Ns_sphere, Pics/download
Rozdower
Join Date: 2002-12-06 Member: 10514Members
<div class="IPBDescription">Sphere Release Version 1</div> Sphere, a corporation that produces military weapons, has a Teleportation Research Facility on the moon orbiting (insert planet here). Sphere has been one of our lead military research contractors; they are currently developing advanced Phase Gate technology for vehicle and small cargo transport. During one of there cargo deliveries the Kharaa infested the station. Because of Spheres advanced technology contribution to TSA and there current research for TSA this station is highly valuable and needs to be cleared of all alien life.
All screen shots and download here - <a href='http://www.mappingfront.com/sphere/' target='_blank'>http://www.mappingfront.com/sphere/</a>
I forgot to include r_speeds but, they never go over 400.
<img src='http://www.mappingfront.com/sphere/ns_sphere_v10000.jpg' border='0' alt='user posted image'>
<img src='http://www.mappingfront.com/sphere/ns_sphere_v10001.jpg' border='0' alt='user posted image'>
All screen shots and download here - <a href='http://www.mappingfront.com/sphere/' target='_blank'>http://www.mappingfront.com/sphere/</a>
I forgot to include r_speeds but, they never go over 400.
<img src='http://www.mappingfront.com/sphere/ns_sphere_v10000.jpg' border='0' alt='user posted image'>
<img src='http://www.mappingfront.com/sphere/ns_sphere_v10001.jpg' border='0' alt='user posted image'>
Comments
<img src='http://www.mappingfront.com/sphere/ns_sphere_v10003.jpg' border='0' alt='user posted image'>
what is a skulk to do?
other than that: THAT IS SO SWEET <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
The glass should be func_seetrough (as long as it does not matter that you can shoot trough it) and invsible for comm to make the command view nicer.
The mirrored layout with all its bends confuses too much.
I just dont like teleporters.
The glass should be func_seetrough (as long as it does not matter that you can shoot trough it) and invsible for comm to make the command view nicer.
The mirrored layout with all its bends confuses too much.
I just dont like teleporters. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yeah originally teleports were to make the far off hive seige proof, just for fun, but gorges can build chambers on or around the teleport destination, so i made two entrances so you dont have to use them. There still just in there for fun.
Also i noticed the textures need some aligning.
You seem to have used the eclipse logo too, Kung Fu Squirrel doesn't like it when other people use his logo.
Have you got something against observers? you readyroom doesn't seem to have an observer join.
Some of the areas seemed rather pointless (particularly to the side of the middle hive).
The middle hive has no infestation either.
I really like it.
The 2nd pic, with the lower floor in the middle i especially like for some reason. But make less use of the computer screens on the walls... its too repetitive. Oh and with those big light fixtures.. you'd think it would be alot more lit then that. If you want to keep the lighting in that part like it is, take out some of them and add light_spots instead.
Oh and add some lights emitting from those computer screens man.
The marine start looks awfully big. I suggest making it a tad smaller
You seem to have used the eclipse logo too, Kung Fu Squirrel doesn't like it when other people use his logo.
Have you got something against observers? you readyroom doesn't seem to have an observer join.
Some of the areas seemed rather pointless (particularly to the side of the middle hive).
The middle hive has no infestation either. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
env_gamma, that a NS entity?, I've never used it in CS or DoD mapping.
The logo will go since KungFu doesnt like it being used.
I put two Random teams, opps.
Which areas in specific?
Also for the lighting, texture alignment, and some particles will be added later, but I wanted to release it now and see what others think.
is what i can gather from looking at the pictures
The logo will go since KungFu doesnt like it being used.
I put two Random teams, opps.
Which areas in specific?
Also for the lighting, texture alignment, and some particles will be added later, but I wanted to release it now and see what others think. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes, env_gamma is an NS specific point entity. It only has ones setting a decimal between 1 and 2. You can try the effects of this setting in-game before adding an entity by typing "setgamma n" in the console (where n is the gamma setting you want). A value of 1 is normal Half-Life value, values of 1.6 or higher will generally give you a more NS look.
I'll point them out the redendant areas on the minimap if I can find them again.
/me DLs and adds map to "to review"-list <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
it's a common bug in 1.04 hopefully being fixed in 1.1
do you have 1.04 installed on your computer?
yeah
ps I working on version two right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It does have a very eclipseish feeling to it, but it is definetly a very well laid out map, teleporters are cool and the multi-levels are awesome. Marine spawn is awesome, wide open but deceivingly so. Also to those who said theres no skulk hiding places, use the multi-level areas and most of the archways have high ceilings overhead, stay up there and drop down. Overall: I'd love to play this on a server
Some criticisms: Seems like theres way way to many resource nodes, I counted 13. Another node related problem, marines can secure 4 nodes with 2 turret factories(1fac for 2nodes) very easily, plus the intial one equals 5 easy to secure resource nodes. Magellan Station hive is pretty blah. This last one is just purley oppinion, but there seems to be to many 'fake' doors, i.e. they look like doors but dont do anything. Maybe change it to walls? I got pretty annoyed after the umpteenth time I would walk up to a door expecting it to open, only to smash my nose on it.
It does have a very eclipseish feeling to it, but it is definetly a very well laid out map, teleporters are cool and the multi-levels are awesome. Marine spawn is awesome, wide open but deceivingly so. Also to those who said theres no skulk hiding places, use the multi-level areas and most of the archways have high ceilings overhead, stay up there and drop down. Overall: I'd love to play this on a server
Some criticisms: Seems like theres way way to many resource nodes, I counted 13. Another node related problem, marines can secure 4 nodes with 2 turret factories(1fac for 2nodes) very easily, plus the intial one equals 5 easy to secure resource nodes. Magellan Station hive is pretty blah. This last one is just purley oppinion, but there seems to be to many 'fake' doors, i.e. they look like doors but dont do anything. Maybe change it to walls? I got pretty annoyed after the umpteenth time I would walk up to a door expecting it to open, only to smash my nose on it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
in version 2 all the hives are redone, the unusable elevators (the doors that dont work ill work, they will basically be hiding places. I think i know what you talking about with the security/receiving nodes, I am gonna move the recieving node to the other side of the room and see if you can still have turrets with one t fac. Also the hive resnodes in the generator hives are out, the aliens get the res nodes that are in the Generator extrance rooms.
Oooo awesome