co_twither_beta
A re-work of my original combat map co_Twither_r for NS1. The level is 100% playable, but is in beta. Much testing is needed and there are only a few spots where detail is needed.
Take a look, let me know what you think, rate/subscribe
http://steamcommunity.com/sharedfiles/filedetails/?id=150129488&searchtext=twither
Take a look, let me know what you think, rate/subscribe
http://steamcommunity.com/sharedfiles/filedetails/?id=150129488&searchtext=twither
Comments
The map is well done and looks great, just need some small tweaks. Great job so far!
edit: I also remember something about not being able to change the level filename in the future - away from 'beta'. It causes issues in the workshop. It's best to republish with no '_beta'
As for the locations, I did add them to the map but I think i hid the visgroup, so I'll look into that.
The dark area in the marine spawn is intentional (i was pushed to release the map as I have been developing it wayyyy too long, I will add detail in an update for sure =D)
Excellent work on the feedback sir, I will update tomorrow evening.
locations - hidden or not, if they exist they will work. Make sure the location name is set to show on minimap?
Feel free to add me on steam and let me know if you have any questions. For an early version it looks great!
I tested with one other player and you do no damage to players or structures. It also spams the time to overtime message a million times.
Your locations are unnamed, though I don't know if that would have any odd effect. I think I've seen maps without named locations before, though those might've simply not displayed their names.
Unrelated to your game breaking issues, I'm staggered by how many light entities I see. I think there's room for optimization here.
If you join a game before start this is the default - tech points are invulnerable and do slow damage if you're close. Type cheats_1 into console and it will start the game without any other players.
I agree the optimization does need to be done. That is a work in progress, and I am still optimizing the occlusion at marine spawn and working on a few lighting fixes here and there
Error: No shader specified for material 'models/.material
You also get this error constantly if you open up Output in the editor.
Somewhere in your map is a prop_static pointing to a material file, I guess? The real problem is how to fix it... how do you find the right bad prop_static among your thousands of models. But maybe we won't have to if the prop is not near the rest of the map.
Yup, that fixed it: Go to top view - drag around map and select everything. Paste into a New File. Save over the original (create a backup?). Test with cheats and shoot your own building. It works.
http://steamcommunity.com/sharedfiles/filedetails/?id=151879119
http://steamcommunity.com/sharedfiles/filedetails/?id=151879007
Few screenshots of the new marine hallway (replaces the dark placeholder, and also the reactor room)
All that is left is optimization and balancing.
Here are a few screenshots of what I just finished.
This replaces the marine "placeholder" hallway, and reactor core.
tell me when you're map is ready i will put it on my server
http://steamcommunity.com/groups/MrPs1
Please also place the modid in the description so that server operators can actually install it.
map is on the server
server# ip: 62.65.106.53:27050
@=Mr.P= thanks man
Honestly, I would shorten the length of some of the areas just outside marine start by like 5ft on each side just to tuck those massive open areas in more and possibly make the north route more naturally accessible as everyone appears to go south most of the time. However, there is no major issues with the map balance as it is right now from what I can tell so doing that might be more work than it would be worth.
Thanks for making such a great map!
One idea I did have in mind was possibly adding a room that redirects your route right before the coolant bay, that way it will balance out both routes and take just as long to get to each others bases.
I did test the times between each route, and the South route is faster by a good 30-45 seconds (which is a considerable amount of time). This room I am designing is going to cut that to a time of within 3-5 seconds, which is a significant change
Another idea was moving around the command station inside marine spawn, allowing for a more natural flow to both corridors.
Without severely changing the layout of the map, a solution has been come to.
I put up a glass barricade around the backside of the Hive to force exo-suits and grenade lobbing marines to move into harms way in order to attack the hive.
This will allow for more balanced gameplay.
Currently in the works:
More vents on alien-side coolant bay and atrium
Always optimizing the map
Working on a re-direction room right before the coolant bay to increase base-race times.
Edit:
Please keep in mind that the cosmetic of this wall is temporary, and a more appropriate themed and detailed wall will be placed in the future.
Something like a 30-40 degree slope should do the trick.