It could be just my comp bugging, but when I try to load atomicmass20, I get the error message "couldn't load \valve\ns_ca.wad" Some stray texture from a different wad?
I must say I was won over when I loaded up ns_atomicmass14 for the first time. I feel a map layout should follow some thematic scheme. I loved the chryogenics room, the cafeteria, and the hives. I was somewhat let down when I loaded up ns_atomicmass18 and saw the changes. It seemed to have lost some of the ambiance near the marine spawn that I so enjoyed with the earlier version.
I guess I'm always comparing NS maps to the levels I remember fondly from System Shock. Some of those levels set really creepy scene that would translate so well to NS.
Good job with Atomic Mass. It's one of my top three favorite custom maps. Keep up the good work.
Asside from fuzzines along the edges of the sign in the readyroom I think this map is finished. If there is anything in this build that you would not want to see in an official map please tell me now, I have 15 days to fix it. The same goes for anything you feel is missing.
hmm i like the looks, they are great! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> lightning is good, layout seems good too. my only gripe are the access routes to the 2 outer hives. oh well if you hit a limit there aint much you can do about it. Nice work. The cryonics next to fluid control is also kinda confusing but hell what do i know about spaceship design <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I?ts a good map, great looking, enough detail without cramming the space and mostly good routes. I press both thumbs for ya if you want to submit it to the ns team.
<!--QuoteBegin--ChromeAngel+Jan 30 2003, 10:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 30 2003, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If there is anything in this build that you would not want to see in an official map please tell me now, I have 15 days to fix it. The same goes for anything you feel is missing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Map looks great and the added detail really shows. However' there's still the layout problem I've mentioned earlier. Hive's are a bit unequal as starting points. Warehouse is more dependent on the airlock than other hives since it has only one resource nozzle (The clutter) nearby. The unequality isn't that bad really. Winning from Warehouse is definitely possible, but I get the feeling that starting there is a bit like starting in Nothing's Powersilo, just in a smaller scale. Meaning that the other two hives have better access to resources. This is highlighted a bit by the closeness of Marine start.
So, I picked up Paint shop pro again. I realize with deadline this close, you don't feel like touching the layout much. And I realize you don't feel like touching the layout on recommendations of some guy in internet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This is just to give you an alternate viewpoint, not to design the layout for you. I used the layout of an older build with the Phase monitoring, but that shouldn't matter since only changes are around Cryonics.
Idea was to create an alternate route between the two sides of the map making the left side resources more accessible to Warehouse starters. Also Cryonics, which has to be one of the coolest (no pun intended) rooms I've ever seen in a NS map, gets a slightly bigger role. I moved the elevator right next to Fluid Control in order to help defend it since it is the only hive with two entrances accessible by marines + South entrance of Cryonics looks better without an elevator blocking the view from the hallway between airlock and the clutter. This all would add planes, but not as much as the layout I suggested before.
Well. Whatever happens, Atomicmass will become one of my favorite NS maps when it ships with 1.1. GJ ChromeAngel. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
looks great! very fun, simple enough to be easy to learn but complex enough to be replayable often.
one possible problem - structures placed on some crates fall into the crate. so D towers will keep healing, turrets keep shooting, etc, but they can't be destroyed. minor prob though, not sure it requires a version 22
Comments
*bump*
I must say I was won over when I loaded up ns_atomicmass14 for the first time. I feel a map layout should follow some thematic scheme. I loved the chryogenics room, the cafeteria, and the hives. I was somewhat let down when I loaded up ns_atomicmass18 and saw the changes. It seemed to have lost some of the ambiance near the marine spawn that I so enjoyed with the earlier version.
I guess I'm always comparing NS maps to the levels I remember fondly from System Shock. Some of those levels set really creepy scene that would translate so well to NS.
Good job with Atomic Mass. It's one of my top three favorite custom maps. Keep up the good work.
Unga
can you post a link to that file
thanks
joe
My bad, wadinclude must have been turned off when I did an onlyents compile. I'll post a new one when I get back from work.
>>> <a href='http://www.btinternet.com/~chromea999/NS/ns_atomicmass21.zip' target='_blank'>ns_AtomicMass21.zip</a> <<<
Asside from fuzzines along the edges of the sign in the readyroom I think this map is finished. If there is anything in this build that you would not want to see in an official map please tell me now, I have 15 days to fix it. The same goes for anything you feel is missing.
It gonna be a hit man , make it better with lots of realistic details ...
Map looks great and the added detail really shows. However' there's still the layout problem I've mentioned earlier. Hive's are a bit unequal as starting points. Warehouse is more dependent on the airlock than other hives since it has only one resource nozzle (The clutter) nearby. The unequality isn't that bad really. Winning from Warehouse is definitely possible, but I get the feeling that starting there is a bit like starting in Nothing's Powersilo, just in a smaller scale. Meaning that the other two hives have better access to resources. This is highlighted a bit by the closeness of Marine start.
So, I picked up Paint shop pro again. I realize with deadline this close, you don't feel like touching the layout much. And I realize you don't feel like touching the layout on recommendations of some guy in internet. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> This is just to give you an alternate viewpoint, not to design the layout for you. I used the layout of an older build with the Phase monitoring, but that shouldn't matter since only changes are around Cryonics.
<img src='http://www.saunalahti.fi/~soilek/jouni/atomicmass6.gif' border='0' alt='user posted image'>
Idea was to create an alternate route between the two sides of the map making the left side resources more accessible to Warehouse starters. Also Cryonics, which has to be one of the coolest (no pun intended) rooms I've ever seen in a NS map, gets a slightly bigger role. I moved the elevator right next to Fluid Control in order to help defend it since it is the only hive with two entrances accessible by marines + South entrance of Cryonics looks better without an elevator blocking the view from the hallway between airlock and the clutter. This all would add planes, but not as much as the layout I suggested before.
Well. Whatever happens, Atomicmass will become one of my favorite NS maps when it ships with 1.1. GJ ChromeAngel. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the 'cold room' is certainly cool (lol) but apart from that whats the deal with it?
looks great! very fun, simple enough to be easy to learn but complex enough to be replayable often.
one possible problem - structures placed on some crates fall into the crate. so D towers will keep healing, turrets keep shooting, etc, but they can't be destroyed. minor prob though, not sure it requires a version 22