co_chuteout
WorthyRival
Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
<p>Hi Guys welcome to NS2_chuteout.</p>
<p>Mod ID : 55e90a3
Combat Map
Supports 32 players
Concept based on NS1 map co_singlefile. (Original Creator unknown)</p>
<p>For server map cycles use this:</p>
<p><pre>{ "map": "ns2_chuteout", "mods": [ "55e90a3"] },</pre></p>
<p>A youtube walk through of the layout and features found in the map and how to use them like the teleporters.</p>
<p> [url]http://www.youtube.com/watch?v=o7aDD2pkBmY[/url]</p>
<p>If you find bugs or something is really not right - Please leave feedback.
I hope to one day make this a great map. It's not quite there yet but with your help I hope to get there soon.</p>
<p>I hope you enjoy it.</p>
<p>Don't forget to vote for it in the steam workshop. <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=90083491">http://steamcommunity.com/sharedfiles/filedetails/?id=90083491</a>
a
Good hunting.
W (+) |2 T H Y.</p>
<p>Mod ID : 55e90a3
Combat Map
Supports 32 players
Concept based on NS1 map co_singlefile. (Original Creator unknown)</p>
<p>For server map cycles use this:</p>
<p><pre>{ "map": "ns2_chuteout", "mods": [ "55e90a3"] },</pre></p>
<p>A youtube walk through of the layout and features found in the map and how to use them like the teleporters.</p>
<p> [url]http://www.youtube.com/watch?v=o7aDD2pkBmY[/url]</p>
<p>If you find bugs or something is really not right - Please leave feedback.
I hope to one day make this a great map. It's not quite there yet but with your help I hope to get there soon.</p>
<p>I hope you enjoy it.</p>
<p>Don't forget to vote for it in the steam workshop. <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=90083491">http://steamcommunity.com/sharedfiles/filedetails/?id=90083491</a>
a
Good hunting.
W (+) |2 T H Y.</p>
Comments
<u>Added.</u>
Crates.
Railings.
Structural Pipes.
fixed textures.
vent.
ladder to access vent.
Pimped out the ready room a bit more.
<a href="http://postimage.org/image/tieoj9kiz/" target="_blank"><img src="http://s9.postimage.org/tieoj9kiz/2012_08_22_00001.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/bgvjlgqi3/" target="_blank"><img src="http://s9.postimage.org/bgvjlgqi3/2012_08_22_00002.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/un8qon6zv/" target="_blank"><img src="http://s9.postimage.org/un8qon6zv/2012_08_22_00003.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/g5bjgnfor/" target="_blank"><img src="http://s9.postimage.org/g5bjgnfor/2012_08_22_00004.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/cmzjk9esr/" target="_blank"><img src="http://s9.postimage.org/cmzjk9esr/2012_08_22_00005.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/6akeafbqj/" target="_blank"><img src="http://s9.postimage.org/6akeafbqj/2012_08_22_00006.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/jsrampnvv/" target="_blank"><img src="http://s9.postimage.org/jsrampnvv/2012_08_22_00007.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/6pvo3fxnv/" target="_blank"><img src="http://s9.postimage.org/6pvo3fxnv/2012_08_22_00008.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/n2ab6x1d7/" target="_blank"><img src="http://s9.postimage.org/n2ab6x1d7/2012_08_22_00009.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/jgu6bgxk5/" target="_blank"><img src="http://s10.postimage.org/jgu6bgxk5/2012_08_22_00010.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/kkiw167l1/" target="_blank"><img src="http://s10.postimage.org/kkiw167l1/2012_08_22_00011.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/x0flux0x1/" target="_blank"><img src="http://s10.postimage.org/x0flux0x1/2012_08_22_00012.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/jxjzbnap1/" target="_blank"><img src="http://s10.postimage.org/jxjzbnap1/2012_08_22_00013.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/52vdxh145/" target="_blank"><img src="http://s10.postimage.org/52vdxh145/2012_08_22_00014.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/b530nypk5/" target="_blank"><img src="http://s10.postimage.org/b530nypk5/2012_08_22_00015.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/ru4gjvm5h/" target="_blank"><img src="http://s10.postimage.org/ru4gjvm5h/2012_08_22_00016.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/6yi68mpyd/" target="_blank"><img src="http://s10.postimage.org/6yi68mpyd/2012_08_22_00017.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/zcnlsidid/" target="_blank"><img src="http://s10.postimage.org/zcnlsidid/2012_08_22_00018.jpg" border="0" class="linked-image" /></a>
My map ns2_impact is pretty much dead unless I choose to shrink it by at least 33%, and I can't be bothered to do that!!
I've already added doors to the next version of the map so that might solve it anyway.
I've only done a 20 minute play test with 6 guys in the map and I haven't tested for that yet.
As much as I try to test for all the problems on my own the best way to find bugs is with you guys thrashing the map to pieces.
I really appreciate any feedback. so please let me know any issues you find with it, so I can fix it and make it a great map.
<u>Known issues:</u>
<strike>Geometry error alien / marine spawn. </strike> *Fixed for next release
Broken windows can be a problem to pass through sometimes.
Hitching on some stairs when strafing
Spawn geometry fixed.
Lighting rework.
Texture rework.
Functioning doors added.
From my little playthrough I think this is probably ready for us to test with - we should be giving it a try (and testing Steam Workshop) in the next Combat playtest!
Steam Workshop for maps has been working since at least 216.
As I understand the steam workshops current state. Server admins are the only ones who have to update the map if they have setup auto download feature on their server. As they have to do it manually. As it's not yet feature complete.
Would love to be in that play test MCMLXXXIV. Especially so I can hear peoples thoughts and bugs they find with the map in real time. I've added you on steam. So if you could send me a message when you next play test the map that would be great.
Cleaned up some Geo.
Got rid of a bunch of overlapping faces. (texture errors)
More Lighting.
More Textures.
Changes to the occ geo due to some texture changes. (Level 3 glass floor removed)
Fixed some props sinking into floor.
Fixed a few inconsistent prop sizes.
Lowered ceilings in stairwells at door entrances for better onos play baiting and such.
Added Vented rooms to these lowered ceilings.
Many other little things not worth mentioning.
*Bonus* Gorge belly slide drift races down the stairwells are lots of fun.
I've been pretty busy lately being birthday season. So I've not had much time for mapping.
So this is just a little update.
New Cinematics added. Animated lights in the ready room. (Thanks Sphinxter.)
Textured both tech point rooms. (was a quick job not finalized.)
Enlarged Alien tech point room.
Fixed a whole bunch texure alignments.
Lights in tech point rooms.
100 Subscribers Woohoo!
Thanks guys.
Overhaul to Occullion Geometry - Performance Increase.
Deleted Some excess Geometry.
Added some props.
Changed glass floor to force field.
Worked on some trim.
more textures altered.
Would love to hear any feedback as no one has written anything. The map can't be that perfect.
Ideas suggestions.
Errors found.
Dislikes.
Like.
Ideas suggestions.
Errors found.
Dislikes.
Like.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think its just because no ones playing combat yet :(
Yeah those screen shots above are very old. Here are some new ones. :)
Lighting rework.
Aliens spawn rework.
<a href="http://postimage.org/image/7p26chjhv/" target="_blank"><img src="http://s13.postimage.org/7p26chjhv/2012_09_22_00011.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/nbtfpux9v/" target="_blank"><img src="http://s13.postimage.org/nbtfpux9v/2012_09_22_00012.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/ypfz127sj/" target="_blank"><img src="http://s13.postimage.org/ypfz127sj/2012_09_22_00013.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/dh6vxdipf/" target="_blank"><img src="http://s13.postimage.org/dh6vxdipf/2012_09_22_00015.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/v8iibty43/" target="_blank"><img src="http://s13.postimage.org/v8iibty43/2012_09_22_00016.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/3z74xbx0z/" target="_blank"><img src="http://s13.postimage.org/3z74xbx0z/2012_09_22_00017.jpg" border="0" class="linked-image" /></a>
<a href="http://postimage.org/image/kbh6n2bcj/" target="_blank"><img src="http://s13.postimage.org/kbh6n2bcj/2012_09_22_00018.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/i86rfebjn/" target="_blank"><img src="http://s13.postimage.org/i86rfebjn/2012_09_22_00019.jpg" border="0" class="linked-image" /></a> <a href="http://postimage.org/image/hjxwwgctv/" target="_blank"><img src="http://s13.postimage.org/hjxwwgctv/2012_09_22_00020.jpg" border="0" class="linked-image" /></a>
Cover added too Aliens Spawn. - can be seen in newest screenshots.
Reworked a lot of lighting. Cheers LPC.
Updated Original post. - I'll try to remember to update that more often.
Only criticism i might make would be the lighting might be a bit too dark on some walls and corners for a combat map. Like the corners of alien spawn and the side faces of stairs.
I do like that you've gone with blue though instead of brown (aka minshaft) so it might not be too bad seeing skulks etc.
The dark corners do look awesome though..! just gameplay wise i'm not sure.
In the next play test if people still think that then I'll change it.
****************************** CHANGES *******************************
Vents added to spawns
Fixed Mini map
Lowered Music volume by 0.2 in ready room
Added vent exit to middle level
Red Pipe supports on levels 1 and 5 changed too non collidable.
I've made 2 very small changes that change game play of this map in a big way.
The changes are mainly due to you no longer able to exo away from the com chair.
These changes force a tug of war for the middle level.
Let me know what you think of the changes.
Changes to this map.
1. This is a big one. I've swapped spawn locations.... for a few reasons:
Aliens win condition - hold out against the attack. As marines have to push. the advantage of dropping down the chute should favor marines.
Aliens - Climb / fly / teleport / speed. Is better than Marines so climbing the map is easier for Aliens.
Speed of EXO - EXO can now drop down the chute on levels 5 and 2.
Onos can with Charge / Celerity / Cloak / Regen. Climb the map as an individual faster and more stealthy than an EXO.
2. A new vent in alien spawn.
3. Ladder access to all vent locations.
Swapped spawns back.
Teleporter added to Marine spawn and 3rd Level.
Requires Welder to activate.
Weld battery node next to teleporter for 15 seconds - Activates Teleporter for whole team, exos included, for 60 seconds.
Teleporter then resets and must be welded again.
Vent on the roof of marine spawn. Geometry changed.
Collision of vent props improved.
Known issuses :The Extra entities weld entity is not perfect.
There is no visual aid for how long one has to weld for. (It's 15 secs)
There is also no weld target notification. For weldable objects.
I'm hoping the extra entities mod is updated to fix these small issues.
I'll add some new screen shots of the changes shortly.
***************** CHANGES ************
Teleporters.
Teleporters now become active for the rest of the game if activated.
To use Teleporters the power must be restored to the teleporter you wish to use.
Weld the battery node next to the teleporter for 60 seconds.
Battery nodes are found on level 3 and level 5.
Teleporters can be found in:
Marine Spawn - Always powered.
Level 3 - No power
Level 5 - No power
Teleports marines and EXO's only. Back and forth from active teleporters.
The highest Level teleporter supersedes
Aliens must stop marines from climbing the map and activating the teleporters as they provide a huge push advantage.
Thanks for the feed back guys.
Thats great news JimWest. Glad to hear it's a work in progress as that extra entity mod is really good. Would love to brainstorm some features for it when you get a chance.
bp2008 it's a great suggestion that I don;t know how to do ,but I've just changed the weld entity system to a once off to make the map more intense fighting for levels.
So the maps more of capture level 3, get teleporter working, push. Capture Level 5 get teleporter working. Push Hive.
Let me know what you guys think of the changes.
Updated... FROM THE FUTURE! DUN DUN DUN