Looks great!!!! I love the second screenshot, nice nice nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I posted a long article/thread about what causes dissappearing entities, I don't have the link handy maybe someone can dig it out, because you need to apply it to this map and re-release it before it spreads too far as it is.
<!--QuoteBegin--Mr. Bitterness+Jan 27 2003, 11:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr. Bitterness @ Jan 27 2003, 11:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing I noticed, in the third pic in your teasers, skulks can get to the bottom of that room and not die. You probably already know this though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Make sure the game has started, because there won't be any damage until then.
As for the dissapearing elevator, I simply cannot reproduce it on my end. I have no idea what's causing it, or how to fix it. I'll check what you've written about it, req, but if anything this will only be a fix for when 1.1 testing rolls around.
I don't like the shape of those screenshots! They're messing with my eyes <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> !
Greedo I KNOW what causes it, I griped and bitched about this even in the NS mapping channel where you're a moderator, for weeks. I finally FINALLY figured it out on my own, and flayra acknowledged it:
info_mapinfo has Topdownculldistance (formula for visible entities is 2.1*topdownculldistance) if you have yours set to a variable that doesn't quite fit this formula (i.e. you have a room 2000 units wide, but your topdownculldistance is only 512 and therefore 512*2.1 = something like 1050 you'll only be able to see half the room (entitywise) at a time.
This is EXTREMELY FRUSTRATING for mappers, because most of us who map do not update our computers with the server patch (which is where he implemented 2.1*topdownculldistance after 1.0)
Greedo this affects your ENTIRE map, not just the elevator, and renders the map currently almost unplayable because in the larger hive areas you cannot see buildings all the way across the room.
alright some areas need some feeling, some areas just feel weird, but the map is kool, I'd personaly prefer something other then white light... maybe more blue ... and the brush work is solid really feels closeing in around you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> good job overall!
although it was said I do think this needs some sort of music playing.
Requiem: I'll increase the value for any updates to the map during 1.1 playtesting, but it's too late now to release <i>another</i> build without causing too much confusion. This wasn't actually meant to be a public beta test. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Im really sorry to say this but.. everytime i try to load it.. plain crash to desktop <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I start NS with a shortcut (only with -console), go in multiplayer --> LAN and select the map, crash. I also tried by loading another map before, then switching to your map via the console, same thing happens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I tried both versions, i also checked the directory structure that is good. I have no problem like that with any other map even custom ones.
System specs: OS: Windows XP Pro +sp1 CPU: AMD Athlon XP 1800Mhz 0.13micron MB: ECS K7S5A RAM: 128Mo sdram 133 GFX: Voodoo3 16M Sound: MB-Integrated C-Media thingie
What else humm.. i use DirectX 8.1 and HL is running in OpenGL mode, the system is very stable and i can run all NS maps with 72fps in 800*600.
I really liked the screenshots (escpecially the ones with the windows) and wanted to check it out in-game, but no luck so far. Just so you know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I know that ChromeAngel said HL would crash when he joined teams in one of the beta versions, but other than that (which I was unable to reproduce or confirm), this is the first I've heard of my map causing someone's system to crash.
Does it give you any specific error message? Because the only things I know of that would crash would be a missing file (the only files not in the NS v1.0 download that I use are the minimap, skyfiles, and wad, but only the wad would cause a crash and all of those are in the zip), maybe an incompatible sound file (again, they're all already in NS or HL's pak0.pak), too many textures (I used less than a lot of official maps)...
I think honestly your map is lacking in mood, as other say it just needs some ambient sounds. More creeking, pipes, water sounds, ext... I was dissapointed when I heard no sound coming from the leaking pipes in the hive.
Attention all server ops: If you've added my map to your server rotation, please post the IP here! I'd love to be able to hop into a game sometime in the future, and I know a bunch of other people would, too, but I've so far been entirely unable to find my map on any servers. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I know a couple people have told me that they've got it on their server, but I forgot to ask for the IP, and they never told me! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
It is not in the rotation but it is installed. An admin [MBA] can run the map if you ask nicely. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
played this map with 3-10 ppl. small player count at the beginning: 2 aliens owned 3 marines. Marines Quickly explored the whole map and knew were everything is. -> at the beginning this was just a Base to base fight because noone really wants to explore anything while your base is attacked. Aliens Quickly build one offense at each build res and build hive. Marine Base was worse defended than Alien base -> aliens did way more base damage and slowed marines down. (marine base looks dificult to defend) Marines Counter was building Res towers all over the map giving them HMG and phases to bring aliens In trouble for a short time. 2nd hive up marine had phase in 3rd, but not more, because they lost their res towers to fast. final exciting fight for aliens holding the 3rd hive.
I had a lack of orientation on this map because many hallways do not look different from each other.
ollij: In a bigger game than 5ppl the marines wuld be able to buld together quickly. And having the cc up high and enclosed helps the marines defend easier.
207.106.87.43:27015 - Basespace Test server, should be 24/7 Lost for a while (though server crashed just a short while ago <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) 128.194.11.209:27015 - Now We Donce, has it on the server, not sure if it's in rotation or not.
I've found a couple of nitpicks about the map, the vanishing elevator thing has been covered, but the Cargo Bay Delta hive has some of the room blocked off from the commander because of the skylight. I found that I couldn't place structures in places where the skylight beams were between my viewpoint and the floor. The weld point that closes the vent by the hive resource has no graphical indication that anything has happened when the weld is complete, the vent simply becomes impassible. The bar across the vent is visible even when unwelded, I don't know if that was intentional or not.
I also really liked the bright blue sky through the windows in earlier builds, and was sorry to see it go. The space view is nifty, though, so thumbs up on that account. The weld point to make the elevator function is a great use of welding, I hope more maps follow suit. All in all, I thought Lost was an excellent map, very cleverly laid out to make navigation fairly intuitive.
<!--QuoteBegin--Kitsune+Jan 29 2003, 01:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kitsune @ Jan 29 2003, 01:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I also really liked the bright blue sky through the windows in earlier builds, and was sorry to see it go. The space view is nifty, though, so thumbs up on that account. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The skymap hasn't changed since May, and the big blue lighting is still there like its always been. <u>Oo</u>
And I couldn't get the weldable to render transparent no matter what I did, so I gave up and left it as it was for the time being.
Uh, oops. I'd been running the map with the .wad file from the release 16 version of the map, so the game must not have put the sky texture on top of the blue backlight. Whenever I saw a window or skylight, it looked light a bright, sunny day outside. Which I thought was a great contrast, being able to see a pleasant day through windows while being trapped inside a hellish metal prison. But it seems that what I'd thought was intentional was just a missing texture. So disregard that whole sky comment. Especially since a bright sunny day is a little odd on a space station. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Okay it works in Direct3d!! so at least i can give you feedback; it also means this isnt a problem with missing files or something like that. In OpenGL; no specific error message, just plain crash to desktop (with the gamma problem thing, also when it crashes, ResetGamma.exe does nothing, i have to relaunch NS and quit to have my gamma back to normal).
Ive seen a LOT of smoke is used, really lots, maybe this can be the problem? Something with the particle system, i dunno. Too much smoke for my prehistoric voodoo3 maybe. To clarify; i don't say that to complain or anything, i say that cause i wanna help, and if it happens on my computer, it will probably happen with some others computers/configs. Some people will just delete the map and say nothing on forums.
Ok now the feedback; (both positive and negative, don't get mad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> remember its also a matter of taste)
I like;
- The Alpha continuum hive. (nice big pipes with red lightning, good architecture) - The broken elevator that have to be welded. - The nice sky. - External overlook/Internal access corridor area. It's simply awesome! God-like architecture and still good r_speeds. Man i like those windows i'm sure lots of people will get eaten while they stare at the outside. Hehe. - Same goes for External Requiem! Skulk paradise, good lightning, good sound, perfect architecture. - The overall lightning. (not too dark, not too bright, gives a good ambience) - Docking access and coolant access corridors, simple, but looks good. - Cargo access and maintenence access corridors, nice little blue lights.
I don't like;
- The lostwall2 texture. - It's true that *some* areas could use more ambience sounds. - Los paranoias room. (i like the corridor with the crates, but not the room itself, i think its cause of textures) - The corridor that uses walltech texture. (i think its walltech1, the area is also called internal access corridor) - A vent with no light. (logic, but confusing) - Saw two weldables that have no effect when they are welded, they still work, but it could use a sound or something that trigger when its welded.
That's all i can think of, overall this is a very good map! Nice work!
PS: if u want, while you sleep or something, launch a compile of the map with no or less smoke for testing purpose and send it to me/give me a link, i'll test it and report back to tell you if its still crashing HL.
Its on Coronas in Space in the rotation but unfortunatly everyone leaves when it comes up because they don't like it or they dont want to download a custom map, we rarely get half a full game going when it gets on lost. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--Droggog+Jan 29 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Droggog @ Jan 29 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ive seen a LOT of smoke is used, really lots, maybe this can be the problem? Something with the particle system, i dunno. Too much smoke for my prehistoric voodoo3 maybe. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Just about all of the particle systems are labeled as 'high detail only' particle systems, and I'm fairly certain that there's an option to turn those off somewhere in the game menus.
it, along with most all the other custom maps (beta or not) are on the Skulk pit, I've left it out of the rotation, seeing as no one besides my clan and a few friends bothered to download it. but its there to be admin_vote_map if anyone wants to join and start games.
(IP in signature area -- 69.12.4.136:27105 -- [ReD] Skulk pit v1.04 hosted by bwxt.net)
Comments
I love the second screenshot, nice nice nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Make sure the game has started, because there won't be any damage until then.
As for the dissapearing elevator, I simply cannot reproduce it on my end. I have no idea what's causing it, or how to fix it. I'll check what you've written about it, req, but if anything this will only be a fix for when 1.1 testing rolls around.
info_mapinfo has Topdownculldistance (formula for visible entities is 2.1*topdownculldistance) if you have yours set to a variable that doesn't quite fit this formula (i.e. you have a room 2000 units wide, but your topdownculldistance is only 512 and therefore 512*2.1 = something like 1050 you'll only be able to see half the room (entitywise) at a time.
This is EXTREMELY FRUSTRATING for mappers, because most of us who map do not update our computers with the server patch (which is where he implemented 2.1*topdownculldistance after 1.0)
although it was said I do think this needs some sort of music playing.
And thanks for the mirror, Epoch!
Im really sorry to say this but.. everytime i try to load it.. plain crash to desktop <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I start NS with a shortcut (only with -console), go in multiplayer --> LAN and select the map, crash. I also tried by loading another map before, then switching to your map via the console, same thing happens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I tried both versions, i also checked the directory structure that is good. I have no problem like that with any other map even custom ones.
System specs:
OS: Windows XP Pro +sp1
CPU: AMD Athlon XP 1800Mhz 0.13micron
MB: ECS K7S5A
RAM: 128Mo sdram 133
GFX: Voodoo3 16M
Sound: MB-Integrated C-Media thingie
What else humm.. i use DirectX 8.1 and HL is running in OpenGL mode, the system is very stable and i can run all NS maps with 72fps in 800*600.
I really liked the screenshots (escpecially the ones with the windows) and wanted to check it out in-game, but no luck so far. Just so you know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Does it give you any specific error message? Because the only things I know of that would crash would be a missing file (the only files not in the NS v1.0 download that I use are the minimap, skyfiles, and wad, but only the wad would cause a crash and all of those are in the zip), maybe an incompatible sound file (again, they're all already in NS or HL's pak0.pak), too many textures (I used less than a lot of official maps)...
dunno. odd.
/me downloads (now lets see how it plays...)
-- Codeman
I know a couple people have told me that they've got it on their server, but I forgot to ask for the IP, and they never told me! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
It is not in the rotation but it is installed. An admin [MBA] can run the map if you ask nicely. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
MST
small player count at the beginning: 2 aliens owned 3 marines.
Marines Quickly explored the whole map and knew were everything is.
-> at the beginning this was just a Base to base fight because noone really wants to explore anything while your base is attacked.
Aliens Quickly build one offense at each build res and build hive.
Marine Base was worse defended than Alien base -> aliens did way more base damage and slowed marines down. (marine base looks dificult to defend)
Marines Counter was building Res towers all over the map giving them HMG and phases to bring aliens In trouble for a short time.
2nd hive up marine had phase in 3rd, but not more, because they lost their res towers to fast.
final exciting fight for aliens holding the 3rd hive.
I had a lack of orientation on this map because many hallways do not look different from each other.
207.106.87.43:27015 - Basespace Test server, should be 24/7 Lost for a while (though server crashed just a short while ago <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )
128.194.11.209:27015 - Now We Donce, has it on the server, not sure if it's in rotation or not.
Anyone else?
I also really liked the bright blue sky through the windows in earlier builds, and was sorry to see it go. The space view is nifty, though, so thumbs up on that account. The weld point to make the elevator function is a great use of welding, I hope more maps follow suit. All in all, I thought Lost was an excellent map, very cleverly laid out to make navigation fairly intuitive.
The skymap hasn't changed since May, and the big blue lighting is still there like its always been. <u>Oo</u>
And I couldn't get the weldable to render transparent no matter what I did, so I gave up and left it as it was for the time being.
Ive seen a LOT of smoke is used, really lots, maybe this can be the problem? Something with the particle system, i dunno. Too much smoke for my prehistoric voodoo3 maybe. To clarify; i don't say that to complain or anything, i say that cause i wanna help, and if it happens on my computer, it will probably happen with some others computers/configs. Some people will just delete the map and say nothing on forums.
Ok now the feedback; (both positive and negative, don't get mad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> remember its also a matter of taste)
I like;
- The Alpha continuum hive. (nice big pipes with red lightning, good architecture)
- The broken elevator that have to be welded.
- The nice sky.
- External overlook/Internal access corridor area. It's simply awesome! God-like architecture and still good r_speeds. Man i like those windows i'm sure lots of people will get eaten while they stare at the outside. Hehe.
- Same goes for External Requiem! Skulk paradise, good lightning, good sound, perfect architecture.
- The overall lightning. (not too dark, not too bright, gives a good ambience)
- Docking access and coolant access corridors, simple, but looks good.
- Cargo access and maintenence access corridors, nice little blue lights.
I don't like;
- The lostwall2 texture.
- It's true that *some* areas could use more ambience sounds.
- Los paranoias room. (i like the corridor with the crates, but not the room itself, i think its cause of textures)
- The corridor that uses walltech texture. (i think its walltech1, the area is also called internal access corridor)
- A vent with no light. (logic, but confusing)
- Saw two weldables that have no effect when they are welded, they still work, but it could use a sound or something that trigger when its welded.
That's all i can think of, overall this is a very good map! Nice work!
PS: if u want, while you sleep or something, launch a compile of the map with no or less smoke for testing purpose and send it to me/give me a link, i'll test it and report back to tell you if its still crashing HL.
Right after tanith in most cases.
Going to make sure I have the correct version now.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I like it so far, too.
Just about all of the particle systems are labeled as 'high detail only' particle systems, and I'm fairly certain that there's an option to turn those off somewhere in the game menus.
(IP in signature area -- 69.12.4.136:27105 -- [ReD] Skulk pit v1.04 hosted by bwxt.net)