<a href='http://img49.exs.cx/my.php?loc=img49&image=nsshivab2a00025yt.jpg' target='_blank'><img src='http://img49.exs.cx/img49/481/nsshivab2a00025yt.th.jpg' border='0' alt='user posted image' /></a>the res tower is breaking the coolness of the ms.
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
the image is showing what must look the ms and the red lines show the modify of the ns2 floor and where be the controls so enlarge the pipe to fit the res node inside.
blue arrow show where the res node is based and where be right inb midle of that pipe.
the green lines show what i did jointing the floor textures
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-carioca+Mar 30 2005, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Mar 30 2005, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://img49.exs.cx/my.php?loc=img49ℑ=nsshivab2a00025yt.jpg' target='_blank'><img src='http://img49.exs.cx/img49/481/nsshivab2a00025yt.th.jpg' border='0' alt='user posted image' /></a>the res tower is breaking the coolness of the ms.
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
edited baed for based <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2005
While your at it you might want to revise the supporting structure of the catwalk in the coolent exchange hive. It seems to be floating right now. Oh and keep it up this map is sex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<span style='color:red'>[edit]</span>
Buttons would look nicer with one white light entity placed in front of the white round thingy you turn when using the buttons. This will make them stand out more and well just make them look better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Just noticed a gameplay problem at 'draft shafts' . If a player falls in he won't die and also can't get out if he's not a skulk, lerk or jetpacker (with a 1hive skulk it's also rather difficult to get out of the shafts. doable, but difficult) Maybe you could add a maintenance access shaft/vent through which you can get back out?
I still can't get over the lighting man, it looks absolutely fabulous.
<!--QuoteBegin-moultano+Mar 30 2005, 08:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 30 2005, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-carioca+Mar 30 2005, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Mar 30 2005, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://img49.exs.cx/my.php?loc=img49ℑ=nsshivab2a00025yt.jpg' target='_blank'><img src='http://img49.exs.cx/img49/481/nsshivab2a00025yt.th.jpg' border='0' alt='user posted image' /></a>the res tower is breaking the coolness of the ms.
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
edited baed for based <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> thanks.
<!--QuoteBegin-ssjyoda+Mar 31 2005, 02:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Mar 31 2005, 02:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->that would look so outa place with havin a ramp on that new entrance... just have it lvl with the ground and a ramp around the corner...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have edited <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73958&view=findpost&p=1431003' target='_blank'>my post</a> as I have promised. ssjyoda, perhaps it looks out of place but I am not a mapper myself and it was rather a concept I made to show what I meant and how it <u>could</u> look like. The talented mapper is moultano, he has shown what he is capable of and has done an excellent work on this map, and it is (mainly) up to him to decide how the looks and the actual implementation should be (it's his baby). Perhaps you can answer the questions and remarks I have added in my edited post, so that you give constructive criticism that might lead to new ideas.
<!--QuoteBegin-moultano+Mar 31 2005, 02:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 31 2005, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-carioca+Mar 30 2005, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Mar 30 2005, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://img49.exs.cx/my.php?loc=img49ℑ=nsshivab2a00025yt.jpg' target='_blank'><img src='http://img49.exs.cx/img49/481/nsshivab2a00025yt.th.jpg' border='0' alt='user posted image' /></a> - the res tower is breaking the coolness of the ms. -> relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are. -> remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill. -> edited baed for based <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Now I get your point, and I think it is a good idea to change it that way (because you are right that it breaks the coolness of the marine start). But the way I saw marine start should be changed was in the depth and width, for the following reason: I liked the fact that the commandchair was just close enough to the ressourcetower to put the infantery portals near the ressourcetower (as you can see <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73958&view=findpost&p=1426605' target='_blank'>here</a>). That way you could electrify the resourcetower to protect the ip's, I just thought that was cool (but perhaps not necessary).
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While your at it you might want to revise the supporting structure of the catwalk in the coolent exchange hive. It seems to be floating right now. Oh and keep it up this map is sex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have thought about this too. I don't have time at the moment to look at the map, but perhaps you can make it hanging from the ceiling.
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Buttons would look nicer with one white light entity placed in front of the white round thingy you turn when using the buttons. This will make them stand out more and well just make them look better <!--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--> I have also mentioned this before, I thought the buttons were not that vissible and I suggested to make them bigger. But with a light entity it would be even better.
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just noticed a gameplay problem at '<b>draft shafts</b>' . If a player falls in he won't die and also can't get out if he's not a skulk, lerk or jetpacker (with a 1hive skulk it's also rather difficult to get out of the shafts. doable, but difficult). Maybe you could add a maintenance access shaft/vent through which you can get back out?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-Xtof+Mar 30 2005, 08:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Mar 30 2005, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->M<u><b>o</b></u>ultano: What you want to do with the '<b>Draft Shafts</b>'? -> Make it so that when you fall into it you die ? -> Make a ladder into the shaft? -> Or a combination of both (I'll add a picture later to try to show my concept)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Moultano, can you please answer this question?
I was thinking to meet on your server somewhere this weekend (and perhaps with other people), and to play with cheats on to look into problems I encountered. I live in Belgium and the time here is GMT+1, if you tell what is your GMT-time we could meet on your server. I guess here it will be evening and at your location it will be in the beginning of the afternoon.
I will post those problems I encountered later on (some stuck issues and locations where you aren't allowed to build).
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
hehe Xtof didn't know them ideas were mentioned before, I haven't read the entire thread ya know. Mostly I just looked at the screenshots <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Moultano this map is pure genius, absolutely fantastic, but there are a few things i have picked up on, feel free to use these comments, or disregard, it really is up to you.......
These pictures show my FPS problems in the datacore hive, just to give you an idea of what i am running - Athlon XP2600, 758mb ddr333 ram, and a Radeon 9600 256mb.
I also have some problems in the Coolant exchange hive, but that seems to just be when the fog is invlolved, as the next 2 shots show, one not looking at fog, one looking at fog.
This next one is just a case of personal taste, but those orange lights that work so well throughout the map, look so damn wrong in this part it's unbelievable.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, I've fixed the stuck issue and the fps issues I think. I may still have to tweak that particle system.
Thanks to all the great feedback I've been getting I should be able to release a new beta sometime today or tomorrow. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I've tried to fix just about every issue that people have mentioned, so we'll see how it goes.
Edit: hmm, so your framerate is lower when <i>not</i> looking at the particle system? That's really really wierd.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
<b>Beta 3 is ready!</b>
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the function of the sublevel control weldable</li><li> added new console texture (not entirely happy with this yet)</li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable.</li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine Start, cryochambers, Shiva core.</li><li> Dramatically reduced the number of protruding details that you can get snagged on in the hallways.</li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error.</li><li> Added func_door crusher to the closable vent so nobody can turtle inside.</li><li> Added ladders to draft shafts.</li><li> Made elevators consistent in their time delays and damage.</li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor (new behavior of func_illusionaries in 3.0?)</li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it easier to get up as a marine</li><li> Enlarged ladder in coolant to allow getting on top of the pump.</li><li> Added additional ladder to cryochambers</li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300233dt.jpg' target='_blank'><img src='http://img159.exs.cx/img159/6950/nsshivab300233dt.th.jpg' border='0' alt='user posted image' /></a><a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300276ic.jpg' target='_blank'><img src='http://img159.exs.cx/img159/7237/nsshivab300276ic.th.jpg' border='0' alt='user posted image' /></a> red lines show the place to put a doorway and the green the hallway to conect the sub level and databurst because this: <a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300316cl.jpg' target='_blank'><img src='http://img159.exs.cx/img159/3761/nsshivab300316cl.th.jpg' border='0' alt='user posted image' /></a> in blue the wierd interconection and red a new doorway to conct the below cryo chambers: <a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300302lb.jpg' target='_blank'><img src='http://img159.exs.cx/img159/9536/nsshivab300302lb.th.jpg' border='0' alt='user posted image' /></a> <a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300160co.jpg' target='_blank'><img src='http://img159.exs.cx/img159/9744/nsshivab300160co.th.jpg' border='0' alt='user posted image' /></a> the yelow must be removed and make thsi 2 new interconection to databurst
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> tell me why some elevator are so fast?
I have run through your map again and I see you have made some nice improvements. I have encountered some things that need some fixing and I have a whole lot of suggestions to make (later on ...).
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the function of the sublevel control weldable <span style='color:red'>-> nice addition !</span></li><li> added new console texture (not entirely happy with this yet) <span style='color:red'>-> I saw that too, perhaps you can make it flicker.</span></li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable. <span style='color:red'>-> nice and usefull addition</span></li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine Start, cryochambers, Shiva core. <span style='color:red'>-> I didn't notice the changes at cryochambers and Shiva Core. I suppose you couldn't change Shiva Core (the way I suggested) because of the r_speeds? <u>Still you say that you enlarged Shiva Core, which I couldn't see !!</u> Perhaps you can tell us what changed exactly?</span></li><li> Dramatically reduced the number of protruding details that you can get snagged on in the hallways. <span style='color:red'>-> good (mainly for oni)</span></li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error. </li><li> Added func_door crusher to the closable vent so nobody can turtle inside.<span style='color:red'>-> nice solution to the existing problem.</span></li><li> Added ladders to draft shafts. <span style='color:red'>-> very nice addition !!</span></li><li> Made elevators consistent in their time delays and dammage. <span style='color:red'>-> I noticed that the elevators react very fast (perhaps you can alter that a bit) and I think you should make <u>the area under the elevator a no-build zone</u>. What do you think of that?</span></li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor (new behavior of func_illusionaries in 3.0?) <span style='color:red'>-> good, but I noticed some minor issues there which I will post later.</span></li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it easier to get up as a marine <span style='color:red'>-> Nice, but I think the idea of the vent I suggested was good too.</span></li><li> Enlarged ladder in coolant to allow getting on top of the pump. <span style='color:red'>-> This fixes the issue that now the ono can go on top of coolant too!! Although I have a suggestion to make later on.</span></li><li> Added additional ladder to cryochambers <span style='color:red'>-> Although I didn't think this was necessary, it turns out to be a good addition!</span></li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
<!--QuoteBegin-moultano+Apr 3 2005, 11:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 3 2005, 11:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just fixed a small bug with one of the elevators, so you will want to redownload it if you already have.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have noticed that all the elevators are clickable except for Cryochambers.
<!--QuoteBegin-Swiftspear+Jul 6 2004, 10:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 6 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Datacore Hive. Where is the data held? wouldn't a data core be all full of computers and servers and what not? that looks more like a waste management plant or a reservoir, or maby a water treatment facility <!--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--> I agree to what he said. I would change the name of 'Datacore' Hive into 'Water Treatment'.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
I just noticed that I forgot one of the most significant changes in the changelog.
I moved the datacore node out of the water.
Clarifications. I enlarged the walkway east of the center of datacore and moved that entrance. The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-moultano+Apr 4 2005, 04:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 04:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You can texture them in NULL and tie them all to one no build entity, so actually it would only take up 1 more entity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Kouji San+Apr 3 2005, 09:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Apr 3 2005, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Apr 4 2005, 04:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 04:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You can texture them in NULL and tie them all to one no build entity, so actually it would only take up 1 more entity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> My spidey sense is tingling about doing that . . . but I don't know why <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> We'll see. Maybe next version.
I kinda like the idea though of sacrificing the res to drop a structure that will slow down your enemy. It just seems like and added little bit of strategy, so long as it doesn't break the map.
Hi again, <!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just noticed that I forgot one of the most significant changes in the changelog. I moved the datacore node out of the water.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes I noticed that to, that surprised me (I didn't think you would move it) but perhaps it isn't such a bad idea. I just forgot to mention that you forgot to add it in the changelog.
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Clarifications: I enlarged the walkway east of the center of datacore and moved that entrance. The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well that explains alot ^^, that's to bad. It's a pitty that the entities are limiting you at this point. It's just my <u>personal vision</u> but I don't think you should be able to build underneath the elevator even to block an enemy. I would like to know what <u>others</u> think of it.
<!--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--><u><b>Enlarged</b></u> many areas of the map including but not limited to: Marine Start, <u>cryochambers, Shiva core</u>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sorry to ask again mate, but what changed? I noticed that the weldable ressnode at double goes 'up' instead of 'down', but that is the only change I saw there. Where did you enlarge it?
Greetz, XtOf
PS: Even if I know you are limited with your entities, I will post my feedback, so that you are aware of others thoughts. Because I have a bunch of feedback to give. Isn't there a way to take entities away from certain areas?
you dont like my idea of putting something into the cryochambers do you?
maybe one could make a little yoke or hide an easteregg there ... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
and ... what was the argument for moving the node out of the water? marines could not build it without welding? i think it was one of the best idea of this map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
just found the last visible error <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
where is my cookie? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
<!--QuoteBegin-Xtof+Apr 4 2005, 04:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Apr 4 2005, 04:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi again, <!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just noticed that I forgot one of the most significant changes in the changelog. I moved the datacore node out of the water.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes I noticed that to, that surprised me (I didn't think you would move it) but perhaps it isn't such a bad idea. I just forgot to mention that you forgot to add it in the changelog.
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Clarifications: I enlarged the walkway east of the center of datacore and moved that entrance. The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well that explains alot ^^, that's to bad. It's a pitty that the entities are limiting you at this point. It's just my <u>personal vision</u> but I don't think you should be able to build underneath the elevator even to block an enemy. I would like to know what <u>others</u> think of it.
<!--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--><u><b>Enlarged</b></u> many areas of the map including but not limited to: Marine Start, <u>cryochambers, Shiva core</u>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sorry to ask again mate, but what changed? I noticed that the weldable ressnode at double goes 'up' instead of 'down', but that is the only change I saw there. Where did you enlarge it?
Greetz, XtOf
PS: Even if I know you are limited with your entities, I will post my feedback, so that you are aware of others thoughts. Because I have a bunch of feedback to give. Isn't there a way to take entities away from certain areas? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The rationale for moving it was exactly that. The node could be built without lowering the water. I liked having the node under there myself, but there really isn't a good way to fix it such that it can't be built without access to the game code. It was also really exposed to attack there.
man, I am out of it, that should have read:
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Clarifications: I enlarged the walkway east of the center of <b>shiva core</b> and moved that entrance. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I moved the entrance from sublevel control to cryochambers and moved the walls out 64 units or so.
Certainly don't let entities constrain your suggestions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Let me worry about that.
<!--QuoteBegin-Swiftspear+Apr 4 2005, 05:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 4 2005, 05:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man, if I turned my resolution way down that cookie would easily be as big as my head! What a beast! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> My resolution is 1024 x 768 ... it IS the size of my head!!!!
I just got done scopin' out your map all alone and let me tell you, i love it. Very cool detail and atmosphere. I love databurst transmission, how you can see the outside of the ship and all.
One thing: When i jumped into the wall in a place where the red bars had been broken, i got stuck for a minute. Maybe it's worth a look over.
I love generator how dark and scary it is. leave it like that.
Comments
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
the image is showing what must look the ms and the red lines show the modify of the ns2 floor and where be the controls so enlarge the pipe to fit the res node inside.
blue arrow show where the res node is based and where be right inb midle of that pipe.
the green lines show what i did jointing the floor textures
edited baed for based
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
edited baed for based <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<span style='color:red'>[edit]</span>
Buttons would look nicer with one white light entity placed in front of the white round thingy you turn when using the buttons. This will make them stand out more and well just make them look better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Just noticed a gameplay problem at 'draft shafts' . If a player falls in he won't die and also can't get out if he's not a skulk, lerk or jetpacker (with a 1hive skulk it's also rather difficult to get out of the shafts. doable, but difficult)
Maybe you could add a maintenance access shaft/vent through which you can get back out?
I still can't get over the lighting man, it looks absolutely fabulous.
relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
edited baed for based <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> thanks.
I have edited <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73958&view=findpost&p=1431003' target='_blank'>my post</a> as I have promised. ssjyoda, perhaps it looks out of place but I am not a mapper myself and it was rather a concept I made to show what I meant and how it <u>could</u> look like. The talented mapper is moultano, he has shown what he is capable of and has done an excellent work on this map, and it is (mainly) up to him to decide how the looks and the actual implementation should be (it's his baby). Perhaps you can answer the questions and remarks I have added in my edited post, so that you give constructive criticism that might lead to new ideas.
<!--QuoteBegin-moultano+Mar 31 2005, 02:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Mar 31 2005, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-carioca+Mar 30 2005, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Mar 30 2005, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://img49.exs.cx/my.php?loc=img49ℑ=nsshivab2a00025yt.jpg' target='_blank'><img src='http://img49.exs.cx/img49/481/nsshivab2a00025yt.th.jpg' border='0' alt='user posted image' /></a>
- the res tower is breaking the coolness of the ms.
-> relocate the res tower to be inside of that pipe surround by control painels and close the control painels like the lower ms are.
-> remake the place where is based the old res node with continue of the trim_moultano metal and cover the floor with that blue floor grill.
-> edited baed for based <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, for the most part that's exactly what I've done for the next version. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Now I get your point, and I think it is a good idea to change it that way (because you are right that it breaks the coolness of the marine start).
But the way I saw marine start should be changed was in the depth and width, for the following reason: I liked the fact that the commandchair was just close enough to the ressourcetower to put the infantery portals near the ressourcetower (as you can see <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73958&view=findpost&p=1426605' target='_blank'>here</a>). That way you could electrify the resourcetower to protect the ip's, I just thought that was cool (but perhaps not necessary).
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While your at it you might want to revise the supporting structure of the catwalk in the coolent exchange hive. It seems to be floating right now. Oh and keep it up this map is sex <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have thought about this too. I don't have time at the moment to look at the map, but perhaps you can make it hanging from the ceiling.
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Buttons would look nicer with one white light entity placed in front of the white round thingy you turn when using the buttons. This will make them stand out more and well just make them look better <!--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-->
I have also mentioned this before, I thought the buttons were not that vissible and I suggested to make them bigger. But with a light entity it would be even better.
<!--QuoteBegin-Kouji San+Mar 31 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 31 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just noticed a gameplay problem at '<b>draft shafts</b>' . If a player falls in he won't die and also can't get out if he's not a skulk, lerk or jetpacker (with a 1hive skulk it's also rather difficult to get out of the shafts. doable, but difficult). Maybe you could add a maintenance access shaft/vent through which you can get back out?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Xtof+Mar 30 2005, 08:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Mar 30 2005, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->M<u><b>o</b></u>ultano: What you want to do with the '<b>Draft Shafts</b>'?
-> Make it so that when you fall into it you die ?
-> Make a ladder into the shaft?
-> Or a combination of both (I'll add a picture later to try to show my concept)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Moultano, can you please answer this question?
I was thinking to meet on your server somewhere this weekend (and perhaps with other people), and to play with cheats on to look into problems I encountered. I live in Belgium and the time here is GMT+1, if you tell what is your GMT-time we could meet on your server. I guess here it will be evening and at your location it will be in the beginning of the afternoon.
I will post those problems I encountered later on (some stuck issues and locations where you aren't allowed to build).
Greetz,
XtOf
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0001.gif' border='0' alt='user posted image' />
This door leads to the airlock hive and is fine for skulks to run under, however...........
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0002.gif' border='0' alt='user posted image' />
When going the other way you get stuck at the door in this spot and cannot pass underneath.
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0004.gif' border='0' alt='user posted image' />
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0006.gif' border='0' alt='user posted image' />
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0007.gif' border='0' alt='user posted image' />
These pictures show my FPS problems in the datacore hive, just to give you an idea of what i am running - Athlon XP2600, 758mb ddr333 ram, and a Radeon 9600 256mb.
I also have some problems in the Coolant exchange hive, but that seems to just be when the fog is invlolved, as the next 2 shots show, one not looking at fog, one looking at fog.
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0008.gif' border='0' alt='user posted image' />
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0009.gif' border='0' alt='user posted image' />
This next one is just a case of personal taste, but those orange lights that work so well throughout the map, look so damn wrong in this part it's unbelievable.
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0000.gif' border='0' alt='user posted image' />
This next picture is not part of my criticisms/comments..........
<img src='http://www.metempsycosis.co.uk/ns_shivab2a0003.gif' border='0' alt='user posted image' />
This is just one of the most beautiful sights i have ever seen in a map, in any game ever, truly beautiful.
Thanks to all the great feedback I've been getting I should be able to release a new beta sometime today or tomorrow. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I've tried to fix just about every issue that people have mentioned, so we'll see how it goes.
Edit: hmm, so your framerate is lower when <i>not</i> looking at the particle system? That's really really wierd.
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the
function of the sublevel control weldable</li><li> added new console texture (not entirely happy with this yet)</li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable.</li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine
Start, cryochambers, Shiva core.</li><li> Dramatically reduced the number of protruding details that you can
get snagged on in the hallways.</li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error.</li><li> Added func_door crusher to the closable vent so nobody can turtle inside.</li><li> Added ladders to draft shafts.</li><li> Made elevators consistent in their time delays and damage.</li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor
(new behavior of func_illusionaries in 3.0?)</li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop
up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it
easier to get up as a marine</li><li> Enlarged ladder in coolant to allow getting on top of the pump.</li><li> Added additional ladder to cryochambers</li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
Download: <a href='http://www.andrew.cmu.edu/~rmoulton/ns_shivab3.zip' target='_blank'>http://www.andrew.cmu.edu/~rmoulton/ns_shivab3.zip</a>
<a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300233dt.jpg' target='_blank'><img src='http://img159.exs.cx/img159/6950/nsshivab300233dt.th.jpg' border='0' alt='user posted image' /></a><a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300276ic.jpg' target='_blank'><img src='http://img159.exs.cx/img159/7237/nsshivab300276ic.th.jpg' border='0' alt='user posted image' /></a>
red lines show the place to put a doorway and the green the hallway to conect the sub level and databurst because this:
<a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300316cl.jpg' target='_blank'><img src='http://img159.exs.cx/img159/3761/nsshivab300316cl.th.jpg' border='0' alt='user posted image' /></a>
in blue the wierd interconection and red a new doorway to conct the below cryo chambers:
<a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300302lb.jpg' target='_blank'><img src='http://img159.exs.cx/img159/9536/nsshivab300302lb.th.jpg' border='0' alt='user posted image' /></a>
<a href='http://img159.exs.cx/my.php?loc=img159&image=nsshivab300160co.jpg' target='_blank'><img src='http://img159.exs.cx/img159/9744/nsshivab300160co.th.jpg' border='0' alt='user posted image' /></a>
the yelow must be removed and make thsi 2 new interconection to databurst
I have run through your map again and I see you have made some nice improvements. I have encountered some things that need some fixing and I have a whole lot of suggestions to make (later on ...).
<b><u>Cosmetic Changes:</u></b><ul><li> added many new computer screens, one that animates to show the
function of the sublevel control weldable <span style='color:red'>-> nice addition !</span></li><li> added new console texture (not entirely happy with this yet) <span style='color:red'>-> I saw that too, perhaps you can make it flicker.</span></li><li> Tweaked lighting</li><li> Added light to show the commander the state of the double node weldable. <span style='color:red'>-> nice and usefull addition</span></li></ul><b><u>Gameplay changes:</u></b><ul><li> Enlarged many areas of the map including but not limited to: Marine
Start, cryochambers, Shiva core. <span style='color:red'>-> I didn't notice the changes at cryochambers and Shiva Core. I suppose you couldn't change Shiva Core (the way I suggested) because of the r_speeds? <u>Still you say that you enlarged Shiva Core, which I couldn't see !!</u> Perhaps you can tell us what changed exactly?</span></li><li> Dramatically reduced the number of protruding details that you can
get snagged on in the hallways. <span style='color:red'>-> good (mainly for oni)</span></li><li> Simplified hallway connectivity.</li><li> Fixed airlock seige weldable clipping error. </li><li> Added func_door crusher to the closable vent so nobody can turtle inside.<span style='color:red'>-> nice solution to the existing problem.</span></li><li> Added ladders to draft shafts. <span style='color:red'>-> very nice addition !!</span></li><li> Made elevators consistent in their time delays and dammage. <span style='color:red'>-> I noticed that the elevators react very fast (perhaps you can alter that a bit) and I think you should make <u>the area under the elevator a no-build zone</u>. What do you think of that?</span></li><li> Changed grating in shiva core to allow it to be shot through.</li><li> Changed fog in coolant to allow commanders to build on the floor
(new behavior of func_illusionaries in 3.0?) <span style='color:red'>-> good, but I noticed some minor issues there which I will post later.</span></li><li> Brought r_speeds down in shiva core, Datacore, and Airlock</li><li> Modified clipping hulls in chemical storage so that skulks can pop
up next to the wall by the walkway.</li><li> Optimized much geometry to optimize clip nodes and eliminate snags.</li><li> Added second ladder to datacore, and made them taller to make it
easier to get up as a marine <span style='color:red'>-> Nice, but I think the idea of the vent I suggested was good too.</span></li><li> Enlarged ladder in coolant to allow getting on top of the pump. <span style='color:red'>-> This fixes the issue that now the ono can go on top of coolant too!! Although I have a suggestion to make later on.</span></li><li> Added additional ladder to cryochambers <span style='color:red'>-> Although I didn't think this was necessary, it turns out to be a good addition!</span></li><li> and. . . I think that's it? Maybe more.</li></ul>Many thanks to everyone who gave me feedback on this! I can't do it without you.
<!--QuoteBegin-moultano+Apr 3 2005, 11:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 3 2005, 11:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just fixed a small bug with one of the elevators, so you will want to redownload it if you already have.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have noticed that all the elevators are clickable except for Cryochambers.
<!--QuoteBegin-Swiftspear+Jul 6 2004, 10:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 6 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Datacore Hive. Where is the data held? wouldn't a data core be all full of computers and servers and what not? that looks more like a waste management plant or a reservoir, or maby a water treatment facility <!--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-->
I agree to what he said. I would change the name of 'Datacore' Hive into 'Water Treatment'.
Great improvement and keep up the good work !!
Greetz,
XtOf
I moved the datacore node out of the water.
Clarifications.
I enlarged the walkway east of the center of datacore and moved that entrance.
The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.
You can texture them in NULL and tie them all to one no build entity, so actually it would only take up 1 more entity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
You can texture them in NULL and tie them all to one no build entity, so actually it would only take up 1 more entity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My spidey sense is tingling about doing that . . . but I don't know why <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
We'll see. Maybe next version.
I kinda like the idea though of sacrificing the res to drop a structure that will slow down your enemy. It just seems like and added little bit of strategy, so long as it doesn't break the map.
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just noticed that I forgot one of the most significant changes in the changelog. I moved the datacore node out of the water.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes I noticed that to, that surprised me (I didn't think you would move it) but perhaps it isn't such a bad idea. I just forgot to mention that you forgot to add it in the changelog.
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Clarifications: I enlarged the walkway east of the center of datacore and moved that entrance. The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well that explains alot ^^, that's to bad. It's a pitty that the entities are limiting you at this point. It's just my <u>personal vision</u> but I don't think you should be able to build underneath the elevator even to block an enemy. I would like to know what <u>others</u> think of it.
<!--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--><u><b>Enlarged</b></u> many areas of the map including but not limited to: Marine Start, <u>cryochambers, Shiva core</u>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sorry to ask again mate, but what changed? I noticed that the weldable ressnode at double goes 'up' instead of 'down', but that is the only change I saw there. Where did you enlarge it?
Greetz,
XtOf
PS: Even if I know you are limited with your entities, I will post my feedback, so that you are aware of others thoughts. Because I have a bunch of feedback to give. Isn't there a way to take entities away from certain areas?
maybe one could make a little yoke or hide an easteregg there ... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
and ... what was the argument for moving the node out of the water? marines could not build it without welding?
i think it was one of the best idea of this map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
just found the last visible error <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
where is my cookie? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just noticed that I forgot one of the most significant changes in the changelog. I moved the datacore node out of the water.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes I noticed that to, that surprised me (I didn't think you would move it) but perhaps it isn't such a bad idea. I just forgot to mention that you forgot to add it in the changelog.
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Clarifications: I enlarged the walkway east of the center of datacore and moved that entrance. The reasoning for not putting no_builds under the elevators is that each one would use up and entitiy, and I'm trying to keep them down at this point. Same thing with the vent. I'd need to make the area under it a func_seethrough.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well that explains alot ^^, that's to bad. It's a pitty that the entities are limiting you at this point. It's just my <u>personal vision</u> but I don't think you should be able to build underneath the elevator even to block an enemy. I would like to know what <u>others</u> think of it.
<!--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--><u><b>Enlarged</b></u> many areas of the map including but not limited to: Marine Start, <u>cryochambers, Shiva core</u>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sorry to ask again mate, but what changed? I noticed that the weldable ressnode at double goes 'up' instead of 'down', but that is the only change I saw there. Where did you enlarge it?
Greetz,
XtOf
PS: Even if I know you are limited with your entities, I will post my feedback, so that you are aware of others thoughts. Because I have a bunch of feedback to give. Isn't there a way to take entities away from certain areas? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The rationale for moving it was exactly that. The node could be built without lowering the water. I liked having the node under there myself, but there really isn't a good way to fix it such that it can't be built without access to the game code. It was also really exposed to attack there.
man, I am out of it, that should have read:
<!--QuoteBegin-moultano+Apr 4 2005, 03:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 4 2005, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Clarifications: I enlarged the walkway east of the center of <b>shiva core</b> and moved that entrance. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I moved the entrance from sublevel control to cryochambers and moved the walls out 64 units or so.
Certainly don't let entities constrain your suggestions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Let me worry about that.
Viper 29A, here's your cookie
<img src='http://www.girlscouts-ct.org/images/Cookie%20Lemon.jpg' border='0' alt='user posted image' />
i like the old res node is more fit with the map or you could put the res ndoe underneath the water near that blue lamps safe from marines
My resolution is 1024 x 768 ... it IS the size of my head!!!!
One thing: When i jumped into the wall in a place where the red bars had been broken, i got stuck for a minute. Maybe it's worth a look over.
I love generator how dark and scary it is. leave it like that.
Love your map.