Ns_marcopolo Or Something Like That

LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
<div class="IPBDescription">Screens, Beta-Download (as co_) ...</div> Well, I am working on a Natural-Selection-Map (wow!), and almost reached like 25% of the whole thing (Weee!)

Because I've already posted my Map on NS-Central, I finally decided to post it here too, to get some Feedback and suggestions. Many of my internetfirends (on IRC and such) already gave me their opinion and tested the Map (the Beta) several times with me.

The NS-Central-Entry: <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=381' target='_blank'><b>co_eternal on nscentral</b></a>

Well, Short description of what I'm done till now:
- almost finished the Marine-Spawn.
- almost finished the first Hive.
- two and a half way to the first hive from the marine-spawn, each takes more than 30 seconds
- basic lighting everywhere is finished, detailed lighting in some places done (Hive, Marinespawn, some hallways)
- added detailtexture-support (O____o)

By now, you see, I have finished the Marinespawn and one Hive, includimng some ways connecting them.
Therefore i decided to compile current public versions as Combatmode-Map, though gameplay is expectable unbalanced ... remember: this will be a ns_classic map when finished <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

You can directly download the most recent build from <a href='http://www.leprau.de/co_eternal.zip' target='_blank'>www.leprau.de/co_eternal.zip</a>
I named the combat version after a Clan I was in some time ago. I am thinking of a more suitable name for a spaceship, currently I stick to "Marco Polo".

If you are not going to visit my NSCentral-Entry, you can hve some pics right now:
(may not be from the most recent build)

Marinespawn:
<img src='http://mapping.leprau.de/maps/ns/map01.jpg' border='0' alt='user posted image' />

The Ventilation Hive:
<img src='http://mapping.leprau.de/maps/ns/ns10.jpg' border='0' alt='user posted image' />

Plasma Flow Control:
<img src='http://mapping.leprau.de/maps/ns/map06.jpg' border='0' alt='user posted image' />

Cargo Bay A - Bio Dome
<img src='http://mapping.leprau.de/maps/ns/map05.jpg' border='0' alt='user posted image' />

Concept, white marked Area is included in the co_ build <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<img src='http://mapping.leprau.de/maps/ns/ns09.jpg' border='0' alt='user posted image' />

The Layout has changed quite a bit, but the basics are the same

Ok, and now: KILL ME!

Or just tell me your opinion, especially when you've downloaded and loaded the map

PS: any mistakes are coincidentallalalaly as I am native german ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    nice mapp, like the first pic, and i like bio doom thingy
    hive r looking good to but it feels kinda empty
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    What did you use to make that layout?
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    I build the Layout ion Hammer, with different heights, and ripped the Topview (with Printscreen) ... and colored it with paint <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    About the Hive: well, I will see if I can add some detail, what would you suggest? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Lighting is a bit bland in marine start.

    Looks good though.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    I like the little area for the CC. It's cute. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    LePrau, how about a pipe or sumthin in the middel ? maybe some water ?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    im loving the blue lights on the marine start ramp.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    I like the idea of taking out a section of a NS map to make a combat map...

    Is the combat map going to look different from the NS map? Like the combat map could be more grungy, with more flickering lights, damaged panels, sealed passageways, etc...
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    No, it is just compiled as combat map as I have only one hive completed by now ... so it is not "a combat map taken from a ns_map" but "a combat map that will be extended to a ns_map".

    In fact, the co_ version will not survive the next Hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    It was just to get some people play the map, but it worked well, and I hope some more take a look at the map and make suggestions. I will release a new public compile (no co_ anymore i guess) with the second hive.

    If you rename the map to ns_<chose_a_name>.bsp, you can enter the commandermode and you wil lsee, I already optimized the top-down-view. Almost every piece of ground can be selected easily and the w_polys never get over 1000.
    In fact, they stay below 700 for most areas, and only in one place they get up to 960. (Thats for commandermode, not "normal" playermode!)

    For players, the speeds are almost everywhere below 600 ... as requested by the guidelines.

    Want to have some Opinions on ingame-Stuff that you like and that you don't ... a mapper depends on these opinions to make a great map ... so help me out
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Basic design of the Mess Hall is complete, I am experimenting with the light.

    One Meteor crashed into the ship and reached the Mess Hall:
    <img src='http://mapping.leprau.de/maps/ns/ns13.jpg' border='0' alt='user posted image' />


    Here again the Mess Hall, from a different angle:
    <img src='http://mapping.leprau.de/maps/ns/ns14.jpg' border='0' alt='user posted image' />

    I also added some more Detail to the Hive:
    <img src='http://mapping.leprau.de/maps/ns/ns10.jpg' border='0' alt='user posted image' />

    Better now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    PS: Mess Hall and such won't be downloadable until I've finished the second hive for ns_ testing
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Ok, almost reached the second hive ... and added another crashsite from the same meteor ...

    A corner near the new hive, upper way leads to Mess Hall and Plasma Flow Control (which will most likely be renamed)
    <img src='http://mapping.leprau.de/maps/ns/ns15.jpg' border='0' alt='user posted image' />


    The loop, to the right from the previous picture. Will be the "new" Plasma Flow Control, this is the Siege-Area for the second hive. to the right we can see the meteor and some of teh damage it has done to the pooooor starship
    The crunched door will be open in the near future, leading to cargo bay B, also demolished by the meteor.
    You see, it's quite a big one
    <img src='http://mapping.leprau.de/maps/ns/ns16.jpg' border='0' alt='user posted image' />

    As soon as i have the second Hive and two additional ways (one to the marine-spawn...) up, I will release a ns_ version, for alpha-playtests <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    edited March 2004
    Ok, by now I have the basics of the second Hive finished, and tweaked some lighting issues ... the area around the second Hive (and the Hive itself) is extremely WIP ... expect to be a lot of changes 'round there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    As I don't want to distract you, I won't post images of the second Hive, just take those shots in this thread, and the build33.

    I've put together a zip-file containing almost anything you may want to have to judge about the map:

    The map itself (ns_marco033.bsp) with Wadfile (ns_marcopolo.wad), Minimap and *eyecandy* <b>Detailtextures</b> for ~ 70% of all used textures. All zipped, ncluding folder-hierachy. Just unzip to your Natural-Selection.Folder.


    <b><a href='http://www.leprau.de/build33.zip' target='_blank'>Download the build33 here! (1,7mb zipfile)</a></b>

    Please note: There is only one main route to the second Hive, therefore playtests cannot be done yet ;'(

    I'll have another route up soon, anyway. In fact I just wanted you to have something to look at. Maybe you have some sugestions for any part of the map?

    Some additional info for future development:
    - Observation Lounge will get more details, lighting will be improved, imagine glass within the empty slots in front of the ship
    - r_speeds will be optimized (as player you get up to 850 in some places, even though they are below 650 almost everywhere. As com you get up to 1300, that'll be less in the future, no optimization in the new parts of the map yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    - some detailtextures dont fit exactly to their applied texture
    - readyroom is *ugly*, but check the guidlines: readyroom in the end ... so it is just temporarily

    Anything else that comes up to your mind while checking out the map can be posted in here, I would really appreciate any feedback, positive or negative so I can improve the map.

    Thank you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    That impact site is very nice. The damge seemed to bend the metal just like it should, oh did I ever mention that I like broken areas in maps.
    I also got inspired by that detail texture thread to probably add detail or modified textures to my map and I see you're also under influence <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    screenshot "ns15" (the floor texture) Did you do that with detail or an texture edit?
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    edited March 2004
    Thats, in fact, a detailtexture. You are free to use it for your own map. It is included in the download <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    And thanks, I'm happy that you like the crash-site ... had been hard work though O_o
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    edited March 2004
    Ok, two new pictures, both of the new, second hive:

    <img src='http://mapping.leprau.de/maps/ns/ns17.jpg' border='0' alt='user posted image' />

    <img src='http://mapping.leprau.de/maps/ns/ns18.jpg' border='0' alt='user posted image' />

    Th eHive is still WIP, there will come some more details and such, I think I will change the lighting a little, but in general, that's the hives layout <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    (you can also see both entrances on the minimap in the corner)

    I am just too lazy now to get the compiled version online, but there still is only one route to the Hive, therefore playtests would be rather annoying. Hope I'll have a second route from MS to observation hive done tilll sunday .. for that great "Mappers Server" idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    [edit]
    ... as this is the first post on the second page ... I'll post another pic, the "siege loop" just before the Observation Lounge hive. So you can see the hive will improve a little <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <img src='http://mapping.leprau.de/maps/ns/ns19.jpg' border='0' alt='user posted image' />
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I can see that hive dipping through the floor, and I have a suggestion to fix that. There is a texture that is a black grid, that is infested, with a hole in it. It has func_ properties, and has some blue areas on it.

    If you can find out the texture I'm talking about, you can align it with the bottem of the hive so it doesnt look bad dipping in there. I'll draw a crude paint picture of the texture to assit you here...
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    edited March 2004
    He means this texture (see attachment):

    -EDIT-

    At least I think he does <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . The name of it is: {alien_techflr3 .
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Thanks for the suggestion, but in fact I just thought about putting the hive a little higher <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    But I will try the new idea, and look if it works out well.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited March 2004
    Looks nice, but I suggest you change the diamond floor pattern for the upper platform (the areas around the bridge thingy)

    Right now they sort of look inconsistent with the wall, if you understand what I mean <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> They look rather bad with the walls....

    But if it's for some new texture you plan on using, discard what I'm saying, because your map concept is interesting and it looks rather good ATM.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    INFEST that last hive, d00d! INFEST! INFEST!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Yes, I'll infest it a little more in the future ... for now, I've added two new routes, one to the mess hall and the other directly to the siegeloop .. .means: both give access to the second hive, from marine spawn. All routes to hives take between 35 and 40 seconds by foot, therefore i hope a little gameplaytest is already possible.

    You can download the buil35 here:

    <a href='http://www.leprau.de/build35.zip' target='_blank'>http://www.leprau.de/build35.zip</a>

    Hope you enjoy it <!--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
    <!--QuoteBegin-Ha.ze+Mar 20 2004, 04:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Mar 20 2004, 04:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can see that hive dipping through the floor, and I have a suggestion to fix that. There is a texture that is a black grid, that is infested, with a hole in it. It has func_ properties, and has some blue areas on it.

    If you can find out the texture I'm talking about, you can align it with the bottem of the hive so it doesnt look bad dipping in there. I'll draw a crude paint picture of the texture to assit you here... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or you can just move the hive up a bit :\
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Ok, here's that brush clipping I told ya about in IRC:
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