co / ns2_stargate
This is the new version of ns2_co_stargate, due to a workshop issue i couldn't update the existing mod id which had around 3000 subscribers and was rated quite well, the balance has improved a lot since it was first relased, the new version includes more vents, cover and other improvements, it can even be used as a small standard ns2 map now that there are some extra tech points.
The map is based on the show not on any of the previous ns maps you may remember, there's always room for improvement and it will be updated every so often, the sgc and planet are connected by stargate and transport rings, the phasegate now needs welding to activate which should improve combat in the beginning, thanks to JimWest for making the teleport trigger and the extra entities mod.
[IMG]http://i.imgur.com/lpylmcc.jpg[/IMG]
Mod ID: 7caac9a
http://steamcommunity.com/sharedfiles/filedetails/?id=130722970
The map is based on the show not on any of the previous ns maps you may remember, there's always room for improvement and it will be updated every so often, the sgc and planet are connected by stargate and transport rings, the phasegate now needs welding to activate which should improve combat in the beginning, thanks to JimWest for making the teleport trigger and the extra entities mod.
[IMG]http://i.imgur.com/lpylmcc.jpg[/IMG]
Mod ID: 7caac9a
http://steamcommunity.com/sharedfiles/filedetails/?id=130722970
Comments
Because mappers are doing it wrong. You should make absolutely ugly map that has layout that you want. Valve paints things in yellow. Changing layout is easy, no work is wasted.
What most mappers are doing is making 1 layout, polishing it up to insane level with all the lights and other fancy things. Then first playtest comes and they notice they have to either redo 50%+ of it or just say ###### it and leave shiny piece of ###### available for players because they're too tired to redo it.
What is problematic is how hard it is in NS2 community to just release a map and have everyone play on it. As far as I know you can't download map from server which is idiotic, steam community does not solve that unless everyone can easily add his stuff there (which I'm not sure about). It'd also require easy updates.
So just chill, release as is. Get as many players as you can get and have them start playing it. Your map probably doesn't play at all the way you imagined so that way you'll be less disappointed.
I'll try to get something that's playable, it should have brighter lighting and less clutter than most maps we've seen so far.
Oh yeah also i know of a very nice model i could use from garrys mod but id have to get permission from the creator and to be honest im not sure if adding extra content outside the map like textures and models is a good idea at this point, like how well it's packaged with the map and what the server download situation is?
Trying to strike a balance between making level geometry and making art can be hard, and possibly very difficult to discern between. But it doesn't mean you can't have your cake and eat it too. Just recently I have been discovering that making rooms that are fun to play in can spark the imagination for detail that you could never have gotten if you were to load an empty room with props.
An example of this process in action would be as thus:
1) Make a blank room with a north, south, and east entrance.
2) You would probably notice that the north and south entrance would be facing the same way and would involve a very long corridor.
3) Put a pillar in the middle of the room blocking line of sight between N/S halls.
3) Hey that pillar looks like it could use a pipe or two.
4) Now that I think about it, this corner here could use a pipe too.
5) This west side of the room looks pretty flat, what if I could extend it a bit westward, and shrink the width of it.
6) That wall looks like a ladder would be pretty cool, but to what?
7) How about I make a small alcove at the top of that ladder and make it have another hall that extends west? I mean, there is another room close to it anyways at the same height.
8) Alright now these two rooms are connected but now you can shoot the extractor in that other room from the ladder. Should I move the extractor or add another pillar to block line of sight? Well maybe having too many pillars would get repetitive, but there were more pipes in that other room. Maybe I could make this region look like a water processing place and have a whole load of pipes strewn throughout?
9) And you keep going.
Now upon further inspection, it appears as though your map is to be a remake or influced by that one stargate map in NS1 (I loved that map). And I do see a lot of similarities, but I also see room for changes. As it has been a long time since I last played that stargate map, I do not really know how much of it you used. But I do know that you could always go in a new direction while keeping the main framework intact. An example would be the alien room with the cave system. It looks very open and could use quite a bit of things to get in the way.
A quick google image search with the entry "caves" yields quite a bit of reference material. And a lot of the wetter caves appear to have a lot more stalactites and stalagmites than the drier ones. With that in mind, and the fact that your map is obviously wetter since there is a waterfall, you could add plenty of vertical columns without fear of it looking out of place.
Whew. This turned out to be a bit of a read. But I hope you can get something useful out of it. Just remember to keep at it, and little by little your map will get better.
The stargate can be used in the ready room so it will still "teleport" people into the game.
Good idea although i was thinking about using the briefing room as the ready room which overlooks the gate room, the trouble is while i can make it commander invisible im unsure whether ready room players can still be seen or not but i can always make it separate from the play area with a copy of the gate room.
<img src="http://i.imgur.com/B2BAj.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/Ranza.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/2xogH.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/AyBiE.jpg" border="0" class="linked-image" />
I've also shown the map to get some thoughts on the layout so far?
Edit: I've done some testing and briefing room infestation shouldn't be a problem, also screenshots have been updated.
I approve of brighter maps, but if the lights have some drop off so areas of the map become only a tiny bit darker in contrast, it will add a load of depth.
<img src="http://i.imgur.com/31MpD.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/k7zfm.jpg" border="0" class="linked-image" />
Thats way too small. 15s from TP>RN then another 15 from RN>TP works, but if hives are only 15s apart, games will be over in seconds.
The mapping guidelines recommends about 25s walk between main locations, so hive to res to expansion tech should take about 50s as a marine walking, not 15s :P
Thats way too small. 15s from TP>RN then another 15 from RN>TP works, but if hives are only 15s apart, games will be over in seconds.
The mapping guidelines recommends about 25s walk between main locations, so hive to res to expansion tech should take about 50s as a marine walking, not 15s :P<!--QuoteEnd--></div><!--QuoteEEnd-->
I said 15 seconds run time, walking takes longer and it was more location to location, i compared it to other maps and it's not far off although ill make changes as need be.
Will include that in the combat mod and create a small workshop mod that it'll work also for ns2.
I imagine it works similar to the phase gates but i was wondering if it's possible to have more than one network, will there be settings like one way, two way, interval or instant teleport?
Another entity i think could be quite useful is a push entity like quake had for jump pads, i don't plan to do anything crazy with it, more for effect, hopefully it's not asking too much, if it is that's ok i don't want you to waste your time when you could be working on combat.
I should hopefully be releasing a combat version of the map today, the layout is different and might not make much sense as i've removed the underground and a few other locations but it should be more fun for combat.
This cone indicates the direction of the teleporter, so if you want to change the direction you just have to change the Angles (2nd Entry in the options).
You have to name the trigger and give him a Destination (the name of the other trigger),
if its an exit only you can select the "Exit only" option to true.
<a href="http://imageshack.us/photo/my-images/820/teleporttrigger.jpg/" target="_blank"><img src="http://imageshack.us/a/img820/1873/teleporttrigger.jpg" border="0" class="linked-image" /></a>
Will we get blue jello in the cafeteria? :3
Add the folloing at the end (after </class> and before </classes>.
You can't test it, you need the mod before but you can place them in your map then.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> <!-- Teleport trigger -->
<class name="teleport_trigger" placeable="true">
<parent>trigger</parent>
<cone_radius>
<radius>distance</radius>
<angle>angle</angle>
</cone_radius>
<parameter name="destination" type="string" label="Destination Name" help="Name of the destination of the TeleportTrigger (need to be a TeleportTrigger, too." default=""/>
<parameter name="exitonly" type="boolean" label="Exit only" help="This teleporter is only a Exit (Destination Name will be ignored)." default="false"/>
<parameter name="enabled" type="boolean" label="Trigger enabled" help="Will not teleport when disabled." default="true"/>
<parameter name="distance" type="distance" label = "Distance" default="3.0" help="Angle from the teleporter-output"/>
<parameter name="angle" type="angle" label = "Angles" default="30.0" help="Angle from the teleporter-output"/>
</class><!--c2--></div><!--ec2-->
In Alien hive, the entrances are away to the sides, and aliens just have a giant pit between themselves and the entrances, the room is way too open. Aliens need a better set-up hive. Conversely, the marine starting point is way too small. Get a few skulks leaping around and it is pandemonium in there. Also, I only found 1 route for marines in and out of their spawn, but maybe that was just me being noobish.
On TP Room size I'd recommend swapping them over, marines needing a more open start point, and aliens needing something more enclosed and covered. Overall it has potential, but at the moment needs a lot of work.
Keep it up :)
Also is everyone experiencing a black event horizon?
I need to find out why that's happening, everything appears to be ok my end, all the files are in the folder, materials are ok i think, not sure whats wrong, really id like to have a shader effect for the gate but i don't know how to make anything new, i've only been able to replace textures for an existing one, any ideas?
Edit: it's working now, i saved to .dds when i should have converted from .psd!