Ns_freefall Beta 10
HoundDawg
Join Date: 2002-11-01 Member: 3362Members
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!
<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
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.
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.
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.
<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>