Ns_freefall Beta 10

HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
edited April 2003 in Mapping Forum
Beta 11 is now the latest release. Changelog in a reply to this thread along with in the ZIP.
<b>OVERVIEW:</b> This map is strictly a "fun" style map, which was inspired by playing ns_missilecommand. There were just a few design issues I had with that map, which really favored the marines.

<b>KHARAA OBJECTIVE:</b> Build and defend 3 hives while falling down to attack the marines.

<b>TSA OBJECTIVE:</b> Build and defend the spread resource nodes while quickly upgrading to obtain jetpacks. Ladders may also be used in earlier attacks before jetpacks are available.

<b>PICTURES AND DOWNLOAD:</b> <a href='http://www.wwgaming.com/nc/ns_freefall.php' target='_blank'>http://www.wwgaming.com/nc/ns_freefall.php</a>
Have fun!

Comments

  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Nice shots. Anyway are you planning to create a new topic for each new beta release !? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--oOTOo+Apr 19 2003, 08:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (oOTOo @ Apr 19 2003, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice shots. Anyway are you planning to create a new topic for each new beta release !? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, I've thought about it too.... should probably have only 1 post per map through it's creation process... and then maybe 1 new post when it goes final. I'll just update this for future betas of this map. I don't think there will be as I'll be having this one go final tonight sometime.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    The freefall maps have small changes changing the whole map (because its just one large room) to there are actually ~5 completely different maps using a simular layout but they are different enogh for a new threead most times.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Hooray, another gimmicky "falling aliens" map. and it's ugly to boot! woo!

    No offense, but seriously, mess around with the texture alignment and size so that it doesn't look like you just tiled canyon_floor and canyon_wall all over the place.

    The Xen crystals (and the fact that the marine base is actually, well, a <b>base</b>) are snazzy though.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    edited April 2003
    <!--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-->Hooray, another gimmicky "falling aliens" map. and it's ugly to boot! woo!

    No offense, but seriously, mess around with the texture alignment and size so that it doesn't look like you just tiled canyon_floor and canyon_wall all over the place.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There are extremely good reasons for keeping those simple textures scaled hugely. Most of it having to do with the fact that we're already pushing HL and NS by having a map with a viewing distance of 8000 with the entire map being one huge room. Not to mention that the filesize is kept to a minimum as well.

    Now, if we wanted to spruce up the texturing better, getting more fancy with details and such, the map would essentially be unplayable at all. First, the compile time would take hours and hours and result in this enormously huge BSP file. Secondly, as you join the server, you'll start at a high 5-10 FPS without the round even starting.

    If you are a mapper, I'm sure you understand the benefits of texture scaling. If not, read up on it sometime. Either that, or stick with very small areas in your maps.

    FYI, I have other maps I'm working on where there is more detail and improved textures.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Just released beta 11:
    <ul><li>Removed animated textures in the pool to increase FPS in Marine base area.
    <li>Moved Marine back corner resource nozzle closer to command bunker in order to fix the resource nozzle overlap with aliens.
    <li>Fixed some texturing in alien areas.
    <li>Reduced hive spawn radius to avoid being spawned in another hive location.
    <li>Changed pulsing lighting to normal ligting to help increase FPS and reduce file size.
    <li>Removed unused textures from ns_freefall.wad making it smaller again.</ul>
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