Ns_achio

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  • NEO_PhyteNEO_Phyte We need shirtgons! Join Date: 2003-12-16 Member: 24453Members, Constellation
    ive requested that this be put on my clan (yeah, im in a clan) server.

    i'll let you know how things turn out
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    <b>chrono:</b>
    Yup the hallways are kind of large and dangerous for the less armored lifeforms, But the vents system which is going to be installed would solve that problem partially. But i'm still thinking about putting more stuff in the hallways to hide behind.
    About the hive RT, which corridor was the on your talking about btw. The damaged hallway one or the elevator one? And it probably isnt that big a problem, since the aliens while putting up defences for the hive, could put some OC's over there which would shoot at the rine down the hallway.
    I'm going to leave it like this for the moment, since I wan't to go on with the rest of the map like o I don't know hive 2 and 3 maybe even a MS and RR <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, and with "playtesting" we'll have to see if its a big problem or not...

    <b>Cloist:</b>
    tnx man, about the r_speeds topping 700 and sometimes even 800 is the cause of large entities being rendered trough walls, easy to fix (I hope)

    <b>error 404 name not found:</b>
    Well it works with a team of 1 marine vs lots of aliens since I havent put in more then one marine starting point. Let's just hope this alpha doesn't crash the server <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->



    I'm sill kind of curious about the overal brightness of the map, I mean since it looks good on my monitor is could look very dark on some monitors. I hope this is not the issue, but if it is I can consider making it somewhat brighter <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--QuoteBegin-Kouji San+Jun 11 2004, 12:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jun 11 2004, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm still kind of curious about the overal brightness of the map, I mean since it looks good on my monitor is could look very dark on some monitors. I hope this is not the issue, but if it is I can consider making it somewhat brighter <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Look at the attachment pic(marine start), this is how it turns up on my monitor, i had to walk around using minimap, i couldnt see a thing (the pic was gamma corrected)

    Apart from the lighting issue, i found it a great map. Really nice and unique architecture, this really has the look of a space ship(great use of widows to emphasize this). i must admit i have a crush on that water control room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Keep up the good work! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    Putting in a vent system? I'd highly recommend you look at co_futile...now THAT is an amazing vent system. With this map going so well, I'd hate for the vents to turn out in the usual square block-in-the-wall style.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    I guess that map would be really nice if I could only see in front of me.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I was afraid the brightness was going to be an issue <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, all the screens I made in this thread are the way I see it on my monitor (gamma corrected).
    Well I'm going to increase the overall brightness using some compile settings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    John I'll have a look at the vent systems in co_futile...
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Ok I saw screenshots, I played latest alpha version. And my sense of this map is very inconsistent. First - the lightning is very boring and bland, try to use some extra rad parameters and add more light sources. Second - the coridors are overdimensed, they are enought for triple onos. And third - the hive is next to MS, only behind the weldpoint !

    Very strange, this map have lot of fans but it don't deserts this attention ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->



    - err sorry for bad english <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    uhm read the readme.txt included in the zip file <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    about the lighting being boring... well probably if its dark you have a problem with your monitor (going to fix it since it is to dark even on some monitors it seems).
    A second cause of that problem is that steam screwed up something during the load of the map and there didnt load the setgamma properly. to fix that just alt+tab out of the game and then go back, then it should be fixed.
    And yes due to it being to dark for some people, I'm going to brighten the map like I also said in posts before this one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    These hallways are the main transport hallways of achio so they tend to be large for the equipment in achio.
    About your problem with the hive and MS being so close together... Well what can I say... That is <b>NOT</b>, I repeat <b>NOT</b> the MS...

    Last but not least. This alpha was intended to test the gamma ingame and to have a lookey at the finished sections (check first post for that). Not to playtest anything since, well 2 hives are missing and so is the marinestart also there is no readyroom...
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    kouji i was talking about the hallway from the elevator side and its a pretty long hallway too its a easily defendble position to get up turrets and a phase gate to slaughter everyone till they can move in and take out the hive but its your decision
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    Anyone who is having problems with either this map or NS in general being too dark: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=18&t=72958' target='_blank'>LINK</a>.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    allright I'll keep it in mind, boxes or equipment will be placed there and 1 or 2 vent outlets. That should do it I guess <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <span style='color:gray'>[edit]
    I vote that one for sticky raw, check reply</span>
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    i found i bug i think...

    i was fooling around with the map (great map btw) and i was rines. (i had sv cheats on) so i took a welder and went to the area were it all flooded. i welded it, went up to the res node and noticed it was sparking. hmmmm....maybe a welder will get it to work. i went up to it and i PICKED IT UP LIKE A WEAPON! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    omg I havent fixed that yet? I thought I did, fixing it now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    1/2 Just a few quick screenshots
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    maintenance architecture change
    - added a crane
    - added a fighter
    - added some boxes
    - did some r_speed management and gained 100 overall (450-600 r_speeds average)

    The lighting in the first screenshot is a little to dark and in the second a little to bright but the lighting is not final yet.

    The overall light in the map in the hallways is a little bit to yellow for my taste and will change with some white to counter the saturated yellowish color.

    The new beta is alpha 0.61 Check first post for the download/changelog of the file. I have a request for the people who walked arround in the 0.6 alpha version and had problems with it being way to dark to test the map again and give me feedback if you would be so kind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited June 2004
    That last shot just didn't really fit the previous shots - it looks too equal, well lit and clean, as well as having some bland architecture. Another problem is that the texture use on the fighter is unimpressive at best, and I feel that it may be worth ditching that totally and adding some form of secondary maintainance crane setup, along with perhaps a force field entry/exit thing for ships and freight to move.
    Whats more, if it's a freight and maintainance area, there would be no real reason for a fighter to be in there without being mid-fix (if you see what I mean). Giving the impression of activity without having to confirm it through using props etc is a skill that I have seen you master in other parts of the map, so why not work on it here a little <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.

    To clarify some suggestions then:

    1. Clear fighter, add second crane/haulage device
    2. Clear fighter then add force field entry/exit device (generators/controls for which could be put on the back wall to spice up the room)
    3. Clear fighter and second entry/exit bay, make first bay larger and create a bigger crane.
    4. Unaccesible (until welded) control room opposite the entry/exit area (on the back wall) which would allow marines access to another vent or something. Simple lift mechanism could be dealt with by this weldable.

    The first shot is nice, but I think it needs something to break up the floor a little. Apart from that everthing is looking good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    yeh I was thinking of taking that fighter apart so it looks like it was being repeared os something. (i'll still keep this in mind since it would be cool)

    - I'll make the crane bigger and add some more moveable cranes I gues
    - I'm still tweaking the lighting
    - I'm thinking of taking the fighter apart to make it look like its being repeared, but might end up removing it entirely
    - some tools left behind by the crew would be a nice addition
    - control room on the back wall, good idea (now howcome i didnt think of this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    hmm I got some fresh ideas again for this area tnx. still I still need to know if the map is brighter for the people which had problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited June 2004
    it would be cool that you could weld the crane and it like hits a wall or something to break open into a new area or once you weld it starts to work on the fighter which then explodes due to some malfuntion which then opens up a new area

    another idea would be make the hanger a double rez node and have a crate on one of the rez nodes and the marines have to weld the crane and then it gets activated and pics up the crate so the node is useable not sure how this would be done in mapping terms tho


    edit/ just went through testing stuff in the new version i found a few bugs and i have a few suggestions

    one bug is that the minimap aint sized correctly it doesnt show up accuratly to where you are

    another bug is in marine start if you build too close to the little hatch thing you can make it get stuck and it wont open up so i suggest making it so it does damage to buildings and whatnot that block it

    i have some suggestions now
    when you weld the door in marine start you go through a pitch black tunnel i suggest putting some kind of light in there its hard figuring out where you are going if your on the aliens side
    another thing is about the room with all the water i suggest making the side with the water pitch black to show that the lights were damaged in the flooding and have a couple flickering lights inside the water it would make it much scarier
    my final suggestion is making the crane in the cargo room transperant to the commander because its kinda hard to see whats going on under it
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited June 2004
    Having some interaction is always cool. I think the room could be more interesting architechturally though.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    i'm sorry, but i have to say that fighter looks like a large dartboard dart.
    i say either use kolokol's shuttle or a model. the crane looks good though, i like
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    If this map does not become official I will hunt down Flayra and jab him with a spoon repeatedly (it's dull, they hurt more)

    One tiny thing I'd love to see: a box on the crane..
    Now get this.. that drops when you press a button! Wouldn't it just be awesome to crush an HA or Onos late-game with a button press? He's just wandering around.. all of a sudden, CRUNCH! Gyahaha.

    (Also, are you still looking for a better skybox? I can dig some shtuff up.)
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    First of all really amazing map, looks very professional <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> but the one thing that grabbed me about this map was that room with the water in it <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> I was pretty impressed by it, and what I had in mind (like someone had said before) to make that room more interactive instead of just another plain room. I had this idea before where a hive could be placed underwater (definately not gonna happen on your map I take it) but the idea is the same. Make that room some strategic location (maybe put some vents in that room that could act as shortcuts. Lol any chance of this happening: A weldable that could re-activate that resource nozzle in the water so it COULD possibly be a double res-node place. Just my ideas though, anyhow great work and keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    I just worked on another fighter and I must say I'm impressed with it. Its much more detailed and also has another look to it that the "dart" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. This one looks more like a plane like it should.

    <b>chrono:</b>
    I'll fix the bugs tomorrow thanks.

    as for the dark corridor I'll put some lighting in it. I'm thinking of the idea which has been used in some other great maps. Yellow alien light crystals.

    to make the hangar the double res would be very pro alien since 2 hives will be very close to it. Oh and btw H-junction is NOT the MS, its just temporarely the MS since I don't have the final MS yet (check the layout in the first post to see where the MS and the hives are approxiamately going to be

    I'll look into the dark flooded area with flickering lights, it sounds cool

    <b>Spacer:</b>
    Agreed. The new fighter will look better, trust me...

    <b>Rushakra:</b>
    Nice suggestions about the interactivity, but I have to see how much resources in the map I have left when most of it is done. And even if I put it in the map, I'm at the moment not sure how it would affect gameplay. I'll keep it in mind.

    About the skybox, I'm leaving it as it is at the moment.

    <b>Pyrotechnic:</b>
    I personally like my waterroom to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. The weld point is just another way for the marines to sneak into the siege location (like the crushed corridor door) so it is a strategic location. And there are going to be 2 vents for each cleansing unit and maybe one more exit.

    To all thanks for the suggestions/compliments/bug searches

    [edit]
    <b>kolokol:</b>
    Almost forgot you

    I don't see the image I'm afraid What I see is a red white yellow green etc striped image <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> (really weird looking image)
    Could you either fix it or remove it please?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited June 2004
    can you post a pic of the new fighter?
    o and making the hanger a double rez the way i said it the aliens wont be able to get both res nodes until marines come in and weld it open that way its not a rush spot for aliens and it wont be rushed by marines because itll be so close to alien hive that theyll be pounded by skulks early on
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    Hmm I found a textured file so here goes (that hammer 3dperspective does look weird)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Looks good, but... shouldn't every "water storage" thing whatever have some sort of grate that can take away the water to prevent floods like these? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Oh well, suppose you could say it's been blocked by infestation.

    Keep working on the map.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    <!--QuoteBegin-ShdwStal+Jun 16 2004, 01:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Jun 16 2004, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good, but... shouldn't every "water storage" thing whatever have some sort of grate that can take away the water to prevent floods like these? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Oh well, suppose you could say it's been blocked by infestation.

    Keep working on the map. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    it has been blocked by infestation <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Actually this is a good suggestion! the computercore while checking systems should have this somewhere on a monitor. good one!
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    kouji here is the fighter i told you about on MSN polycount is at 618 with missiles and a little bit over 300 without missiles as i said i havent modeled anything for a while <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
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