Ns_power

MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
edited March 2004 in Mapping Forum
<div class="IPBDescription">RELEASE!!!!!!!!</div> Ok after many months of working on this i finaly think its ready to be
released to you guys!

Its pretty small, and ive been told its dark(althoug its not too dark for me) so please dont point that out!
I know there is a few bugs.
BTW: this is my first map ever released so im waffely excited

Big Thanks to Thursday- for providing the link. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Also Thank you to MeanMrMustard for his support <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

edit:took link down

A few pics to encourage you to download it :edit: sorry for the crap pics

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Its looking nice, I do feel it is small, and rather dark in areas. It does have the NS feel and a very very nice marine spawn to help make up for it. I look forward to the next versions and releases of ns_power.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    :o I love that blue.. whatever it is... thingummie.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    the blue is the "power" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    moconnor
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I knew that all along <!--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
    i love those pipes they look so sweet
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    those pipes kick **** !

    /me dlds
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited February 2004
    How did hammer .map export let you do those smooth curves? Is every vertex coordinate on the pipe an integer?

    Buh.... looks really nice.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Its pipe-tastic.

    I now realise who Moconnor is, all that pipe magic has made me realise!

    Im gonna check it out now.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Edgecrusher: if you mean is every vertex coordinate on a spot on the grid then yes, other wise i wouldnt have been able to do all the curvey pipe bits!!

    MrMustard:lol

    moconnor
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Moconnor100+Feb 15 2004, 12:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Feb 15 2004, 12:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Edgecrusher: if you mean is every vertex coordinate on a spot on the grid then yes, other wise i wouldnt have been able to do all the curvey pipe bits!!

    MrMustard:lol

    moconnor <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Integer means a whole number. So hes asking if the X, Y, Z co-ordinates are whole numbers (on the grid) and not in-between the gaps.

    Example of Integer: 34, 50, 50
    Example of Non-Integer: 34.5, 49.8, 69.3
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    If it looks that good all over the map, who's gonna care if it's small or not? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Size does matter, espceially on a NS map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    It is a tad small, looking at the overhead map.
    All it is at the mo is 3 hives and lots of corridors.
    Although you have the atmosphere spot on, you need to adopt some more larger rooms, as this would help the gameplay a hell of a lot.
    One of the Hives has only one entrance, which will cause alot of problems.
    After walking around, some places were a tad too dark. Light is obviously a great tool for creating mood, but darkness can sometimes just be an annoyance, if its in the wrong places.

    This map has loads of potential, and your texture placement seems sound, as well as the small details like broken pipes, with steam rushing out.
    The scale, and layout needs more thought, and the lighting could be tweaked in places.

    Remember what I said, about what you have to take into account.
    Stuff liek Siege positions, which makes a map alot more enjoyable, but this takes alot of time on the sketching side.

    Looking good.


    Oh, and this image just shows the stepping stones type thing. I found this very annoying when being a Marine. The steps are to high to step onto, and jumping from one to another seems too much like the Crystal Maze. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    And the bright white lighting seems a tad..well..bright. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited February 2004
    thanks for the feedback.

    The thing i want most help with is the layout because it doesnt matter if
    it looks good, nobody will play it if it doesnt play good!

    Now im gona aim for making it alot BIGGER and tweaking the layout

    so heres the overview,go ahead and edit it in whatever way you want to make the
    layout better!!please!!

    Im sure you can figure out what the differnent colours stand for.
    The white res is not accessable to oni!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I thought of making a list of pro's and cons of the map on gameplay, looks, atmosphere:<ul><span style='color:purple'><b>Pro:</b></span></li><li> Nice atmosphere</li><li> Good solid architecture</li><li> Pipes and cracks etc.. look mighty fine</li><li> Superb lighting</li><li> Has a nice claustrofobic feel about it</li><li> Love the infestation detail on vent openings</li><li> <span style='color:gray'>Only saw one texture error in the readyroom (at the top of one of the pipes)</span></li><li> It has potential for some good gameplay

    <span style='color:purple'><b>Cons:</b></span></li><li> Some stuck issues on walls for Skulk (not being able to move forward and can only be helped by jumping once) </li><li> <span style='color:gray'>Some elevations are annoying for the marine (not that bad)</span></li><li> Map size.</li><li> <span style='color:gray'>1 hive has only one exit (not a very big problem since it is pretty easy to defend, at least it looks that way)</span></li><li> Need some bigger rooms (MS and the hives)</li><li> <span style='color:gray'>I already see an Onos blocking my path as Skulk when I want to escape due to the size of the hallways (not that bad just means I have to be more carefull)</span></li></ul><span style='color:gray'>Gray = less important</span>
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Kouji San: Thanks v.much <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Are the stuck issues on the rock bits if they are im fixing them up
    because they dont really allow for skulks to run along them.

    Yep,making map bigger and also making the resource rooms way bigger.
    And i'll make the hallways wider!

    moconnor
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Thursday-+Feb 15 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Feb 15 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Moconnor100+Feb 15 2004, 12:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Feb 15 2004, 12:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Edgecrusher: if you mean is every vertex coordinate on a spot on the grid then yes, other wise i wouldnt have been able to do all the curvey pipe bits!!

    MrMustard:lol

    moconnor <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Integer means a whole number. So hes asking if the X, Y, Z co-ordinates are whole numbers (on the grid) and not in-between the gaps.

    Example of Integer: 34, 50, 50
    Example of Non-Integer: 34.5, 49.8, 69.3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yes that was what i was implying <!--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
    i think you should consider fixing that non onos acesseble rez cuz maybe marines might relocate there and it will be a very long game..
    but i love the map
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Maybe i will, or i could add lots of ways for skulks to sneak in and chomp the marines <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->

    Just trying something different... i'll see how it goes! thanks for the unput, much appreciated

    moconnor
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Wha...waputa......

    ...wahataputahuh?




    Where do you guys learn to map like this!??!?!?!?!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin-Ha.ze+Feb 15 2004, 11:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Feb 15 2004, 11:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wha...waputa......

    ...wahataputahuh?




    Where do you guys learn to map like this!??!?!?!?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Practice. If you see some of my previous work you'd be like "meh" an then some of the latest stuff I have yet to show you'd be like "wowww". It's all about inspiration. Play games like ut2k3/4 or something and check out how they structure things. I'm sure Moconnor didn't just start mapping like this right away. It takes time to get this good.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <!--QuoteBegin-Lazer+Feb 16 2004, 05:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Feb 16 2004, 05:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Practice. If you see some of my previous work you'd be like "meh" an then some of the latest stuff I have yet to show you'd be like "wowww". It's all about inspiration. Play games like ut2k3/4 or something and check out how they structure things. I'm sure Moconnor didn't just start mapping like this right away. It takes time to get this good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed practice practice practice,perhaps too much practice though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    I agree about looking at other games if your starting to map, but i personally dont like taking ideas from other games, i wanted power have some originality to it!

    As far as the map goes it is WAY bigger already and looking far better,also got another new feature <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> hopefully you will like it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    moconnor
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Should be finished increasing the overall size of the map by the end of the week.
    Heres a pic of the updated MS while you wait(i hope your waiting <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> ) much bigger + more light.
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation
    Looks good Moconnor. Ill be forsure and give it a go.
  • TiioTiio Join Date: 2003-01-07 Member: 12012Members, Constellation
    Looks very nice. How did you get the pipes to bend like that? I can't figure it out... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
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