ns2_turtle - V1.0 Released
Evil_bOb1
Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
<div class="IPBDescription">beta Released - omega version WIP</div>
Updated Post. Current Release is beta 2.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
Version b2c1 is the latest version supplied by Koruyo. It is an updated version of b2 which fixes some gameplay issues. Link on this page and my signature will get you the latest file.
<!--colorc--></span><!--/colorc-->
<!--quoteo(post=0:date=:name=The Turtle Spacecraft)-->
<div class='quotetop'>QUOTE (The Turtle Spacecraft)</div>
<div class='quotemain'><!--quotec-->TSA Turtle, is a deepspace exploration spacecraft, a small ship designed for its inhabitants to be able to peacefully cruise around space, sampling minerals and charting unknown planets. Its thick structure, acting like the shell of a turtle, allows the ship to withstand the toughest environments. But the shell won't protect the crew members from an internal infestation.
A distress signal was received by the TSA from a distant sector beyond the border of colonized star systems. Turtle ships are expensive to manufacture due to their unique survival systems. The data they collect is an even more invaluable resource. It is essential that the TSA recovers Turtle_b2 from the infestation.
A TSA Arrow-Response Ship is now being dispatched and is expected to arrive shortly in Turtle_b2's sector.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=Gameplay)--><div class='quotetop'>QUOTE (Gameplay)</div><div class='quotemain'><!--quotec-->Turtle is a smaller, more maze-like map, divided into 7 main sectors, technical rooms and many access routes from sector to sector. It is very fast paced and action packed. Static spawns, 6 Tech points, 10 Resource points, 5 doors<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.duplexgaming.co.uk/downloads/maps/1/ns2_turtle/" target="_blank">Duplex Page</a>
<a href="http://www.duplexgaming.co.uk/downloads/download.php?f=ns2_turtle_b2c1full.zip" target="_blank">Direct Download v.b2c1</a>
<b>ns2_turtle</b>, Layout
<a href="http://dl.dropbox.com/u/42877240/mappics/tb28.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb28t.jpg" border="0" class="linked-image" /></a>
<b>Quarters</b>, Marine Spawn
<a href="http://dl.dropbox.com/u/42877240/mappics/tb21.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb21t.jpg" border="0" class="linked-image" /></a>
<b>Bridge</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb26.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb26t.jpg" border="0" class="linked-image" /></a>
<b>Hub</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb27.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb27t.jpg" border="0" class="linked-image" /></a>
<b>Cargo</b>, Alien Spawn
<a href="http://dl.dropbox.com/u/42877240/mappics/tb22.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb22t.jpg" border="0" class="linked-image" /></a>
<b>Engine</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb25.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb25t.jpg" border="0" class="linked-image" /></a>
<b>Reactor View</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb24.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb24t.jpg" border="0" class="linked-image" /></a>
<b>Loading</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb23.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb23t.jpg" border="0" class="linked-image" /></a>
Updated Post. Current Release is beta 2.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
Version b2c1 is the latest version supplied by Koruyo. It is an updated version of b2 which fixes some gameplay issues. Link on this page and my signature will get you the latest file.
<!--colorc--></span><!--/colorc-->
<!--quoteo(post=0:date=:name=The Turtle Spacecraft)-->
<div class='quotetop'>QUOTE (The Turtle Spacecraft)</div>
<div class='quotemain'><!--quotec-->TSA Turtle, is a deepspace exploration spacecraft, a small ship designed for its inhabitants to be able to peacefully cruise around space, sampling minerals and charting unknown planets. Its thick structure, acting like the shell of a turtle, allows the ship to withstand the toughest environments. But the shell won't protect the crew members from an internal infestation.
A distress signal was received by the TSA from a distant sector beyond the border of colonized star systems. Turtle ships are expensive to manufacture due to their unique survival systems. The data they collect is an even more invaluable resource. It is essential that the TSA recovers Turtle_b2 from the infestation.
A TSA Arrow-Response Ship is now being dispatched and is expected to arrive shortly in Turtle_b2's sector.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=Gameplay)--><div class='quotetop'>QUOTE (Gameplay)</div><div class='quotemain'><!--quotec-->Turtle is a smaller, more maze-like map, divided into 7 main sectors, technical rooms and many access routes from sector to sector. It is very fast paced and action packed. Static spawns, 6 Tech points, 10 Resource points, 5 doors<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.duplexgaming.co.uk/downloads/maps/1/ns2_turtle/" target="_blank">Duplex Page</a>
<a href="http://www.duplexgaming.co.uk/downloads/download.php?f=ns2_turtle_b2c1full.zip" target="_blank">Direct Download v.b2c1</a>
<b>ns2_turtle</b>, Layout
<a href="http://dl.dropbox.com/u/42877240/mappics/tb28.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb28t.jpg" border="0" class="linked-image" /></a>
<b>Quarters</b>, Marine Spawn
<a href="http://dl.dropbox.com/u/42877240/mappics/tb21.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb21t.jpg" border="0" class="linked-image" /></a>
<b>Bridge</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb26.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb26t.jpg" border="0" class="linked-image" /></a>
<b>Hub</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb27.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb27t.jpg" border="0" class="linked-image" /></a>
<b>Cargo</b>, Alien Spawn
<a href="http://dl.dropbox.com/u/42877240/mappics/tb22.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb22t.jpg" border="0" class="linked-image" /></a>
<b>Engine</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb25.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb25t.jpg" border="0" class="linked-image" /></a>
<b>Reactor View</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb24.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb24t.jpg" border="0" class="linked-image" /></a>
<b>Loading</b>
<a href="http://dl.dropbox.com/u/42877240/mappics/tb23.jpg" target="_blank"><img src="http://dl.dropbox.com/u/42877240/mappics/tb23t.jpg" border="0" class="linked-image" /></a>
Comments
I'll have a go and give my opinion of it when I've had a thorough look of it :)
Now we just need map rotation.
I'll be on in a few
First off I love your work, and I can't wait to play on it with 16 people.
I really like how you've incorporated levels and platforms into the map without obscuring the commanders view.
Alien start is perfect and can provide some amazing fade play.
However there's a rectangle right above the hive you forgot to hide.
<img src="http://img827.imageshack.us/img827/8678/2011101900005.jpg" border="0" class="linked-image" />
All drifters automically spawn here when created for some unknown reason.
<img src="http://img249.imageshack.us/img249/7118/2011101900004.jpg" border="0" class="linked-image" />
I'm really iffy on the resource areas, they're easy for sentries to defend thus making them great for adding challenging play (and prioritising organised attacks) in order to deal some damage to the Marine team.
It's ideal for resource nodes in the center of the map where there's much larger conflict and need for defence, but for further nodes I believe they should be given less map defence as they're easier to protect.
Starting res node should be put nearer to the command station area IMO.
<img src="http://img525.imageshack.us/img525/8263/2011101900006.jpg" border="0" class="linked-image" />
Power nodes.
I'm not really liking the thought of a double victory for the Kharaa, plus it seems laborious and time consuming for both teams to repair/destroy both frequently.
<img src="http://img197.imageshack.us/img197/1769/2011101900002q.jpg" border="0" class="linked-image" />
Really loving your lighting here, the contrast between light and dark is used really well in your map, and I'd love it if you contrast more colours for the beta.
<i><u><b>Niggles</b></u>
I noticed a lack of vents in your map.
Personally, nothing is more immersive and exciting for me than to be a skulk running through vents stalking or flanking marines.
I saw the tight corridors you made and tested them with the Onos, I could get through all of them (although this could change when the Onos is implemented) so you may want to take that into consideration.
</i>
I really like your work so far, and the thoughts above are only things that <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><u>I</u><!--colorc--></span><!--/colorc--> believe should be looked it.
Keep up the awesome work, can't wait for the beta :D
0. Of course I must of mist one...
1. This is a bug, I doesn't do that on my side, I'll try to figure it out.
2. Is that the first RT you get? That's a bug too, it shouldn't be that one but the one closest to the command center, as you would expect. I'll look into that.
3. We will see in play, I agree its an experiment with the lockable door next to it.... :)
4. Yeah I agree. I find it is a bit too bright. It is really tricky adjusting the lights but I know how I'm going to work it.
5. True, there is only one real vent on this map. The other one can be used by marines. Yet those tight corridors can be seen as big vents ;) I have checked with onos too. In the first design doc it is said onos can go through locked doors by ducking, and therefore they should be able to get anywhere. It was a design choice on my part to oblige the onos to duck a bit, especially when moving into a new areas.
Edit: Concerning 1. and 2. I have no idea for now. On my side it works.
I spawned inside this; unable to escape.
<img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/bad_spawn-1.jpg" border="0" class="linked-image" />
View from inside. Ah, the torture!
<img src="http://i1181.photobucket.com/albums/x437/Lo_Mein/bad_spawn-2.jpg" border="0" class="linked-image" />
Edit: I have fixed the bugs that have been brought up. I do not know about the drifter in the middle though and suspect it was related to the other issues. Could you tell me if you still have the problems?
<a href="http://dl.dropbox.com/u/42877240/ns2_turtle_alpha2.rar" target="_blank">ns2_turtle_alpha2</a>
*seeing an issue with alien start eggs, not spawning
added 2 bots to both sides, couldn't spawn as alien
As for the 'difficulties' in marine spawn, I would love to know how it works before making a change to it. To defend MS you have to consider the larger spaces with the corridors around it. I have tested it myself there are great spots for turrets and you can lock marine spawn down if you think about it. In case of a real hard pub-style turret lock down, well there still is that pesky vent for aliens (though same here, there are some good turret places to avoid too much harassment from there.)
When i did something to marine spawn I also did it to aliens but it is not as obvious. There are a bunch of corridors that can get you very close to Main hive as well, in other words lots of opportunities for marines to harass aliens too. :p
The difficulty I guess is balancing defense and offense. Marines won't want to leave MS unless there is some sort of defense there or some staying behind.
-Fixed alien spawn issue, drifter issues. Slight charges to Alien Spawn in relation to these problems.
-Fixed a few CommanderInvisible issues, commander alpha issues,
-General Rework of lighting, more contrast, less lights, more homogeneous.
-Added Readyroom making it feature complete!
Hope we can game this now! :p
Alien spawn hive with eggs :p
<a href="http://s2.postimage.org/6iag4h6d3/hive.jpg" target="_blank">b1-hive</a>
*downloading*
Edit: Great job mattie, really love those dark corridors!
The skybox might be a a tad too purple though ?
Thanks to everyone who has come take the time to check it out.
<a href="http://s2.postimage.org/qg93vra8p/miniup.jpg" target="_blank">b1-minimap</a>
As the map file is the same, just re-download the file and overwrite.
i say try to remove a bunch of the props and make sure lighting is sufficient.
also there is not much space between rooms try making longer hallways and having more clearly marked doors/entryways as the map is some what confusing and maze like.
i say try to remove a bunch of the props and make sure lighting is sufficient.
also there is not much space between rooms try making longer hallways and having more clearly marked doors/entryways as the map is some what confusing and maze like.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is somewhat my intention, but i don't want it to be confusing. I am making it clearer.
Thanks. :D
<!--quoteo(post=1881572:date=Oct 24 2011, 04:27 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 24 2011, 04:27 AM) <a href="index.php?act=findpost&pid=1881572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sweet! Time to kill another hour checking out your map. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks that comment just went to straight to my heart! Please don't hesitate to post pics of your time killing :D
While Turtle has some really great ideas (using containers to create a second level, and dividing large rooms with large props, to name a few), the visual clutter and overuse of darkness aren't
very suitable for NS2 IMO.
From a player's perspective, fighting can already be pretty stressful. Forcing players to navigate a maze in the dark in a heavily combat oriented game like NS2 makes gameplay frustrating.
ns2_turtle_b1 is hosted on the Frelge server for some time. Come have a game and most importantly come to have some fun!