_ns_complex09

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Olljs first large map.</div> My first map almost reached v1.0 while 2 Rooms are still square, missing detail everywere and most lightning is still crappy.

<a href='http://www.df5jz.de/Ollj/ns_complex09.zip' target='_blank'>Enjoy</a>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    This pic jsut shows the new sky/skycolor and RR-shuttles outside the window, the mayor change since complex08.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    **** you!
    Noooo!!

    That's to cool!
    To pretty!

    When is the final version done?

    AWESOME
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2003
    ERRRR Your Zip is messed up. The stuff is all under ns_complex09 folder not in the root of the NS folder!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Also your host is a little solw around 13 kbs. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->


    O ya it lOOks Sweeeeet!!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Thats how it should be.
    Because its all but final the zip is bigger and each verion unzips in its own directory named after the mapname+version.
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->C:\SIERRA\Half-Life\ns\ns_complex09\maps\ns_complex09.bsp<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    Half Life wont open this map!!! The map needs to be here...
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->C:\SIERRA\Half-Life\ns\maps\ns_complex09.bsp<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    So when you make your ZIPs have them like there coming from the root of the NS folder other wise PPL will not put the map and its stuff in the right folder! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Lucky I got the skill to put it in the right folder <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    umn ok.
    I unzip my files to the desktop (all nicely in one folder) and copy the content of this folder to the right directory.
    Most zip files have "ns" as root direcctory wich does not mean to unzip this wrongly into:
    C:\SIERRA\Half-Life<b>\ns\ns\</b>maps\ns_learntocopy.bsp
    Have I missed something?
    Lets continue this senseless discussion just to keep the thread on top, i have no problem with that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <b>Anyone knows how to make/use one of thoose map installers (mayberrygames) finding the correct ns root automatically?</b>
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Hey, good idea Ollj... if I had the time I would be pleased to program an extremly small auto-installer. One without this large picture... and one that creates a .res file from all additional files referenced in a bsp... but unfortunately I lack the time... so try to figure out how mayberrys installer works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DDTrini_LopezDDTrini_Lopez Join Date: 2002-11-06 Member: 7296Members
    It looks great . I love those windows and the sky image <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I'll give it a try
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Err, ah.... um....

    If this is near 1.0 final, it isn't looking promisin for sure. I know you mentioned this above, but the lighting is all pretty much downright horrid, no source, random, areas totally pitch black, some with way too mcuh light. Hundreds of misaligned textures, most of the rooms with no meaning, texture selection itself needs a lot of work, rooms bland with one or 2 textures and next to no detail. An annoying complex layout/marine start system with welding and door picking. Ladder's not working or with a climb part so large, you climb in mid air... it goes on and on.

    In short, this map needs a <b>lot</b> of work. Sorry to sound so harsh, but this is just not looking good so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> On a good note, the generator hive looks *great*. With some more dramatic lighting, it would look just awesome.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone knows how to make/use one of thoose map installers (mayberrygames) finding the correct ns root automatically? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They are using WISE installmaster/install system. It's what we use for NS, and it starts at about $500 for the standard edition, up to $4500 for the Enterprise. If you want to make installations from freely-available installers, you might try:

    <a href='http://home.tiscali.be/hlrnet/frprinst.htm' target='_blank'>Looking at this list</a>

    They vary from very simple, primitive syntax to full-blown languages (like WISE's).
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Give nullsoft's system a try: <a href='http://www.nullsoft.com/free/nsis/' target='_blank'>http://www.nullsoft.com/free/nsis/</a>
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    man comprox, you take constructive crit to a point..

    this close to a flame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    hehe but i lub joo none the less..

    Hey ollj maybe you can help me touch up my map a touch? id rather send it to you than to take heat from comprox by posting it here first....

    The layout on that one looks perdy decent though ( hvnt played alot on it just overview on lan game )

    Ego

    [FACT] - They end Now
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Very impressive first large map but much too .. large and complex. Many textures dont stick well, the ladders are ugly, some holes under lifts are without ladder and wont avoid a kill in console, i dont understand the weldable ress node in marine base, the RR -> Map is unusual but not so bad, the CC platform is invisible but u can still drop items onto it (strange), i LOOVe the central and strange stairs/ramp with all these hexa brushes, many func_illusionary without clipbrushes.

    Anyway : much too large and not a reasonable complexity ; too much eye-candies (especially the hive with all these electrical sparks ; & the window in it creates a HOM) ; i had lot of frustration with the "vertical approach" of movement in your map (missing ladders, boring lift, missing buttons (or too discreet?) , 3 levels-over-levels with no easy connections between them, ..). I think you wanted to map too much things in a single map. But a lot of creativity and ideas. Happy to had a look at it.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    100% Added to the pack. ~_^
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    <a href='http://www.clan00.de/mapping/index.php?action=detail&id=2404&typ=19' target='_blank'>Mirror</a> is up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Greets,
    CaptainPanaka

    Admin of <a href='http://clan00.de/mapping/index.php?typ=19' target='_blank'>NS-Maps @ Clan[00] Maparchiv</a> and <a href='http://www.ns-maps.de.vu/' target='_blank'>NS-Mapsection @ [00]Network</a>
  • Malicious_DubMalicious_Dub Join Date: 2002-12-21 Member: 11279Members, Constellation
    I thought it was kinda weird how the CC -> map thing was... I was just exploring the RR running and i go down this hall and all of a sudden bam im inthe spawn and half of it is blocked by an invisible wall so i can't go back to the RR, if you moved the invis wall to block the doorways only and not that whole platform almost it would be a big improvement i think. I also thought it seemed like you used random textures everywhere, didn't check for technical stuff like alignment and such, there was also a place where i fell into as marine (0dmg fall) and couldn't get out. Was fun to hear boondock marines and cleanse da intruders tho. I did like the RR too.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    agreed, and is the mini map no longer three colors?
  • MessyTreatMessyTreat Join Date: 2002-12-21 Member: 11309Members
    <!--QuoteBegin--Ollj+Apr 21 2003, 12:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 21 2003, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>Anyone knows how to make/use one of thoose map installers (mayberrygames) finding the correct ns root automatically?</b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ollj, i just downloaded the latest map and I will package it up for you. You can pull it off Mayberry when I'm done.

    Cheers.

    MST
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    <!--QuoteBegin--Malicious Dub+Apr 22 2003, 09:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Malicious Dub @ Apr 22 2003, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought it was kinda weird how the CC -> map thing was... I was just exploring the RR running and i go down this hall and all of a sudden bam im inthe spawn and half of it is blocked by an invisible wall so i can't go back to the RR, if you moved the invis wall to block the doorways only and not that whole platform almost it would be a big improvement i think.  I also thought it seemed like you used random textures everywhere, didn't check for technical stuff like alignment and such, there was also a place where i fell into as marine (0dmg fall) and couldn't get out.  Was fun to hear boondock marines and cleanse da intruders tho.  I did like the RR too. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The RR is planned that way:
    Middle way = random teams
    Upper ways = marines
    Lower ways = aliens (not completed yet)
    The info_join teams are in the same room as the Marine spawn but if everyone is in one zone it just requires to climb/fall one level to the central random team zone.
    I think I have to add join team zones inside of the dropships too (up a ladder to a small teleporter?) against players blocking the path.

    That invisible wall gives marines a change to laught and shoot at RR idlers.
    Maybe I have to add a thin force field (texture or) "do not cross stripes".
    Im sure I have to enlarge the marine spawn once again.

    the minimap will have 3 colors again BUT thats just extra work. You can use and rename the minimap of an earlier version since the paths did not change much.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Hi, finally got it installed and working on our server. We will be playing it some tonight and again for the NEW MAP night on Friday. Hope to see you there!
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    well... i think comprox got the point (and why are all crying how good those maps are, but when i release my map(ns_napo) no one cares.. i do something wrong) *a depresiv asraniel goes to bed*
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Ns_napo will run tonight also. Feel free to join us.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    OK, the first thing thats strikes you when you run this map is "OMG ITS FRIGGIN HUGE!!!!!!!!11 11! ! 111". That in itself is an appealing feature to me, becuase I like maps you can get lost in. It was however slightly annoying to navigate since half the doors seem to be locked, with no obvious way to open them. And there were some ladders in strange places indeed. This sort of navigational detail needs improvement.

    But the obvious turn-off with the map is the very basic lighting, texturing and general detail. The first of those two should be possible to improve as you work on it, but I think you will be hard-pressed to add as much detailing in this map as in many others, due to its sheer complexity even now (I think you mentioned hitting clipnode limits a while back). You will have to accept this a fact of your map, unless you drastically scale it down. However, the map could still look good if you give it really polished texturing and lighting. For example, use light_spots and the lightmap to create hiding places for skulks instead of physically modelling a niche. Make the best of the brushwork already in place. Another specific suggestion is to find a better rock texture. The one(s) you are using does not have much contrast, and this only accentuates the very simple brushwork in some of the areas.

    On the plus side, you have some interesting ideas, including the RR that leads directly into the marine start! This could be better implemented though, and some have already mentioned how the clip brush halfway across the room is weird.
    You have some good architecture in places, such as the seemingly endless maze of wide corridors. Give this place better lighting than the near-fullbright awfulness at present, and it could make for an ominous area to get lost in.
    Give the environment light a more interesting colour, such as orange. Maybe you will want to alter the sky textures slightly to match this.
    You also have some very cool effects. The animated infestation texture just rocks! It reminded me of parts of System Shock 2. I would probably 'borrow' those textures myself if I wasn't so near the texture limit in my map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . I also think your use of the NULL texture to create a deliberate HOM has potential. One thing though - put a black strip around the edge of the effect, so that the surrounding wall texture does not end up as part of the effect.

    In short, this map has potential, although there is still a long way to go. Also, be prepared to sacrifice some looks for the complexity of the map. IMO this is a fair trade, as long as the aliens still get their fair share of dark hiding places!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Thanks for following me through my map finding all locations with the "gullivers travel effect".
    While i did the basic room layout the back rooms began to grow in size at some point and just half of the rooms got this fied after i notiched that.
    Now i know every room, path,object and ladder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> that is overscaled and fix this next.
    The textures and details are poor because the layout is not final. I want to have every room the detail of Energy hive and that nice stairs.
  • UnknownheroUnknownhero Join Date: 2003-03-01 Member: 14186Members
    edited April 2003
    Ojji can you explain to me why I get a hl.exe error when i type sv_cheats 1 in console on your map? All I did was go to marine join team looked around and typed in that and it crashed once and again when i tried it after I restarted my comp.


    Once it crashes I have to restart to bring halflife up again.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I have a werid error when i join marines first (developwe mode sv_cheats 1) it crashes 100%, when i join aliens or spectator all is fine and i can join marines again.
    need to keep an eye on.
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