ns_crude_b3

MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
edited November 2009 in Mapping Forum
<div class="IPBDescription">beta 3 is done. feedback wanted</div>Hello.

Someone in here might remember that I released ns_crude_b1 earlier this year? Well ok it's far past that and beta2 got scrapped and I did a lot more work to get what I actually wanted. I ended up changing so much that I dare calling this version I'm releasing a third beta, yes. Anyways I haven't got any new screens for showing you what it looks like, but here's the link to the old thread(note that the lighting is updated and other things as well(changelog further down):

<a href="http://www.unknownworlds.com/ns/forums/index.php?showtopic=106260&hl=ns_crude" target="_blank">http://www.unknownworlds.com/ns/forums/ind...amp;hl=ns_crude</a>

Changelog:

-Reworked lighting(whole map).
-Reworked all vents and changed vent layout.
-Reworked middle part("Station System Server" and added what is now called "Edged Snake").
-Removed one elevator(near "The Boiler") due to wpoly issues.
-Added more custom sounds and removed some non-custom.
-Added sounds that are triggered with a trigger_random between 50 - 120 seconds.
-Removed wide route from "RoundRound" to "Lower Pumping Station" and made it a vent instead(marine accessible) due to wpoly issues.

The map is very maze like but that's something I wanted to do and I also think it will play well.
There is one known issue with the onos and the ladders in the map(you can't walk over the top of the ladder, must jump). Dunno if this is a common NS problem.
Also at the top of the ladder in "The Boiler" you have to crawl as onos to get up(otherwise you'll be pushed away from the ladder when you reach the top).

<a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_crude_b3.zip" target="_blank">DOWNLOAD LINK</a>

<a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_crude_b3_nm.zip" target="_blank">DOWNLOAD LINK WITH UPDATED MINIMAP</a>

I dunno if I'm gonna be doing more work on the map now that NS2TR is closing in. But if I get enough feedback from people who want this to be a good map, the chances are very good that I'll update this baby! Feedback needed can be anything you find, from bugs to lighting! Thanks for downloading and thanks in advance for feedback! Also be sure to add this to your server rotation!

Peace out for now!

Edit: Download link fixed. Screens further down.

Comments

  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Nice a new release... the last one was like ages ago :(
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Yeah I know. But I spent the summer doing other things than sitting in front of the computer. But hey better late than never, right?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Good stuff! I like it from the subtle protruding lights in vents to the very nice looking neon lights near pipes and the ambient sounds that keep popping up. The lighting is also dead on, subtle yet sexy :P For a map with not much in terms of vertex manipulation it looks quite detailed. Also you are probably a magician when it comes to lights... Normally I find something to complain about, but here I'm still searching :D
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Thank you for warming compliments Kouji! :D

    I am no magician with lights no.. I only spent 3 DAYS tweaking RAD settings and light.rad values to get it right. Doing ONLY that those 3 days when I was not doing other things(not mapping that is). All places are as detailed as I thought necessary and to not exceed wpoly limits, even though the wpolys exceed the commander limits because the map is so tight. I also spent 2 days working on the sounds because of the DAMNED target_mp3audio entities that are bugged as ****! :P

    Anyways.. I really want to get some organised playtests done on this one since I have faith in the gameplay. If any of you euro people are up for that please let me know and also add contact info so I can reach you if there's a playtest going on :)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    No new pictures :/


    Also, I hope you've used -incremental for hlrad to save some time, while tweaking the lighting :p
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Ok.. New pics:

    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b301.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b302.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b303.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b304.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b305.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b306.jpg" border="0" class="linked-image" />
    <img src="http://i177.photobucket.com/albums/w234/Kabelen/ns_crude_b3mini.jpg" border="0" class="linked-image" />

    GG they look like crap :(.. anyways they look darker here than ingame too.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, looks like you made them with gammaramp 0 , but thanks anyway :)

    I can see the changes in lighting and the new colors seem to work great.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2009
    <!--quoteo(post=1736104:date=Nov 4 2009, 06:04 PM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Nov 4 2009, 06:04 PM) <a href="index.php?act=findpost&pid=1736104"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GG they look like crap :(.. anyways they look darker here than ingame too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah you are supposed to do have a levels layer to fix the gammaramp on screenshots. I think it was explained in the mapping faq by Cagey. Ns somehow makes the screenshots at default gamma ramps...
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Just had a quick run through it. Looks very nice and I look forward to trying a game on it. Here are some things I noticed:

    The yellow texture with studs that you use in the RR (and in an infested version in-game) is scaled rather big, it seems to me. It just looks big.

    The Elevator sound in Roundround is ½ second shorter than the elevator ride. If you match them, it is candy.

    Mess hall table is HUGE. You could have a game of bowling on that thing. Looks like there is room to split it into two tables, especially if you move one set of seats back (the ones facing a door). I realize this will make the overhead lights not match but you could stretch them to fit, I am sure.

    Anyway, just my opinion =)

    Good work!
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited November 2009
    <!--quoteo(post=1736120:date=Nov 4 2009, 12:09 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 4 2009, 12:09 PM) <a href="index.php?act=findpost&pid=1736120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah you are supposed to do have a levels layer to fix the gammaramp on screenshots. I think it was explained in the mapping faq by Cagey. Ns somehow makes the screenshots at default gamma ramps...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know how to do that but didn't think I'd have to do it since the map uses a gammaramp of 1.0 and the place in photoshop where you are supposed to edit that it said "1.0" .. :/
    And oh I just realized the default gamma ramp is 0.5.. cba to fix that ###### now I'll have to remember for beta4 :P
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Thanks psyko, I think that myself too :)

    Silverwing: First off thanks :)

    Yes the yellow texture is scaled a bit much, but just to fit the structure. But yes it does look a bit odd.

    I did match the elevator to the sound, worked perfectly here. Dunno what might have caused that to happen :( Or maybe my ears and eyes tricked me! those filthy swines!!

    Yes the mess table is HUGE :D And seriously I'll fix that for next version :)

    All the things you mentioned here have now been filed in a .txt document of things to change for beta4 :)

    Again thanks for comments guys!!
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    Download link broken :/
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Might want to use Bry's fileserver Kabelen!

    Just go here (which is the correct directory to put it in, for your convenience :P ):
    <a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/" target="_blank">http://www.brywright.co.uk/downloads/files...ection/maps/ns/</a>

    The login with:

    user: ns
    pass: uploads

    Once logged in simply scroll down and use the "Upload x file(s) to this folder [Go]" thingy at the bottom
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited November 2009
    Download link fixed :)

    Edit: Also added new .zip with updated minimap.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    Did you compile with -cliptype precise? Because there are strange sticky corners all over the map (especially on the top of the cooling tanks where it's exceptionally bad.)

    It would also be nice if you could make some of the vents more alien-friendly. Some of the vents on the upper part of the wall have lips below them, making it difficult to get into them.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1736897:date=Nov 10 2009, 12:53 AM:name=GiGaBiTe)--><div class='quotetop'>QUOTE (GiGaBiTe @ Nov 10 2009, 12:53 AM) <a href="index.php?act=findpost&pid=1736897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you compile with -cliptype precise? Because there are strange sticky corners all over the map (especially on the top of the cooling tanks where it's exceptionally bad.)

    It would also be nice if you could make some of the vents more alien-friendly. Some of the vents on the upper part of the wall have lips below them, making it difficult to get into them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Funny thing is, I can't even get precise to work properly in Achio (mayb you remember the trouble I had with invisible walls and none-solid walls). Hence it is compiled with -cliptype simple. Also a much lower clip resource in the engine and there are no sticky areas... Clip is kinda weird when brushwork gets complex...
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited November 2009
    <!--quoteo(post=1736942:date=Nov 9 2009, 08:34 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 9 2009, 08:34 PM) <a href="index.php?act=findpost&pid=1736942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny thing is, I can't even get precise to work properly in Achio (mayb you remember the trouble I had with invisible walls and none-solid walls). Hence it is compiled with -cliptype simple. Also a much lower clip resource in the engine and there are no sticky areas... Clip is kinda weird when brushwork gets complex...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah, I remember the non-solid pipes. I think the problem in that map is it has too many brushes with tons of exposed sides, which shreds portals.

    Something really needs to be done about it in this map though. The clip is so screwed up on the top of the water tanks that fades can't even walk around or jump without getting stuck on invisible walls. That and the vents need to be more skulk-friendly, no lips under them.

    Also, here's some waypoints for Whichbot, for those bot servers out there.

    <a href="http://www.mediafire.com/download.php?m5qzdyyyjdg" target="_blank">http://www.mediafire.com/download.php?m5qzdyyyjdg</a>
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