Atomic Mass Beta 3

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
edited January 2003 in Mapping Forum
<div class="IPBDescription">Download</div> >>> [http://www.btinternet.com/~chromea999/NS/ns_atomicmass14.zip]NS_AtomicMass[/URL] <<<

This is AtomicMass. It's a small NS map, based on the same layout as 11th Hour, but with a very different implimentation. There are only 2 vents and 1 weldable (you'll need autohelp turned on to find the weldable).

I've been trying to get this tested, but failed to get enough players to get any meaningfull results. 7 Games with 3 players asside, aliens won every time. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

It has been commented that the marine spawn is too hard to defend, you can get stuck/jam the airlock, flickering lights hurt the eyes. The water surface in the tunnel outside the fluid dynamics hive looks dodgy. The func_rotatting light in the warehouse hive stops.

If you have suggestions on how to remedy any of these please let me know.
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Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    yah, i could see how defending the spawn could be hard when your having epileptic seizures.
  • HibbaHibba Join Date: 2003-01-05 Member: 11871Members
    very nice map, the only thing i think it is lacking is some random ifestation around the map, some arears look a plane
  • ZaggarothZaggaroth Join Date: 2003-01-11 Member: 12189Members
    it was really great. it was more detailed then the other maps.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Well I like the lighting and I think that flickering lights can add a lot to atmosphere if not overused and and not built too close together.
    Building some light behind grates is a good idea, too.
    I also like the idea of transparent doors... nice one.
    The layout is ok to me and so are the polycounts... I only found one Area (Drive Tube Hive) where the r_speeds where above 900, but as some people have already said in other threats: even on not so modern machines (and mine is just an 900Mhz, 256 RAM, GeForce2MX !!) it will run smoothly.
    Also i noticed that some Location-Names need some fixing... if you go down the small pit in "rolling deck" for example, the location name disappears. (I think the map needs more location names anyway)
    About the gameplay I have to say that your playtesters were right, the marine base is very hard to defend. This is first because the marines have to fight their way up to get out of the base while the aliens can just drop down... that both a tactical advantage and an advatage of time for the aliens.
    Second the marines have to devide their forces to guard both entrances in early game... there is hardly a point in the marine base where a Marine can shoot at both entrances (in most of the official map a Marine standing in the middle of his base can open fire on every entrace without changing his position.)

    Hope that is a little help for U.

    Greetz

    -=HyPeR=-
  • ZaggarothZaggaroth Join Date: 2003-01-11 Member: 12189Members
    in the hive with the water i was a skul and claimed upp at the side of one of the large pips in the water and i goted stuck
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    OK,
    How's this - I haven't seen the map - but I am going to run it off my server from 3pm GMT Today to 9am GMT Tomorrow (approximately). Download the map here or at my website first (I'll mirror a copy) 'cos I only just got the bandwidth for the game.

    Get your friends together and we'll se if we can get a good game together.

    It's tournament rules so FF is ON. TK'ing will result in slap's, kicks, bans etc.

    BTW The time now GMT is 12:50pm

    Server Name : Eaglec (T) - NS v1.03[UK]
    Server URL : eaglec.homedns.org:27015
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    edited January 2003
    Looks very good. Map is built around a good idea and seems well thought out. There were couple of glitches I ran into. First of all, the rotating light seems to be a solid object that spins a skulk hanging from the roof and the commander's view while it's focused on the light. Also my Radeon8500 had some trouble with the white mist in cryonics slowing the framerate tremendously while passing through them. This could be just a problem with my system.

    Res seems to be very sparse and I think aliens will find it hard to cap nozzles outside the hives. Marines however, have an easy nozzle to cap right beside them (vertical access). Cryonics res can be harried easily by skulks due to the vent, but it's still marine territory. Even more so, because sieging the whole mess hall from there is rather easy.

    Electronics junction seems to be a very important keypoint in the map. You can lock down the warehouse hive from there plus two resource nozzles with one carefully placed siege. (edit: forgot the shorter siege range in 1.04 so it takes probably 2) Also the Fluid hive is just behind a corner. With guards at the airlock plus electronics junction taken, marines can secure half of the map in early game.

    With just two vents and the resource nozzles in rather difficult to defend areas, this map seems to be a little hard on aliens. Of course this is just speculation since I haven't played the map. The lack of vents seems to be important to you with this one, but I still would suggest you to add a few. My recommendations for possible vents would be:
    - From Drive Tubes to Mess. When starting from Drive Tubes, the closest res nozzles are the Fluid hive and Mess. Mess however, is rather open, has many entryways and it seems like a difficult one to defend. Also the other entryways are rather long and pretty easily controlled by marines.
    - From Fluid hive to the hallway between Rolling Deck and Electronics junction. Possibly also to the Electronics junction itself. This is simply to lessen the importance of Electronics junction.
    - From Warehouse hive to Clutter. Simply to keep up with the other hives and also lessening the importance of Electronics junction.

    I have no idea if these are actually good suggestions, but I have a hunch they might make the map more balanced. Of course it would ruin the idea of just a few vents and more intense fights over the passageways. However, I didn't like the idea, that I would be forced into a wide passageway as a skulk with couple of marines aiming down it because there are no other viable ways into it.

    Technically your work is superb, I like the look and feel of it very much.
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    Okay then heres what I found on my playthrough (both wandering around and with bots)

    The swiveling light beams in the warehouse have two problems
    1-There is a very very minor texture scale problem so the beam has a small rim of white light where it's supposed to fade into nothing
    2-The beams of light are solid as such they can grab skulks and take them on a merry-go-round ride, oddly enough it also grabs the commander and moves him about too, you need to set its so you can pass through them

    There is some problems with the locations names as noted before this post

    The vents are almost impossible to see as commander, you might add in some subtle red lighting (Also there werent enough for my taste but thats just me)

    The Fluid intake hive lighting is a bit too severly green, i'd tone it down a bit and add more brown so it flows from the water to the hive better

    There are almost no atmospheric sounds in the entire map, the exception being the water sounds. With all the machinery and electronics you should really add those in. Especially a low level siren to go with the lights in the warehouse

    the marine spawn seems more confusing than it really is for some reason, I felt like I was lost in there every time I turned around even though I had moved only 5 feet, that may hurt the marines ability to defend

    All that said I have to say this is one of the best maps I've seen. I actually felt like I was on a ship that had been recently vacated. Cyrogenics was flat awesome and I really loved the doors going into it. Areas are nice and varied but they flow into one another well. Most places have excellant skulking terrain too. Really man I think this is heads above 11th hour in quality.

    Ohh I like it so much I made you a little something to replace that coffee mug with. I figure you'll get some more planes to play with and an improvement in detail with a very minimal hit to polies.
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    And heres the world model file

    Ohh and I'll try and make it to the test server but I need to know if you'll be running mp_consistancy. Thanks.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
    eaglec how many players can your server handle? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I'll try to make one of those games.

    Driftwood, there used to be a resource node in water reclamation, I removed it in this build to try and make resource more scarce for the aliens, this may have accidentaly shifted the balance in favor of the electronics junction...

    If the aliens <i>needed</i> more vents that's <i>exactly</i> where I would be putting them.

    P-K H-G, The vents are as hidden from the commander as I can make them, this is deliberate.

    Thanks for the coffee mug, it's going in the next build <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    The warehouse light and the location names will be fixed in the next build. The marine start will probably need re-building. I'm toying with the idea of severly juggling some of the rooms around, but let's not get ahead of ourselves eh.

    AtomicMass is great for fades, ample oppertunites for using slash, blink and acid rockets.

    [edit]

    For those of you with slow connections, you'll probably want to check out the screenshots on <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=32' target='_blank'>NS World</a> before downloading.

    [/edit]
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Theory has it my server can handle 16 players - It certainly managed 12-14 for a 3hour game on bast and a similar sized game for an hour on hera BUT it hasn't seen a lot of action so I'm not making any guarantee's. I'll be around checking up on it from time to time and probably play a couple of games too. It's up now.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    we should get together for a playtest and burn this biatch up, test to destruction.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    jebus... all i can say is whoa.. i basicly had the same idea, but after seeing your map i am ready to give up mapping already. great brushwork and roomdesign, also the layout seems to be great. *sigh* this really breaks my heart! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Keep up the good work. personally id say if the gameplay is as good as the looks, we have a candidate for official status here.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Go play at Eaglec's server. Just left myself and it could use more players. Was really fun though even with just three players. Great map.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    post any server ips, its faster to connect using that.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    edited January 2003
    OK,
    Servername = Eaglec (T) - NS v1.03[UK]
    Server URL = eaglec.homedns.org:27015
    Server IP = 81.86.242.90:27015

    do everyone a favour and get the file - from the link at the beggining of this thread or my website BEFORE you connect!

    [edit]
    the reason i posted the url rather than the ip is that the ip is dynamic and 'can' change but the dns will auto update to kep it right!
    [/edit]
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    Looks great! The Fluid Dynamics hive is sooooooo sweeeeeeeet.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    great when will this server be online? we should arrange a time before so we can all be there.
  • ZaggarothZaggaroth Join Date: 2003-01-11 Member: 12189Members
    it waas a server online with the map but we where only 4 and when i joined we had to hives and the nme and my friend stromed them as onos and faide. I was the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    It already is up! was there but uhh no one else <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • H_U_M_PH_U_M_P Join Date: 2002-11-05 Member: 7013Members
    edited January 2003
    After I seen Eaglec in Game spy looking for people to test this map out I had to try it. I host a 18 man server with lots of everyday players. I asked them all if thay wanted to try it out, all said hella ya. we got upto 16 players at one time. After playing the map for over 2 hours (will play lots more) we found the map to be the BEST NS map we have playyed. Jetpacks are FUN, Hive's are harder to get till there, lots of cool piping to hide in and the dark spots where cool also. Only thing rong was at the revolving door... If you dont step through the middle you fall down and half to jump backup, also no butten in the door other than the one on the outside. love the map thX

    Ya tomaro I will run another playtest on Sunday 1/12 3PM Pst 6Est. I will not allow downloads from the server. Makes the server leg spike <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

    More map feedback here: <a href='http://www.guns4back2school.com/forums/index.php?act=ST&f=12&t=537' target='_blank'>http://www.guns4back2school.com/forums/ind...t=ST&f=12&t=537</a>
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    edited January 2003
    Hi,
    well had a couple of 3vs3 games on my server but it was difficult getting interest UNTIL I spoke to HumP on GameSpyArcade he runs Guns4Back2School.com (64.242.126.100:27015) server and asked his regulars if they'd like to test it out. They said OK so he set it up on his server.
    I stayed for 2 games of 7vs7 (may have been 8 at some points)- apart from his server suffering intermitent lag spikes it was very successful. Aliens 1 Marines 1, although Jetpacks seem altogether far too usefull on this map. The smaller games played on my server the marines won 6 times out of 7. The only times they lost was to skulk rushes and they generally won shortly after getting jetpacks.The map was so popular it was added by vote into the servers rotation!

    Comments about the map were generally very good, one person complained about texturing glitches - couldn't see them myself, another about the merry-go-round light and lots of people commented on the framerate problem in cryogenics.
    There was also a complaint that the ladders are difficult to navigate with ono's (because of the overhanging handle at the top) but I would imagine that ono's would have trouble with ladders!
    I think people would like to see a few more vents. Also it was commented that hives have very short travel times between them meaning 1 phase gate can easily service 2 hives.

    BIG thumbs up - pretty much unanimously.
  • S_I_CS_I_C Join Date: 2002-11-21 Member: 9542Members, Constellation
    I was one of the regulars playing on hump's g4b2s server and the map was great. I think the reason the jetpacks were so useful was because the ceilings are flat, so you dont get stuck on thins when flying by with the jetpacks. Or maybe it was because we had jetpacks and they only had skulks. Well anyways, I think the map is excellent. The only improvements I could think of have already been posted. I hope this map gets released with 1.1 and if it doesn't i'll bet it will still be in the g4b2s rotation.
  • Suicide_RunSuicide_Run Join Date: 2002-12-17 Member: 10939Members
    im another g4b2s regular <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    great map
    great r_speeds
    great gameplay

    all i have to say is good job man

    thumbs up all the way
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <= Happy Mapper

    Here's an idea I had for reducing the marines movement between hives and adding vents. Downside of this is that too much emphasis is put on the center hive and the flanking hives only have 1 marine accessible entrance.

    Can I have some feedback on this proposed layout.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    Ok, I d/l'd and took a quick look.

    Nice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I will put it on my server ASAP...and get some peeps to play it...

    A few things:

    Marine spawn has no name?

    And yes, that light in the warehouse is funny...

    And Cyrogenics took me from 50 FPs down to TWO...lol <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • Suicide_RunSuicide_Run Join Date: 2002-12-17 Member: 10939Members
    hmm thats weird cryo is fine for me :/

    and that vent idea would be awesome

    1.) marines have a big advantage right now
    2.) think of how many other maps only have 1 marine access :/
    3.) once marines get jet packs they can get into vents to
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    hmmm well i am not an experienced mapper but i would add 2 vents (see image the red lines) to lower traveltime from hive to hive for skulks so defending hives is a tad easier till movement chambers are up.

    There is one little thing i found besides the bad framerates in Cryo (Please consider doing something about it, i have a GF4 TI 4200 and 1333MHZ proz and it still kills my frames), maybe its just me but i have a hard time climbing the lifts up. i always have to use them to get from the lower floor to the upper one. and this kinda bothers me, after all i can wallclimb <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    In any case the map rocks!
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Attached is a butchered version of your map.

    I have indicated extra vent paths which might
    a) aid skulks ability to move around the map without getting mown down
    b) aid kulks ability to defend hives
    c) scare the s%it out of foot soldiers as the work their way round a vent filled map

    As always your the mapper so it's your descision <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Also I have marked a spot with an X - I am worried that a TF here might be able to service Seige Cannons on two hives?
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