Altair Opinions.

ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
edited September 2004 in NS General Discussion
<div class="IPBDescription">what ya all think..?</div> im just curious what everyone else thinks.

no disrespect to the mapper, but i think that the devs may have been high when they accepted it. Im not talking about the layout, but the overall look of the map is no where near up to the quality of what i would expect of a ns map. I look at the map and i just get a "custom fanmap" feel. Not putting the designer down at all, but, visually, it needs a lot of work in my opinion.

texture work.. come on, its not hard to texture stairs individually instead of wrapping the wall texture around them.. im specifcally talkin about the ones in ms.

and, the lighting, very bland, and the darkness hinders playability. i used to do the same thing, intentionally dark. but its not very good for mp.

Comments

  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    I rather like the map, it's something different with the whole dank sewer type feel. However, after playing on it, I have to say it doesn't play well because it's too dark. Darkness hurts the aliens a lot more than marines because the aliens have no way of seeing in dark areas. Until this is fixed I doubt we will be able to see the true balance of the map.
  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    same can be said about nearly half the ns maps

    metal, angst, sava, agora (not as bad as it used to be), ayumi, etc...

    just because a map may *look* good, doesn't mean anything. Half of the ns maps currently play like complete crap. I would rather play on a crappy looking map that was well balanced than a map such as ayumi that looks stunning but is a pain in the **** to even play any day of the week.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Copied from my other thread

    <!--QuoteBegin-bliNk+Sep 4 2004, 04:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bliNk @ Sep 4 2004, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Did this map get in by accident? Looks like it was made in a week and not even finished.  <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think Relic25 said it best

    <!--QuoteBegin-Relic25+Apr 11 2003, 12:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Relic25 @ Apr 11 2003, 12:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Aren't you a pisser.

    Well, ns_bast really dislikes you.  It hates your clothing, it hates the way you are built and the way your face is arranged.

    See what it's like to give unconstructive criticism?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I don't mind if you don't care for the map but please don't insult me and give me the courtesy to explain what you don't like about the map and give me suggestions on how you'd like to see it improved.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    i like the lighting and texturing but for me it lacks detail and its a tad too open in places, some areas need to be shrunk down, others filled with objects that while r nice to look at also make good ground cover
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited September 2004
    ok. . . i dunno how altair plays, but obviously very well if it got official inclusion. is it just me or is ns' look drastically derecreasing with newer releases?

    I remember Natural-Selection for, Bast,Eclipse,Hera,Caged,Nothing, Nancy and Tanith, they rocked the f***ing shite outta the HL engine.

    When the Dev team PT maps they should first of all get the balance right then say . . .ok your map is'nt getting in unless it looks up to standard, visually. because tha new maps looke POO,even some of the co_maps!!!!
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    edited September 2004
    People, be nice. Making maps is hard.

    I, myself, only played Altair once. This is because I was on marines, and we were spawncamped, so I got a bad first impression.

    /Edit: I played altair again, I have to say that it's a nice looking map. But, as marines we lost again. I havn't played enough to say its unbalanced yet...
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited September 2004
    In no way i'm i trying to be mean, I just reckon its not visually up to NS standards, nor are alot of other official maps. _
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    The only thing I request is that if there is something you don't like please give suggestions and be specific about them. Saying that you don't like something doesn't help me very much but saying you don't like the way this room looks because the light diffuses weird and some of the computers on the wall are at weird angles tells me a lot more. Especially if you tell me which room or even provide a small screenshot.
  • SyringedSyringed Join Date: 2003-04-17 Member: 15579Members, Constellation
    edited September 2004
    I played Altair a few times so far. Very well done looking map but very bad gameplay wise. Aliens get screwed pretty hard in a lot of hive areas and their too far apart in my opinion. It's also extremely dark which is annoying as hell for a skulk. The first 3 servers that I was playing on the night beta5 came out that tried this map for the first time immediately took it out of rotation for the darkness factor alone.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    there really isn't much to say other than lack of detail.. i pointed out a specific with the stairs... ill think of a few others.

    -some of the monitors are hugely oversized.
    -i do remember seeing a res node placed on top of a pipe which was in the floor, this isn't generally bad,but the node model was wider than the pipe, looked bad, increase pipe size.
    -a lot of the rooms fell very empty, and lacking.

    now that im tryin to think of other things, it always comes back to detail.
    -stairs, they dont always look too good when you use the same texture on the floor above the stairs, on the stairs.

    best advice would be, don't kid yourself, look at other ns maps, and then look at yours. you are damn lucky kfdm to get in with a map looking like this. but just look at other maps, and just look back at yours and think to yourself whats wrong, what feels out of place. and just work one thing at a time until u feel it can NOT look any better. its hard to judge cause its your map and u want to be prowd of what it is now, but you have to get over that and just look at it as another map. look at it as if its just some random map that popped up, what would u say?
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    yes i agree that it's fine cosmetic-wise, but some places just have no use, like the big pool with the moving arm in the air, and the node with the pipes. A lot of the rooms also looked rather empty and i felt they could pretty much be done away with if it did not serve much use. Perhaps you could make more weldable points, such that one weldable at one empty room could trigger something on the other side of the map, now that'd be original and fun. <!--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--> (whatever that is triggered is left to your discretion. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    Alright, I think I'm going to have to take back what I said earlier about the map being too dark. I went back and looked at it again and realised that it was too dark because of the dust and glare on my monitor. It looks just about right, now I just wish that I could get to play it more. Like I said before, I like the feel of the map. It isn't all brightly lit like the others, which is a very nice change. I also like the water vents, no possible way for marines to build in them, though I saw a few too many marines in them for my taste, though I'm not sure how they got in. I also went around and tried my hardest to find a way to build outside the map and found none. Very good job there. I'm happy to have a new map and shall try to give some better feedback when I have played on it more.
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    edited September 2004
    KungFuDiscoMonkey, I think the main reason why people are saying this map feels empty is because the architecture is kind of blocky. A lot of your walls just shoot out in a straight line into the center of the room, without any detailed brush work to make it feel like it belongs there. If I were you, I would replace a lot of the 90 degree angles with some 45's etc. Also, I think it would be a good idea to have those monitor overlays cast more colored light into the hallways and rooms. Just spice it up a bit and everything will come together <!--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 have not played this map yet, so I have no comment on the gmaeplay.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I appreciate those of y'all who have gone back and given me more specifics on dislikes since that helps me a lot more than all the generalizations. So far I have a notecard (all I had to write on at the time) full of changes for the next build. Feel free to continue to give detailed, constructive feedback and I'll add those to the list and see what I can work out for the next build.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    I like it, it plays fairly well. As with any map it could use changes here and there, but it's current build is pretty solid compared to past builds. Some textures could look better and could be used better than they are, but I perfer a map that plays well over looking all perty and stuff.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited September 2004
    I still think it's way too dark, and there's barely any ambience. More particle effects, more ambient_generics. Also, you don't really get a feel that you're underwater; Tiny windows just don't cut it, try and have some wider view of the surrounding ocean and perhaps some sea beasties to give it character.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    yeah, its an underwater facility yet the only things hinting that are those little round windows and a blue skybox. try to make some rooms perhaps have big windows with something outside where u cant get, like the external overlook in ns_lost. also water-themed rooms, which you already seem to have could use some spicing up. like broken pipes, waterfalls, water tanks etc.

    and many of the rooms are horribly big. i wont tell u to make them smaller, rather add elevation changes, different floor types, obstacles (i dont recommend boxes, i dont think they fit in this map), maybe make some walkways that are a little off the floor so that skulks can hide and ambush from under them.

    rt-rooms, make at least the ones that are near hives easy to defend. with vents and ceiling architecture perhaps.

    i love the sewer system, although i havent gotten to explore it fully, only played 1 game as alien on the map. but u could try to make them a little more atmospheric if possible. just some weak random red lights and experiment with the color of the water.

    overall its very dark. too dark. an official map shouldnt be so dark that its unplayable on some monitors, and a pain to navigate through on others. the sewers can be dark, they should be, and some areas of the map can be a tad darker than others, but u really need to lighten it up. for the sake of gameplay.

    id get screenshots but my computer finally stopped co-operation totally. its a wreck, im getting a new one - this week - .

    (im on my laptop now)
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The only major complaint I have is marine start. The staircase on the one end makes it extremely challenging to attack from, as you're wide open to fire from all over while working your way back up it to flee/heal. Down is easy, just jump, but an onos isn't going to make it back there alive.

    Maybe cover some of it with wall or unbreakable glass?

    Anything you can do to make the sewer easier to navigate via the map? It's not obvious where the endpoints are.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    I got stuck somewhere in the sewers - there was a ladder up - just higher than a marine crouchjump - then a platform followed by a longer ladder. However, the first ladder didn't seem to work.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    edited September 2004
    This is just me, but alot of your rooms are empty and wide. Try adding a couple of narrow corridors so skulks can deal some damage. As well, if it can be done, I thought that maybe you can have a pipe that's broken out of the cieling and it touches the ground, water pours out of it into some water pool of some sort, and gives a chance for skulks to hide in it and ambush. What I'm thinking of is something like this (it's just an idea to maybe add more atmosphere to the level). I did it in paint, so it'll look much nicer if you actually do it, but it's a semi-decent template.

    This is just for one room. It'll add more clutter, make it easier for skulks, and the room won't look so big. If you use it, yay! If you don't, no biggie, maybe someone else will <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    As a sidenote, you had a water hole like that one in the bottom of the map, I was thinking it could be something similar to that.

    EDIT: Typo in the diagram >_<
    And I don't know if you spell cieling cieling or ceiling. >_<
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    I´ve played a pcw on ns_altair yesterday and commanded 1 or 2 pub games on it.
    I haven't played enough to say something about balance though.
    Ok, most of the rooms are quite big and MS is a huge hall.
    There are few details but nevertheless I like the dark atmosphere.
    Ah, and the "underground" of the map is quite interesting.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    the outside of the hives are a bit marine friendly, it gave me the Keyhole feeling a'la Maintenance on ns_eclipse ... Long corridors, perfect for spawncamping of the non-spawncamping kind.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    I'm gonna make this as nice as possible. K

    The map lags! Just like rebirth. You're framerate will die. I don't know what you mappers do to fix this.

    Too big as well. The map lacks defining areas. As in actual rooms. It's just a bunch of curving halls. And about those halls. This map seems to like to jerk you around. You're running away from marines and take a corner. Only for that corner to end up in a deadend. Why a deadend? I dunno. Usually in NS, a hall takes you somewhere. This map is full of useless areas like these. Specifically, there is an area near marine start that has 3 big cylinders. It is right around the corner to the west. There seems to be no point to this little pit here /w the cylinders. Get rid of these. Maybe it would help the FPS issue.

    And then there is the useless sewer system. It's like it's own map down there.

    Hives. One hive has a huge pit in it. This is like the sub-space hive on veil, but with a huge pit carved into the center. I guess this would help save you from JPers. Maybe one of them will fall in. Another is way too close to marine start.

    I'm sure once I learn this map I will avoid the annoying deadends and hopefully learn the sewer system. But I never fully learned nancy's vent system either. I just remembered the ones that had any use.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    As said before , it doesn't feel like an underwater station. There is little water besides thoses muddy sewer-like maintenance corridors and the big pool : check Hydrosity to find better water-themed architecture. The feel of the map is still great though : it looks like veil's evil sister...

    The map is a bit dark , granted , but bright grey floors make it easier to shoot skulks running in the open ; there is a lot more contrast that in Agora. Dark vents are absolutely great to intercept thoses overpowered jetpacks.

    I think the hive rooms are well designed. They promote sieges and epic fights. Lots of sensory nooks to have an easier time defending the hive.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-ZERG!!+Sep 5 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Sep 5 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The map lags! Just like rebirth. You're framerate will die. I don't know what you mappers do to fix this.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i dont get this on my new top end card but i had it on my old gf3 (on certain maps) so kno exactly wat u mean... my solution which works is to revert your VIS and RAD tools to the original zoners 2.53, i.e anything but merls or cageys builds. stick with cageys for hlbsp and hlcsg as u get better clipping and optimisation
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i dont really like it...its kind of...i dotn know...if i run around in this map i get a feeling of low-detail...

    I keep asking myself why they put this map into the official cycle...other maps like for example ns_widow are a lot better done (my opinion)

    PS: i once tried to create a map but faied. ns_altair is a beter map than one that i ll be able to create. ever. But I think that there are maps out there that are a lot bette than altair
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i believe widow was never finished?
  • SageGasparSageGaspar Join Date: 2002-11-01 Member: 3686Members, Constellation
    I've only really played altair twice but, I have to say, they were some of the most amazing games I've had recently. A lot of this is probably because they were great teams and it's fun finally getting a new map into the standard ns_ rotation, but, that aside, I have to thank you for some great times.

    On the topic of gamma, I really think it has to be judged in a dark room with the only light coming from the monitor, and when I did that, the lighting dynamics were great.

    The hives are pretty fun. I like the one with the pit and the walkway. A couple people were complaining about it, but it's nice to have a room out of the ordinary. The MS with two exits leading in very different directions is nice as well, mixing things up a bit.

    A couple changes I'd make: try to add a couple more atmospheric sounds. When you're walking around the map you sorta get the idea that you're in some sorta underwater facility, but it never quite hits home. It'd be neat to have a couple more broken, leaking sections in various parts of the map, and a couple more underwater areas. Also, try to refrain from using the "creature swimming in water" sound. I've always hated when the building and gun loading sounds are played around marine start (it just doesn't make sense, and feels out of place when there's been a reloc), and I don't like it here for the same reason.

    Second, there are a whole ton of passageways to nowhere and ladders that aren't really ladders with doors that don't really open. There is an indication that they're inoperable (bulge), but it's really hard to notice. It'd be nice if there was some sort of sparking or a more noticeable bulge so that you don't spend half the time clicking use on doors that won't open.
  • T_AliT_Ali Join Date: 2002-11-06 Member: 7315Members
    edited September 2004
    I ran into you on some server and gave you my comments when you asked. But you couldn't understand my mic and then you dropped. So here we go again.

    Long ago I used to play a game called Marathon, an FPS contemporary of Doom that was Mac only and was (brace yourself) 10x better than Doom. So it goes. Anyway, someone wrote a great mapmaking tutorial for Marathon, and the part of it that's really stuck with me is the concept of "flow".

    The writer of this tutorial suggested that before you started a map, you should take out some graph paper and plan it out. And before you did that, you should take out a cocktail napkin and plan the basic patterns of movement around the level. If you couldn't easily sketch out with gestures on a napkin the patterns of movement around the map, then the map would probably end up lacking flow.

    In my opinion, altair lacks flow. Not to be unkind, but I've nicknamed it "ns_deadend".

    The principals of map flow were given in the context of making deathmatch maps, but I think they clearly hold here. When you enter an area, even if you're new to the map, you should have a clear idea of what most or all of your exits are (with the proviso that some suprise routes are good, but should not be the norm). Paths across the map through the various areas should present themselves to the player naturally. Distinct visual references in different areas should be present to aid in map memorization.

    On altair, I found myself struggling to get from one area to another. I'd be heading for my destination, and then find myself forced to change direction again and again, eventually in many cases reversing away from my destination and going around what clearly should have been "the long way there", not "the way there", or "the only way there I could find". Looking at the mini-map frequently made it worse, as I'd commit to what looked like a route, only to end up in a dead-end, or a deadend with a weldable door (note to devs: welders for skulks!).

    I loved the sewery feel of the sewer and the opporunity to move so far out of view of the marines, but started grinding my teeth waiting for some way *out* of the sewer. Bless you for making a long vent that has character (shakes fist at nancy), but maybe a sign or move vents or something. (Grunty sounds of a skulk saying "Are we there yet?" in khraa). As it is, it felt like just another example of "go a long way this way only to find out that it isn't taking you where you want to go".

    I love the way the hives look. Awesome hives. Now if I could only find my way to the one under attack...

    I have no comment about the look and feel, other to mention I like the idea of an underwater base, although I agree with others that it could be more obvious.

    And seriously, what is up with the aliens hating dark maps? Why why why can't khraa see in the freaking dark? What kind of horror movie villains envy the humans flashlights?

    Making maps *is* hard, I agree. I'm glad you want feedback. Good luck to you sir!
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited September 2004
    Something I have noticed:

    -- Like said: it is not visually too impressive. A few steam-pipes would have a nice, positive effect in a few chosen places. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    -- There are a lot of ladders not leading anywhere, but I really, REALLY think that there should be at least ONE of them leading to some small, secret room (preferably near marine start and a vent) <!--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-->

    -- In overall it's a pretty 'clean' map, IMO.

    Have to play more of it before saying anything else.
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