate-nova_r1_source.zip</a> (9.41MB)</li></ul>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Details<!--sizec--></span><!--/sizec-->

This map is essentially a sequal of ns_stargate-nsa and ns_stargate-g4b2s_b1. The map features essentially the same layout, however has had much more polishing done on it. Larger amounts of thought went into balance, usability, and basic fun throughout the map. Consistency between vents has been much improved, as well as consistency in many other areas. Lighting diversity and contrast has improved in most areas, and details are better. R_speeds should be almost globally better as well. The map is also now open source, which will hopefully improve the map's playtime and cause the creation of some fun spinoffs. Also, I have a changelog at the bottom of this page, and will be updating it as new versions of the map are released. The map also features the use of a set of custom textures made by Moconnor, and they are available on my site <a href="http://www.scootrnova.net/files/ns/other.html" target="_blank">here</a> (ns_neptic_textures.zip).


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Screenshots<!--sizec--></span><!--/sizec-->

<i>Click on the thumbnails for a higher resolution picture. You can also view more screenshots on my <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova.html" target="_blank">website</a>.</i>
<a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0000.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0000_thumb.png" border="0" class="linked-image" /></a> <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0001.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0001_thumb.png" border="0" class="linked-image" /></a>

<a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0002.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0002_thumb.png" border="0" class="linked-image" /></a> <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0010.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0010_thumb.png" border="0" class="linked-image" /></a>

<a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0011.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0011_thumb.png" border="0" class="linked-image" /></a> <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0013.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0013_thumb.png" border="0" class="linked-image" /></a>

<a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0014.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0014_thumb.png" border="0" class="linked-image" /></a> <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0015.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0015_thumb.png" border="0" class="linked-image" /></a>

<a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0016.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0016_thumb.png" border="0" class="linked-image" /></a> <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0018.png" target="_blank"><img src="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova0018_thumb.png" border="0" class="linked-image" /></a>


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Download<!--sizec--></span><!--/sizec-->
<ul><li><a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova_r1.zip" target="_blank">ns_stargate-nova_r1.zip</a> (2.32MB)</li><li><a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova_r1_source.zip" target="_blank">ns_stargate-nova_r1_source.zip</a> (9.41MB)</li></ul>
Thoughts? Comments? Let me know! <a href="http://www.scootrnova.net/contact.html" target="_blank">Contact</a> me!

Comments

  • [G4B2S]Obi[G4B2S]Obi Join Date: 2008-03-08 Member: 63821Members, Constellation
    Added to our server (66.228.126.57) and our local mirror. I look forward to trying it
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    Awesome, looks great. I've added it to our server (School of Darwinism, 66.36.243.9:27015) and to our fastdownload server as well. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Yep this is kind of a bump, but as I moved to a new domain today (<a href="http://scootrnova.net/" target="_blank">ScootrNova.net</a>) I had to fix all the links in my main post up there. Download links should all be working again, and it goes without saying that I have not worked on this map any further since this r1 release.

    Thanks and I hope some people are having fun with it. And don't forget about it's open source nature!
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Some <b>intense</b> changes to this map are possibly on the way. With XT9's original space ship area always being asked to make a return, I've begun making changes to this map to bring about a similar, however hopefully more fun, vehicle oriented area. The release date as of now is "when it's done" and it might never be finished at all. However, I hope to see it as a summer project.

    And if anyone is wondering, this map will <b>always</b> remain open source. Also links to the source files of r1 will never be taken down, even if I do actually finish with this announced r2. Stay tuned...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    That space ship area is a big outdoor part, if I recall correctly, right?
    Since you've put this map as open source and you aren't sure that you'll finish it, I'm curious if you are interested in help?
    I love to map outdoor and I'd like to try my outdoor method on this one and might even contribute my textures/outdoor setting in case you are interested.
    I'm talking about this map I did for a mod that unfortunately wasn't very succesful:
    pt_highlands:
    <a href="http://www.project-timeless.de/Maps.html" target="_blank">http://www.project-timeless.de/Maps.html</a>
    (wpolies in those 2 outdoor pictures are around 500 or below with bumpy floors and hills and mostly seamless texture crossings; probably more pics, if you google)
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Alright I've got a class in a little while so this post might be a little rushed but I'll try to get my thoughts out in a hurry.

    From what those three pictures show me you're probably a better mapper than I. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <b>Especially</b> with that outdoorness you've got going on... I definitely don't have the patience (or skill!) for all that triangle madness.

    Are you familiar with the level? I only really ask because I'm probably about to pull out some Stargatesque terminology. But hmm okay so you'd like to work together well what here's what we could maybe do. I guess I'll go ahead and say what I was planning on doing originally with this vehicle area, and that was remove almost the entire right part of the map and turn it into a sort of dual tram system with an outdoor part to the right of this... I could maybe work till I get that tram thing done (which I'm afraid might be too ambitious for me) and then hand it off to you for ideas on the outdoor part?

    However <i>please</i>, if you have some good ideas or would rather work with the current Stargate I absolutely implore you to take that <a href="http://www.scootrnova.net/features/ns/ns_stargate-nova/ns_stargate-nova_r1_source.zip" target="_blank">r1 source</a> file and work some magic with it. And don't worry about it reaching or not reaching my expectations, the map is open source for a reason!

    But if you'd like to talk about this at all I use most of the popular forms of communications! Unfortunately soon I will be on a multiple week vacation so I will be gone but after that... Just hit me up then hmm?

    Thanks!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I've checked out your rc1 version and the xt9 version with the bsp viewer, so I understand what you are talking about.
    Tbh I'm not the much into fun maps. I've played many different stargate maps over the years though and had my fun on it.
    So I'm not interested in doing just another stargate map on my own, but, as I said, I'm very interested in the outdoor part and just saw an opportunity here, especially since I enjoyed that stargate-clone the most, which had a left and right route to the hives in addition to the stargate and used a lot of outdoor in those parts.

    It's too bad that you wanna remove almost the entire "right" part of the map, because it looks way better than the old stargate I've played. I understand that it is the nature of the xt9 gameplay, but can you maybe consider putting the whole tram-tunnel outdoor part on the left side in addition to your right part. (Don't know about the bsp limits though and how much memory you've already used, but it would be a shame to see your current right part go to waste).

    Anyway regarding the tram-tunnel:
    This means you don't wanna add a spaceship, but a tram that only drives back and forth?!
    Maybe you can help me out with a (rough) layout on the tram-tunnel and the outdoor part so I know what purpose they are supposed to have regarding gameplay.
    Do you want to use 2 trams, one for each tunnel, meeting in the middle? (So both tunnels are connected and blocked in the middle for better visblocking)? Or maybe one snake-shaped tramtunnel?
    The outdoor part should have elevations for up-down visblocking in addition to the traditional visblocking. Visrange and details have to be choosen carefully to make this part fun for each class and not only lerk/fade and jp.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Okay I'm gonna through the elements of your post one at a time here...

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's too bad that you wanna remove almost the entire "right" part of the map, because it looks way better than the old stargate I've played. I understand that it is the nature of the xt9 gameplay, but can you maybe consider putting the whole tram-tunnel outdoor part on the left side in addition to your right part. (Don't know about the bsp limits though and how much memory you've already used, but it would be a shame to see your current right part go to waste).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well I'm glad you think highly of my work over on that portion of the map! It's seen a huge series of changes and remodeling and all kinds of garbage to make it better... But unfortunately it also has the problem of being kinda long winded and creates very slow battles. And keeping that portion of the map on the right as well as a new tram on the left well ugh I don't think that's the best idea. The map would probably absolutely enormous and not to mention the wild entity count. That route would definitely take less work I think then remodeling the entire right side but still, quality over ... speed? I guess.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This means you don't wanna add a spaceship, but a tram that only drives back and forth?!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well the original xt9 spaceship flew up... and then back down. Not only was it's movement very lacking, but it also did this only once, and was triggered based on a simple three minute timer. I figure two simple trains that are controllable is far more interactive and probably better for balance and rspeeds.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Maybe you can help me out with a (rough) layout on the tram-tunnel and the outdoor part so I know what purpose they are supposed to have regarding gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This I am probably not going to be able to do soon at all if ever. I'm pretty pisspoor at drawing and I never seem to be able to meet what has been drawn on concept art. Plus, I will be leaving on an extensive vacation soon and then dropped right into summer school so the busyness is adding up!

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you want to use 2 trams, one for each tunnel, meeting in the middle? (So both tunnels are connected and blocked in the middle for better visblocking)? Or maybe one snake-shaped tramtunnel?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes sirree! That's exactly what I had in mind, but once again if I'm skilled enough or patient enough to get it done... We'll have to see.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The outdoor part should have elevations for up-down visblocking in addition to the traditional visblocking. Visrange and details have to be choosen carefully to make this part fun for each class and not only lerk/fade and jp.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well it seems like you definitely have an idea of how to build an outdoor area huh? If we <i>do</i> actually get to the collaborative part in this map well I'll probably be surprised...

    So um keep on coming up with the comments and stuff! I worked a little bit more on the map today and it's moving very slowly but kinda surely! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    And just like I've been hinting at for a while now, this map is <i>probably</i> not gonna have it's sequel ever completed. With NS2 just around the corner... It's about time I start to learn an editor a little bit more advanced than the good ol' HL1 engine's Hammer. And whether that will actually happen is also very much unlikely! <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> I never could get the hang of Source's Hammer.

    Anyway, the map will remain open source and available to download for the forseeable future. Thanks for the support guys!

    And pSyk0mAn: sorry about letting you down here!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Nevermind, mate.
    I fully agree. There is no motivation left to make a map for ns1.
    Source Hammer isn't that different. In case you have a hl2 mod, you like, give it a try.
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