<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->do you like that usage of "motion blur"? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> gah! i had that exact same idea w/ motion blur and scroll arcs... but i was unable to execute it as nicely as you. gj
Yeah, the balance does look really good. It also lives up to its namesake... this is a COMPLEX map... which is good. NS really needs a complex map. Now, I'd say that I'd hate to see ALL maps this complex, but one is great. All kinds of strategies can pop up with this thing.
Ollj, I have added this map to the download page over at Mayberrygames. There are a couple of issues with the install based on the ZIP file that I downloaded from the above link. The MINIMAP does not show up on the commanders HUD, and there appears to be an issue of the WAD file not being in the correct location or being named correctly.
A report from Capt. Bloodloss over on the Mayberry forums has provided this fix. He has also provided an really nifty review on his website here: <a href='http://dhpersonal.flagmanwebdesign.com/maps/complex/1.htm' target='_blank'>http://dhpersonal.flagmanwebdesign.com/map...s/complex/1.htm</a>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I get a 'cannot open valve/nscomplex.wad' error. Copy the ns_complex05.wad file from your SIERRA/ns folder to SIERRA/valve folder. Rename ns_complex05.wad to ns_complex.wad. This will make it work correctly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Keep up the good work and looking forward to seeing this map out of beta.
thanks for the .wad bug , named it wrong <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->... well im working on the wad now the most time and the bug was caused by all my wad changings.
thats critic i like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
"ouch my head" there will be some pipes. They have been there before but removed because of reediting the whole place.
"bli , blah , mother hive" Hive names have been removed for fixing the alloc_block full message caused by too large info_locations. in one earlier version i called them "bli" "blah" and "blub". Was just anoyed by that error.
"were boxed in" thats not a bug, its a feature. Its just not explained and designed well right now. working on an ingame explanation of the "2 hives to choose from feature" by using play_mp3... entities. they cant build a CC in the not choosen location because i wanted it that way (its a func nobuild that gets killed when this location is choosen.) The Resnode is still a problem, you get one for free, no matter wich CC you selected, gues i will place it anywere in the mapcenter (the one you cant see from comm view now)
"my eyes" i know. monocrome lights are still better than no lights.
"climb the talles mountain" func ladders need optimization i know.
"black hole" interestring.
"ive fallen..." as soon as i build that part of the ship i noticed that i need to change 60% of the whole ship soon because it looks too ugly and small. i would have add a ladder but it was really late.
"which way" just a wrong named minimap sprite. rename ns_complex04.spr to nscomplex05.spr it was REALLY late.
bad news: looks like the "2 ccs to choose from" feature seems not to work because of all the bugs this causes.
I have to put the only one CC right behind the RR and a res there, too. This needs another remodeling of the whole area there. This makes my map too much like "take mess hall".
I still want the "choose feature" active by making just one of the 2 doors from marine spawn openable from inside (choosen), the other door unable to open from inside. Both doors will always be openable from outside. for everyone (evacuation system, you just can move out!) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I think this is a funny feature, nullifies small alien rushes, makes large rushes more surprising.
For ballancing this needs the first res of marines getting killed easily by aliens in early game if they want it. (the first res the marines get for free is caged like in "freight elevators secret res" and weld openable.
This makes the whole concept easier to understand, than 2 CCs one needs to get build first, 2 func nobuilds getting killed ... Ideas: - Everytime a marine tries to open the locked door fron inside a comuter voice says "I think I cant let you in there" , a little but like HAL 2001... - Sparks and lights show sich dor is openable.
I tested it out a bit and I must say that it feels huge. Not just the amount of corridors and hallways, but as I walk through the map as marine it feels like the installation was designed for giants. Dunno if it is just the lack of details though...
Another thing, the map seems kind of jetpack friendly. Especially Bli hive (the one to the right)
I really love the elevator from the right marine spawn. Imagine a team of heavies slowly descending and then suddenly aliens pour down on them from the vent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And the vent system below marine spawn is amazing (although a bit dark)
The ability to choose your base location is great and the starting rooms are big, allowing for several different building strategies. However, the distress beacon becomes kind of useless (not that it matters, since the marines always relocates <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Also, I found a cosmetic bug in the Blah hive. There were some kind of rocks above the hive and I didn't give them much thought until I activated the hivesight-thingy. The rocks were actually the supports for the hive.
Its simply the lack of detail. Some areas are wide open now, but wait till i add pipes ... all over.
the cosmetic bug is known. you dont see all 4 hive supports, because one is already hidden... all will be hidden below infestation soon... I replaced that hive really often, needed to place it higher or it would look ugly below. just watch it spawnimg from below once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .
Looks like you went "happy" with the colored lighting... That is a big turn off for me. Use more white lights <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
whoa!!!! 5 megs, dude thats huge compared to other official and non official maps, usually no biger than 2 meg! Just wondering why this is thats all, still only took me 5 - 6 mins to dl with adsl but if ppl have a 56 ker then it may become tedious thats all. I mean who wants to wait half an hour to dl a map??
I used the big block method to find leaks. For this i needed some info_player starts around the map, forgot to delete 2 of them. So they sopawned in the map and not in the RR. 08 has no info_player starts in the map, just in RR.
I wonder if any fade could blink into the RR or if it affects RR-Idlers shooting them.
Comments
gah! i had that exact same idea w/ motion blur and scroll arcs... but i was unable to execute it as nicely as you. gj
A report from Capt. Bloodloss over on the Mayberry forums has provided this fix. He has also provided an really nifty review on his website here: <a href='http://dhpersonal.flagmanwebdesign.com/maps/complex/1.htm' target='_blank'>http://dhpersonal.flagmanwebdesign.com/map...s/complex/1.htm</a>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
I get a 'cannot open valve/nscomplex.wad' error.
Copy the ns_complex05.wad file from your SIERRA/ns folder to SIERRA/valve folder.
Rename ns_complex05.wad to ns_complex.wad. This will make it work correctly.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Keep up the good work and looking forward to seeing this map out of beta.
MST
well im working on the wad now the most time and the bug was caused by all my wad changings.
thats critic i like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
"ouch my head"
there will be some pipes.
They have been there before but removed because of reediting the whole place.
"bli , blah , mother hive"
Hive names have been removed for fixing the alloc_block full message caused by too large info_locations.
in one earlier version i called them "bli" "blah" and "blub".
Was just anoyed by that error.
"were boxed in"
thats not a bug, its a feature.
Its just not explained and designed well right now. working on an ingame explanation of the "2 hives to choose from feature" by using play_mp3... entities.
they cant build a CC in the not choosen location because i wanted it that way (its a func nobuild that gets killed when this location is choosen.)
The Resnode is still a problem, you get one for free, no matter wich CC you selected, gues i will place it anywere in the mapcenter (the one you cant see from comm view now)
"my eyes"
i know.
monocrome lights are still better than no lights.
"climb the talles mountain"
func ladders need optimization i know.
"black hole"
interestring.
"ive fallen..."
as soon as i build that part of the ship i noticed that i need to change 60% of the whole ship soon because it looks too ugly and small.
i would have add a ladder but it was really late.
"which way"
just a wrong named minimap sprite.
rename ns_complex04.spr to nscomplex05.spr
it was REALLY late.
looks like the "2 ccs to choose from" feature seems not to work because of all the bugs this causes.
I have to put the only one CC right behind the RR and a res there, too.
This needs another remodeling of the whole area there.
This makes my map too much like "take mess hall".
I still want the "choose feature" active by making just one of the 2 doors from marine spawn openable from inside (choosen), the other door unable to open from inside.
Both doors will always be openable from outside. for everyone (evacuation system, you just can move out!) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think this is a funny feature, nullifies small alien rushes, makes large rushes more surprising.
For ballancing this needs the first res of marines getting killed easily by aliens in early game if they want it. (the first res the marines get for free is caged like in "freight elevators secret res" and weld openable.
This makes the whole concept easier to understand, than 2 CCs one needs to get build first, 2 func nobuilds getting killed ...
Ideas:
- Everytime a marine tries to open the locked door fron inside a comuter voice says "I think I cant let you in there" , a little but like HAL 2001...
- Sparks and lights show sich dor is openable.
like that changing ideas?
I tested it out a bit and I must say that it feels huge. Not just the amount of corridors and hallways, but as I walk through the map as marine it feels like the installation was designed for giants. Dunno if it is just the lack of details though...
Another thing, the map seems kind of jetpack friendly. Especially Bli hive (the one to the right)
I really love the elevator from the right marine spawn. Imagine a team of heavies slowly descending and then suddenly aliens pour down on them from the vent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And the vent system below marine spawn is amazing (although a bit dark)
The ability to choose your base location is great and the starting rooms are big, allowing for several different building strategies. However, the distress beacon becomes kind of useless (not that it matters, since the marines always relocates <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Also, I found a cosmetic bug in the Blah hive. There were some kind of rocks above the hive and I didn't give them much thought until I activated the hivesight-thingy. The rocks were actually the supports for the hive.
Some areas are wide open now, but wait till i add pipes ... all over.
the cosmetic bug is known.
you dont see all 4 hive supports, because one is already hidden... all will be hidden below infestation soon...
I replaced that hive really often, needed to place it higher or it would look ugly below.
just watch it spawnimg from below once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .
That is a big turn off for me.
Use more white lights <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It has white lights all over (for now).
- upload crashed
- reupload complete.
For this i needed some info_player starts around the map, forgot to delete 2 of them.
So they sopawned in the map and not in the RR.
08 has no info_player starts in the map, just in RR.
I wonder if any fade could blink into the RR or if it affects RR-Idlers shooting them.