Co_missilesilo

persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
edited August 2004 in Mapping Forum
<div class="IPBDescription">screenies..</div> <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=473' target='_blank'>Co_Missilesilo at NS-World</a>
<b><span style='color:red'>Co_missilesilo_b1 has now been released.</span></b>

Check 5th page for updated screen shots || <a href='http://koti.mbnet.fi/tazu/pics/maps/co_missilesilo/co_missilesilo_b1.zip' target='_blank'>Download</a>

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Hi everyone! It's my first time posting any mapping related so don't get angry if I miss some details. The idea of the map is familiar(to most of us) and simple. I think it was called ns_missilecommand and since the new version(3.0) lacked this kind of maps, me and my friend started to make co_missilesilo. The map consists of one big tower shaped room divided into few smaller sections. The aliens start from up and the marines from the bottom of the silo. The map is NOT finished and everything might not appear as it will be, but it gives a slight look what the map will look like. (ps. any kind of feedback is highly appriciated...)
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Anyway, now some screenies... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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Comments

  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    pic #2 - Readyroom from another angle
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    pic #4 - Catwalk next to Hive
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    pic #6 - Marine Start from above
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->to square, needs better textures<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    pic #8 - The Shaft (again? 8))
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Is this a funmap or something?
    Anyway, lightning looks boring.. try and get some more interesting lightning.
    Also, you have some huge scale issues, scale things down man, just think how such a hell that place would be for skulks.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    All i can say is, fades and lerks are going to have a feild day on this one.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    the Marine start looks a tad on the <b>proper Huge!</b> side.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Any ideas for balancing the map are welcome. Still, the playtest will tell everything.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    r_speeds?
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    Please?

    If they're above 800 or something, then you'll have to cut some unnecessary stuff back.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Ahh.. that's the thing I forgot to mention. The r_speeds' w_poly count is a little over 1000(a bit too much, I know), but I'm working on some kind of vis blocker in the middle. At it's best it could also add some balance which I dunno.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    <!--QuoteBegin-JezPuh+Mar 16 2004, 01:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 16 2004, 01:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, lightning looks boring.. try and get some more interesting lightning. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    I too was inspired by ns_misslecommand way back in NS v1.x So, I had started working on ns_freefall back then. But, the problem that has plagued NS with large rooms has been with the turrets and mines. For some odd reason, if you have enough of these in a large room (~15-20) and an alien enters the area... server crash.

    This condition has been tested in NS v1, v2, and it still exists in v3. I've addressed this issue many times with the team and I'm quite tired of pushing the issue. So.... once Combat gameplay was available, I started on co_freefall, which has been pretty solid since it's first beta. No server crashes and a lot of fun.

    Anyway, you may want to take a look at it here:
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62196' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=62196</a>

    Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    <!--QuoteBegin-NetBent+Mar 16 2004, 04:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Mar 16 2004, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JezPuh+Mar 16 2004, 01:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 16 2004, 01:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, lightning looks boring.. try and get some more interesting lightning. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    He is talking about <b>lighting</b>, not lightning. You must try to see past the spelling errors. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <!--QuoteBegin-HoundDawg+Mar 16 2004, 05:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Mar 16 2004, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, I know your map and I think it's amazing. But I hadn't heard about any when I started idealizing my map. Thanks for the tips also. I think it was nice when marines with jp and lerks took dmg when they fell far distances. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> It only makes balancing harder, not impossible.. for this map.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-The Cheat+Mar 16 2004, 11:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Mar 16 2004, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NetBent+Mar 16 2004, 04:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Mar 16 2004, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JezPuh+Mar 16 2004, 01:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 16 2004, 01:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, lightning looks boring.. try and get some more interesting lightning. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He is talking about <b>lighting</b>, not lightning. You must try to see past the spelling errors. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Eh.. yeah.. my fault there. Oops <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    to you who say "<i>too square</i>":


    'tis a "funmap"...

    'nuff said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-CaCa+Mar 17 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaCa @ Mar 17 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to you who say "<i>too square</i>":


    'tis a "funmap"...

    'nuff said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    "funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever.
    Being too square has nothing to do with this being a funmap. Funmaps can look good.
    Just look at ns_osmsiege for instance.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <!--QuoteBegin-JezPuh+Mar 17 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 17 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-CaCa+Mar 17 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaCa @ Mar 17 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to you who say "<i>too square</i>":


    'tis a "funmap"...

    'nuff said <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    "funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever.
    Being too square has nothing to do with this being a funmap. Funmaps can look good.
    Just look at ns_osmsiege for instance.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    At first I would like to remind this map is still under construction. This means the lighting isn't yet complete. We are still testing different kinds of possibilities and have done about 60% of the map.

    About square. Well, it's supposed to be kinda square. Funmap doesn't really have to be too rounded either. This is what we think to be best solution.

    At last thanks to everyone who has posted in this topic.
    Comments, ideas, criticism etc.. are welcome. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    I would make some changes if you plan on keeping to the "missle silo" theme. First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.

    Secondly, make it a more realistic room... with various levels where there are grates. Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.

    At the top, you could have a control room, where the aliens have taken over. Or, do what many have asked me, put marines on top and aliens below... That may be even more realistic.

    Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby.

    There are actually a lot of things you can do with this theme, that would provide detail, ambience, etc...
  • VaratharVarathar Join Date: 2004-03-17 Member: 27382Members
    <!--QuoteBegin-HoundDawg+Mar 17 2004, 01:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Mar 17 2004, 01:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would make some changes if you plan on keeping to the "missle silo" theme.  First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.

    Secondly, make it a more realistic room... with various levels where there are grates.  Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.

    At the top, you could have a control room, where the aliens have taken over.  Or, do what many have asked me, put marines on top and aliens below...  That may be even more realistic.

    Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    You have lot's of good ideas that we could use.
    Especially that missile thing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    We will think about it...
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    a bunch of boxes isnt my idea of the bes map ever.
    anyway the lighting is way beyond BORRING (like someone "sad" above)
    try reducing the w_poly anda add som obstacles and some fun things!!
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    edited March 2004
    <!--QuoteBegin-The Cheat+Mar 16 2004, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Mar 16 2004, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NetBent+Mar 16 2004, 04:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Mar 16 2004, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JezPuh+Mar 16 2004, 01:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Mar 16 2004, 01:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, lightning looks boring.. try and get some more interesting lightning. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He is talking about <b>lighting</b>, not lightning. You must try to see past the spelling errors. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You... Your joking right? I was cracking a joke at how he said lightning twice. I know he meant lighting, the sentence "lightning looks boring" doesn't even makes sense when put in to that context and I know that, I was just playing with him.

    But uh, I won't try 'round here anymore.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Hmm... my first time really paying attention to the word really, I always thought it was light<u>n</u>ing :\ Still learning <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Just one thing I forgot to mention. There will be doors in front of both elevator accesses and they are going to be weldable. I'm still not sure whether the func_weldable should be at the upper or lower entrance. First I thought it would be better to be down, but if lots of stuff is still going to be added in the middle section it could also be better at up.
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