Single Player Ns

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Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I've never released anything really for some reason, I usually run out of ideas. However, I do have a few screens from ns_senria you could take a look at, here's one:
    BTW, The only map I've actually released is ns_canyonwar which i made in 10 minutes due to boredom. It sucks.
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    edited June 2003
    I've no time now, so I'm not finished reading this thread, but one thing: I want to join your team as a mapper.
    But as someone mentioned above: we need a storyline and a design plan to give it all a similar look.
    I've go to school now, but I'll finish reading this later.

    Edit: Finished reading now. I would like to know if we get a confirmation from the NS Team that they will help us. Because I don't think we should waste our time in coding the whole game again.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Don't even think about coding the whole game again. That would be the hell of a work.
    hmm...so you need the source code of NS to copy some parts like wall climbing and building placement.
    To get the source code someone must earn the respect of the 'inner circle' and you will need a consistent development plan. Best thing would be one of the NS coders joined you. He would be the all in one assurance <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    hey why stop at 900 r_speeds. nightwatch are goin as far as 1200.
    you do want this to be a great ns single player experience dont you?
    just imagine the amount of detail you could put in to acheive the ns atmosphere/look/feeling.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Just wanted to let you know i'm interested, even though i'm a mapping nub. Sent you an email that's a little bit more involved about it.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->hey why stop at 900 r_speeds? nightwatch are goin as far as 1200.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    answer = software issues (check the site for the 1.8 - 1.10 patch servay, its got about 35% of players useing software)

    ok, more mappers, the better we are, now cracking into the inner circle, would mean me spending to get into the ceaistail, (me got money for for that), then trying to get the code team to get the single player parts in for 1.2

    we have a "basic" storry line, (check middle page 2)

    other then that, i will edit the wants to be thread - once i get more on the code, then we can go hammer and tongs (australian for - full on into it), at the moment, each of you start geting a walk through map togever (check <a href='http://www.svencoop.com' target='_blank'>http://www.svencoop.com</a> for good walk through maps)

    amckern

    PS - to map for ns check out <a href='http://www.geocities.com/adam_tebbutt_mckern/' target='_blank'>http://www.geocities.com/adam_tebbutt_mckern/</a>
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I'm confused what you mean by walkthrough map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    ok a walk through map is like a normal ns map, though there is only 1 real way through the map.

    though if confused, just do your normal "elite" mapping job...

    amckern
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    walkthrough map - Definition:
    A map you can theoretically write a walk through for.
  • rimj0b_r0dentrimj0b_r0dent Join Date: 2003-03-16 Member: 14581Members
    If the ns team would start working on a single player add-on, it would require:
    -a good storyline
    -more upgrades
    -more weapons

    (basiacally more things to get you through a decent sized game while still getting new stuff every mission)

    You can see why the ns team won't be working on a single player version ay time soon (if at all). Besides I'd prefer that they make the multiplayer better than start working on single player. I'm sure the ns license will be bought by a company when ns will go retail (sure it will), and they will make a single player. Deja-vu with Conditio Zero.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    don't wait around for valve-llc to to ship off the comunity work (if it will sell - as ns is owned by Flay, and the NS Team (they got a copy right, and trade mark licenice on it))

    ok, some of us are starting on the add on, i am still wating on reply from the ns team, though i hope its not to much longer
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    havent read a single post but after rading the title i thought i should mention this.

    Think about Co-op play. It would be cool to play as 5 marines in a "single-player" environment dont you agree?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I've got a cool looking corridoor for this "walkthrough", may re-use it in a MP map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited June 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-->Think about Co-op play. It would be cool to play as 5 marines in a "single-player" environment dont you agree?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <b>posibly</b> sven coop??? <a href='http://www.svencoop.com' target='_blank'>http://www.svencoop.com</a>

    amckern
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    edited June 2003
    <!--QuoteBegin--amckern+May 13 2003, 06:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ May 13 2003, 06:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Single Player NS

    Come on - you can't play Single Player Half Life with marines, and the wrong Kahrra

    Basicly we would have -

    The maps
    Some good strong thinking AI
    Lots of Kahrra to kill

    The basic NS MP Story line - though a small amount of the maps will be will be certian "space stations" or "planet out posts" so you can go around and collect the res, get upgrades etc.

    I am wondering if any one might want to help me with this project, and if our friend the NS Bot coder could get some strong AI so we can get a "plugin" type dll for the single player aspect.

    leave your thoughts, and news if this has been posted before here

    amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    its Kharaa not Kahrra <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->:Btw good plan.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    amckern: How would the gorge and others work? If you are trying to capture a space station you will have resistance and the gorge gives resistance.... actually now that i think about it WhichBot is creating basic gorge support... go to <a href='http://www.whichbot.com' target='_blank'>www.whichbot.com</a> its somewhere in there and it will be in there for the .4 release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> im glad this is getting off the ground... WOOT
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    buildings shoudl be prebuilt. Its the easyiest way. When we and a gorge building we can script that.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    well i have done a german conversion of rcbot, and am runing both (difrent days) on my server at ns05.ozforces.com

    but scripting would be best, insted of puting a monster_minnyturant in maybe a monster_oc, or monster_dc, BTW at the moment this add on is based on the Human side, if you can think of how to make ubber humans, so the ornos gets close to death, the let us know

    amckern
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Amckern, you ever get on MSN or AIM? I've been trying to contact you for ages...
    Work progresses on the walkthrough. I'd show some screens only I don't wanna <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    show screenies for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • kidquantumkidquantum Join Date: 2002-11-03 Member: 5747Members
    I'd like to create a map for NS SP. I've done ns_surface if you need proof of my ability. My AIM: KidQuantum7

    Also, I'm a programmer and I suggest you stick with the weapons we already have. Knife, pistol, LMG, Shotgun, HMG, GL is plenty to last through a SP game if you lay it out right and give the levels some forethought. We want to give people the NS experience in single player, not give them a new game with new weapons. And adding new weapons means new models and code, which we should definitely avoid as much as possible. The smoothest way to implement a SP mod would be to put bot aliens in interesting/scarey places and script them to leap out at you or attack in groups. Then just walk through the level, clearing out the aliens. Worrying about building things will probably just complicate the production process, imho.
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    Im game for some NS SP! Im cinda a new mapper but this would be realy kool.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    well its probley best you email me, as i am in Sydney, Australia, and only on every second night from 8.30 pm, i check my email (clear out the 30 spam, and 20 forum emails) then jump into ausns custom, or one of the optus net ns

    amckern@yahoo.com

    though i could make a conserdaertion, as i will be at Kings Net on tuesday, from about 10am - 6 pm, i'll leve aim open, so contact me then

    amaperman

    laters

    amckern
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    Havent time to read through this but it might help

    <!--QuoteBegin--Valve-VERC+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Valve-VERC)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Here's a list of useful hints and tips relating to single-player mapping, in no particular order. Originally done for re-aligning multiplayer mappers working on Nightwatch, it should be sufficiently general for most mappers interested by this difficult and often overlooked aspect of mapping.


    Loops are often a good idea. Let the player catch glimpses of where they are meant to be going. It can help to reduce any unpleasant linearity in your maps. Make getting straight through to those areas obviously impossible - it's no fun being taunted by the exit that's blocked off by a ledge that's just a tiny bit too high to jump.


    Make the architecture appear functional. It shouldn't look like it was built solely for shooting monsters in - it's supposed to be a realistic portrayal of an actual place, whose architecture (ever so conveniently) aids or hinders the player's quest.


    If a door has to be locked, make it obvious, and if it's to be unlocked, make that obvious too.


    Tell a story. Why are things like this? What is the player doing? Make it look like something has happened, and give the player something to fight towards.


    Make things hard, but fair. There's no fun in fighting a single headcrab with a rocket launcher; then again, the player is unlikely to enjoy taking on the entire US army with a crowbar.


    Don't feel you have to fill the entire place with enemies. If there's a monster behind every corner, it destroys any kind of surprise. It's scarier when you have no idea what to expect (but don't put a gargantua in a cupboard, please...)


    Use crates sparingly. Place items to be collected on shelves or even the floor, as it's not much fun having to smash your way through a cubic kilometre of crates to find a couple of bullets. If you do use crates, make sure you differentiate between breakable and unbreakable crates. They should look completely different - and be consistent!


    Vents are again acceptable if used sparingly. They can be good for letting the player get into a room when the door's blocked, but not for mini-adventures lasting several hours apiece.


    If you place a single snark in a vent, I will find out where you live, come round and forcibly re-educate you with an inflated kipper. Be careful with headcrabs in vents - they're obvious and so not-scary. Their absence would probably be terrifying...


    Multi-sided battles can be great fun. Being caught in the middle of a firefight between soldiers and aliens really adds to the atmosphere, and makes gameplay much more unpredictable. Sometimes things go in your favour, other times you're in the midst of it. Sometimes you can sit back and relax until there's just a single headcrab left...


    Compile early, compile often. Prevent potentially catastrophic scaling and gameplay errors by actually playing your map before it's finished.


    Test with monsters in-place. Early on, scatter some appropriate monsters around your map. While they won't be the final enemies, they'll help you decide where things should eventually go, and can be invaluable in telling you which architecture works and which doesn't.


    Use env_sound entities - when used properly, they can multiply spooky ambience by a factor of 17.41. Also, use ambient sounds where appropriate. They can contribute a lot to a map's atmosphere, but don't overdo it!


    Let enemies react to what's happening. Don't just have independent rooms full of monsters - let soldiers call for backup, retreat or appear to respond to recent events.


    Have things change in response to the player's actions. A good single-player map might have very few obvious scripted sequences, but there can still be a hell of a lot of scripting present.


    Place AI nodes and place them well. A formerly stupid alien can behave more like Einstein when the AI node network is set up correctly. There are various impulse commands for displaying interconnections between nodes. Use them.


    Tune your map. This can take weeks and can make or break a map. Adjust timings in all your multi_manages until things are spot on, tweak the positioning of monsters until they respond when the player is in just the right position and fix all minor bugs, glitches or oddities you find. A tenth of a second's timing or ten units in a single monster's postion can transform your map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    link is <a href='http://collective.valve-erc.com/index.php?go=hl_tips_1' target='_blank'>here</a>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    thanks for the Heads up

    that of course will help people that have no idea on how to start, or have started, and have no idea how to convert to sp, from there mp skills

    i on the other had, have done a couple of sp mods (1 never made it out - the 2nd is due soon) - and worked alot on sven coop maps as well, so i understand the sp idea quite well

    thanks again

    amckern
  • antichristantichrist Join Date: 2003-05-27 Member: 16769Members
    I have suggested that I could host this project and further updates? with 'amckern' just awaiting reply........
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Natural Selection Single Player Mod Creators unite!

    I am about to create a list of other mod groups that are willing to create a Natural Selection Single Player Experience. Here comes the first one:
    Their URL is in the image <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Name: - The Hunter -
    Status: Initial Development... first weapon model

    <img src='http://half-selection.halflifexpert.com/images/th1screen.jpg' border='0' alt='user posted image'>
    <img src='http://half-selection.halflifexpert.com/images/Thwallpaper.JPG' border='0' alt='user posted image'>
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I'm pretty good with stories. I guess if you need help on that then count me in. Are you planning on a Hazard Course too?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited June 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-->I have suggested that I could host this project and further updates? with 'amckern' just awaiting reply........<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    yeah, why not...

    i was only going to get a geocities site, so comchair hosted would be very nice

    i will also email "the Hunter" team as well, i hope they understand english, and will join up with us

    <!--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-->Are you planning on a Hazard Course too?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    there was a thread a few weeks ago about one

    i said that if they made it we would be hapy to use it as well, though the tread died, so if we make a haz course then it would be good.

    I personaly would like BMTWig to make it, he has mad skillz in sven coop, and simulated is just as good (trying to be a traing map by read me file), though if any of you want to make one, the go on and do it. (ps its hard work - keep that in mind)

    -------------------------------------------------------------------------------------------------------------------------------

    <span style='font-size:14pt;line-height:100%'>"The Hunter" story line</span>

    translated by google <a href='http://translate.google.com/translate?u=http%3A%2F%2Fthe-hunter.fr.st%2F&langpair=fr%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools' target='_blank'>http://translate.google.com/translate?u=ht...Flanguage_tools</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-->History:

    - We are at the beginning of the new era glaciere.Un man, Rusty Brown launched demolished it with the confédérantion of the resources minieres to reach a strange planet, located at nearly 42 years lights, which is favorable to develloppement the develloppement human one.

    This planet, appellée by the scientist "Gravus Delta" would be equipped with many ressouces and new fossils close to oil which could be used as fuel.

    It would also seem that there is negligible stretch of water, and many glaciers, ready to melt.

    You are James Cartier, wire of a French and American, sent at the time of a reconnaissance mission in the planetary system surrounding DG (Gravus Delta).

    This system is known for you under the name of "Basus" but will not know you any more, which is not of your initiative...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    -------------------------------------------------------------------------------------------------------------------------------

    <b>Update on the core of the mod</b>

    I have been playing around with the ns files, as it is at the moment, and have got a bugish version of a working folder in place

    some of the issues that underly are
    - model replacemnts of montser_bullsquid or monster_x (x is monster name) won't work
    - the game crashes if xen, and human monsters are in the same level
    - i have not tested the ablity to use the comm chair because of crash issue
    - change level <b>DOSE NOT</b> work

    amckern
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    edited June 2003
    You know how to set it up so that all they have to do is click the single player button right?

    EDIT - Oh and do you want me?
This discussion has been closed.