ns_lost release
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
I've been working on this map in one form or another since March of 2002. It's been a blast, and it's finally done to the point where I can release it. It is, by no means, perfect. I'm sure there are things that could be fixed, but I'm pretty sure I've got all the big, game breaking bugs (and there were quite a bit of them that cropped up during testing).
<a href='http://www.bol.ucla.edu/~mrolek/ns_lost.zip' target='_blank'>ns_lost.zip</a> (just extract it right into your ns/ folder) (and yes, it is only about 1.5MB) <span style='color:red'><b>If you have previously downloaded the map, please download the updated version if you run a server or wish to play the map on a server</span></b>
By the way, I'd say a reccommended player limit of 10-16 on this map. It can get be a little small.
Now, in an attempt to convince as many of you to download this map as possible, some teaser shots:
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo1.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo2.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo3.jpg' border='0' alt='user posted image'>
<a href='http://www.bol.ucla.edu/~mrolek/ns_lost.zip' target='_blank'>ns_lost.zip</a> (just extract it right into your ns/ folder) (and yes, it is only about 1.5MB) <span style='color:red'><b>If you have previously downloaded the map, please download the updated version if you run a server or wish to play the map on a server</span></b>
By the way, I'd say a reccommended player limit of 10-16 on this map. It can get be a little small.
Now, in an attempt to convince as many of you to download this map as possible, some teaser shots:
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo1.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo2.jpg' border='0' alt='user posted image'>
<img src='http://www.bol.ucla.edu/~mrolek/lostpromo3.jpg' border='0' alt='user posted image'>
Comments
Okay, I apologize for that oversight, but I have now updated the .bsp with a new culldistance. Entities won't dissapear if they're very far away now. If the eleveator still dissappears, meh. It's not going to make or break the gameplay. But not being able to see the hives would. Okay. argh.
<span style='color:red'><span style='font-size:12pt;line-height:100%'><b>The original .zip has been updated. If you have already downloaded the map and wish to play on servers, or have already uploaded it to your server, please redownload this <a href='http://www.bol.ucla.edu/~mrolek/ns_lost.zip' target='_blank'>new one.</b></a></span></span>
Again, I apologize folks. I didn't want to have to put out another version because of the confusion it would cause, but this change is most definitely warranted.
<img src='http://www.bol.ucla.edu/~mrolek/lostoverview.jpg' border='0' alt='user posted image'>
Questions, comments, praise, and criticism are appreciated. Keep in mind, however, that unless there is some major problem that just cropped up in this last build, this is the final public release. Of course, if the map is included in 1.1 (here's hoping), it may be updated then.
Looks awesome, Greedo! Can't wait to play it now...
i'll get back to you when i've checked ti out <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
/me downloads
I've updated the layout above with the weldable locations.
Excellent, excellent looking map. I don't know how balanced it is, but good lord, the looks are fantastic and the layout is really good too.
My only minor quibbles after a short run thru: Skulks make a ton of noise moving thru some of those vents, loud loud metal duct noise. Also some rooms have illogical names... the name is not readily apparent to your surroundings because you just ran thru 2 rooms that had the exact same textures but had different names. (I think the coolant control or something was the primary one i remember)
Overall fantastic looking map.
/me downloads
1. great looking map aint downloaded it yet but gonna swn....very swn.......your all probably wondering why i havent started it yet.......
2. Kinda reminds me of ns_Nothing could be coz ive been up almost 24 hours and im starting to hear my name being called......strange
n e way from the pics it looks pretty good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
gj
Btw what was topdowncull and what did you change it to (my guess is it was 512 to start with, or maybe 768)
::commander:: *Fire At will!*
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edit: sigh...so many typ0s. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<a href='http://www.doombrigade.com/files/ns_lost.zip' target='_blank'>http://www.doombrigade.com/files/ns_lost.zip</a>
It looks good from what I can tell, but I have not played it yet.
I did, unfortunately, have one visual glitch crop up -- I'm assuming that the elevator to Equilibrium Regulation is meant to be broken and stutter at the bottom when the button is pressed. Unfortunately, it looks like the elevator is actually disappearing into the floor below itself for a few seconds when the button is pressed. I've recorded a demo of the glitch and am attaching it to this post.
There was also a spot where I'd recommend some invisible stairs or a func_illusionary instead of solid geometry -- at the bottom of the ladder in the Alpha Continuum hive that leads to a resource nozzle, there is some infestation on the floor that is at a very steep angle--when I was walking around as a marine, I was tripped up by this a bit, slowing me down signifcantly--it took a few tries to get across cleanly. It's the sort of spot that makes people yell at the map while they're under fire and trying to move <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
Since the problem is on the floor, this is one of the few times that using clip brushes won't hurt skulks, and if you construct some invisible steps for people to move up (rather than the single steep plane of the existing brushwork), the physics engine will be much friendlier to players walking across it. The alternate way to make movement easier would be to make the infestation illusionary, but I think it's sufficiently thick that this wouldn't work well--it'd be too noticible on small aliens as they get half swallowed up.
I do, by the way, heartily applaud the fact that the infestation is growing away from the floor and walls--it's much more immersive that way vs. a simple retexture job, and the latter method is a pet peeve of mine. Even though it may seem I'm harping in this post, I really do like the way the map turned out--I'd just like to advise about a few rough edges <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
/me downloads.