Ns_commandmissile

LoodichLoodich Join Date: 2003-07-16 Member: 18201Members
this map is a bit like missilecommand, except opposite, so...i called it commandmissile
marines start on top and aliens start on bottom
its not as blocky as missile command was though, i gave it kind of a theme, building top, building, surface level and hive cave
its been tested at G4B2S server and most of em liked it...
pics cant really say much cause all it is, is those 4 things up there, but heres some pics
<a href='http://www.guns4back2school.com/loodich/ns_commandmissile.htm' target='_blank'>http://www.guns4back2school.com/loodich/ns...mandmissile.htm</a>

and heres the d/l URL

<a href='http://www.guns4back2school.com/loodich/ns_commandmissile1.zip' target='_blank'>http://www.guns4back2school.com/loodich/ns...andmissile1.zip</a>

hope you enjoy

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    This looks very interesting, although I don't know how the Lerk/skybox will feel. Will give it a try though, just because of the feeling alone. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Woah. Looks <i>infinitely better</i> than ns_missilecommand. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Dunno about gameplay, I'm always wary of "weird" maps like this one that don't follow the NS mapping guidelines, but it sure looks interesting. Seems like skulks should have no problem climbing that tower, and they can duck into one of those alcoves if someone starts shooting at them... I will definitely say it's the most visually appealing gimick map I've seen for NS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <span style='font-size:8pt;line-height:100%'>Maybe you could tone down the colored lights a bit...? This ain't Stroggos, y'know. As depicted by a newbie Quake mapper. With red goggles on. And bleeding eyes. At Christmas-time.</span>
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    edited July 2003
    Screw the mapping guidelines. Make this one official.

    The red lighting fits the sky, and I don't think it should be altered...well, not a lot at least.
    I really like the fact that you can see the readyroom from within the map.
    Hope expoiting won't be a problem. Wouldn't want to see a gorge in the readyroom...

    This has to be the best looking funmap released so far, and I doubt it will be superceeded in any near future.
    (Ok, I know I can't spell superceeded, but whatever, you get what I mean, right?)

    Would love to see more funmaps like this one.

    [edit]

    It ain't stroggos? Well, we don't know that, now do we? There is no story yet...
    *runs off looking for a bfg*
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Looks worth a try...
    *tries*
  • advionadvion Join Date: 2003-06-12 Member: 17295Members
    edited July 2003
    Lood,

    I think you should make the enterance to the alien hive area more complex. That way its not as easy to nade it, because it currently gets whored by naders. Make it turn a few times, give it a longer hallway or something.


    (triath)
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    wow that map looks awesome you'll be sure to see it on 207.44.194.115 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    Ok, that map has a stale mate FOREVER people where playing the map from 12:30 pm to 5:sumthing pm and then the server FINALY crashed! ....I came in and commd, put up some spawns, turrets, and such then i had to go. I came back latter and most of those same turrets i put down like 4 hours ago where still there!!! That has got to be the longest stalemate EVER! I bet if the server didn't crash it would have gone on forever! lol

    I suggest you add a hint brush like this on the tower near the top that stretches from sky brush to sky brush... i'll try to explain it in teh text
    __________
    | |
    |------<u>---</u>-----| <--hint brush
    | |_<u>B</u>| |
    | | | |
    | | | A |
    | | | |
    | | | |
    | | | |
    |___|__|___|
    HIVES
    /me hopes it looks correct in forums!

    Well i suggest u raise the wall a bit to do this. Add the hint thingy right on the top of teh tower and stretching out to the skies. This will make it so player A can't see player B, unless he is above the line. So everything inside that little dip at the top in the tower will not be seen from A's view.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Wow, that's a nice looking map.

    Wow, that's a seriously tall tower.

    I did notice a couple of things though. If you look down from the top of the tower you get faces errors like crasy, because of how much you can see. Maybe you should simply the terrain around the tower just a little. I didn't look at r_speeds at all. Speaking of how tall the thing is, if you jump of the top and fall all the way down you'll hit the velocity cap before you hit the bottom. Also, if you're at the bottom of the tower looking up the elevator is invisible when it's at the top, maybe you should increase the cull distance a bit so that that doesn't happen. It wouldn't affect much else because of how open the level is already. Speaking of e elevator, that elevator really moves. 900 is very fast. Maybe even too fast, HL doesn't like things moving fast. The error is easy to demonstrate. Simply jump while you're in the elevator. If the elevator is going up you'll fall out the bottom, If the elevator is going down you'll 'fall' out the top.

    Not to sound like I'm bashing it, It looks good, I can't wait to play it for real.

    Gopederick : If you put your artwork in as [CODE] bracketing it will preserve the spacing so that it looks correct. However, what you suggested wouldn't make a lot of difference anyway.
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    Shadowics: Ok thx didn't think of that. ...Why wouldn't it help out alot? I (with my gf4) noticed it was a little hard to get back up the tower with a jet pack. The hint would make it so the player wouldn't see teh res nods and res towers and wut ever else is in teh little dig in on the top of the tower. I beleive there are 8 res nodes, + 1 comm chair. That alone is -4000 epoly for teh player. That just might help out a bit eh?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I, with my ATI Rage LT, would find it quite impossible to make any sort of progress up that tower as a marine, except for the elevator. However, this has little to do with the eploys.

    1) Eploys are rendered differently then wpolys, so epolys have very little effect on your framerates. 4000 eploys could be considered roughty equivalent to maybe 100 wpolys.

    2) The hint brush would spilt all the wpolys of everything at that lip height, all the crates and the pillars, which would increase wpolys for everyone, on top and at the bottom of the tower. This could conceivably make it worse than it was to begin with.

    3) Because of the entity culling, all the res nodes and whatnot aren't drawn at all untill you're half way up anyway. As I mentioned the elevator isn't even visible from the ground, and that's large brush based entity.
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    great work dude nice mappage!
  • gooseticklergoosetickler Join Date: 2002-05-14 Member: 615Members
    looks pretty interesting, cant wait to try it out, is it still running on G4b2s?
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I haven't tried the map out yet... But I've looked at the screenshots again. They remind me of the elevator to hell. Great feeling! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LoodichLoodich Join Date: 2003-07-16 Member: 18201Members
    thnx guys
    and if you can, give me some pointers on how i can change the map a bit for the better, i think i got it pretty much set, im gonna lower the elevator speed from 900 to bout...600?, maybe 500
    lower the sky a bit, cause lerks disappear when they are high enough,
    i was asked by a few to put a button for the elevator on the marine side...dunno if i want to, most people also dont know that the commander can raise the elevator for em, and, anyone know why people keep getting stuck on the top? is it cause of the high speed?
    and im gonna add the marine res node that i accidentally deleted and didnt realize till after the compile

    its played on g4b2s still, upon request, i dont think its gotten into the map rotation yet but its usually a full server when its up
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    at last!
    a fun map that doesnt look like a cardboard box!

    not too sure about the size though. Looks huge
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    I edited it to start with 2 hives, this will hopefully help the stalemate... even if it's only in the favor of teh aliens. I also change the speed of teh elevator to 384, it was 900. I would get stuck 1/10 times useing the ele.
  • LoodichLoodich Join Date: 2003-07-16 Member: 18201Members
    with a server mod? id like to try it out w/ the slower elevator, see how it is, but i dont care about it starting w/ 2 hives
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    It's fairly simple to manual edit the bsp file. That's how I found out the speed of the elevator was 900. I would try something like 600 for the speed of the elevator, and try making the brushes for the ceiling and the floor a little thicker. The reason people would get stuck is because of how fast it was moving, I'm not exactly sure how fast is too fast, or if making it a func_train or something instead of a func_door would help at all.
  • LoodichLoodich Join Date: 2003-07-16 Member: 18201Members
    shh, dont let em know its a func door
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    nub!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> j/p ...I tried 512 at first, but that was still to fast so i went with 384 and it's still pretty fast (takes 4 secs to get up) and a bit choppy when going up but at least you don't get stuck any more. Great map man we finaly one as marine for teh first time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and it wasn't a rush win either! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

    Just one problem, as far as i kno this has only happened to me randomly 3 times so far. I freeze when I'm in the comm chair and i have to hit teh reset button. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Marines should always win. All you gotta do is tf base, upgrade to siege, then spam sieges on the ground and have marines with jetpacks fly down and build them before the aliens get a chance to take them out. It requires a spotter, but its not that hard to pull off. Now how was there a stalemate lasting that long....?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    thisd map reminds me of that Unreal torny map morpheus <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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