Revival Of The Ns_fenris Remake Team

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  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Invader Scoot+Feb 14 2005, 05:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Feb 14 2005, 05:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Gravity+Feb 14 2005, 01:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 14 2005, 01:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gigabite you are a kind person in all ways.

    btw: checking numbers of entities? there is an option in vhe, think its called "entity report". <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Doing that will <b>not</b> give you an accurate entity count. Lights, light_spots, spawns, info_locations, info_nulls, are only some of the entities that NS doesn't count. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    the entity report is a built in function of hammer. it lists all ents in the rmf, it does not exclude anything.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    thats exactly the point. envader scoot pointed out that vhe lists ALL entities but this wont be the number of actual entities ingame. but I dont see any problem here because I cant count without the help of an calculator <!--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-->

    rough but good for overview -> "total number of entities" - 100 = "number of entitycount related entities"

    - 96 should be the total numbers of spawns in the map (32 playerstarts, 16 team 1 starts, 3x 16 team 2 starts)
    - at least 2 mapbased entities (info_mapinfo, info_gameplay)

    in this case you dont have any info_locations included. if you want to know the EXACT number go through the "number of entities" in vhe and subtract all the "static entities that will be removed at start of the map".

    mapper feel the entity count by themselfes anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    ok I just got permission from sir pepe to keep the map updated,.

    First thing's first, the map is way too big right? What about a little size reduction first of all??
    I dont want comments about any other adjustment just yet. Just weither or not you guys agree with me on this one first._
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    gigabite.. give up... haha, reminds me of nexus. haha

    where can i get a hold of a bsp of fenris, ive never really gotten a good walk around in it..
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <a href='http://www.planet-pepe.net/files/ns_fenris.zip' target='_blank'>HERE</a>
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Alright, I've got an overview for us to work from so that we can get some ideas down.

    <img src='http://scoot.nsarmslab.com/pictures/Maps/NS/ns_fenris/fenris_overview.jpg' border='0' alt='user posted image' />

    And my ideas so far:
    <img src='http://scoot.nsarmslab.com/pictures/Maps/NS/ns_fenris/fenris_overview_edited.JPG' border='0' alt='user posted image' />
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    That's insanely huge.

    Why are both doubles right next to marine start?

    Also, it seems that many of those rooms have 0 purpose. If you think about NS, there are only a few rooms that have purposes:
    -Hive rooms.
    -Marine start.
    -Rooms with RTs.
    -Siege rooms.
    -Rooms that are a crossroad between several of the first four things I listed.

    I can see several rooms that don't satisfy any of those conditions, so they should be removed. The proposal that Invader Scoot has, looks like a good start. One thing, is that the vent you're straightening out might be too powerful for jetpackers. They would be able to get to the NE alien hive and the aliens wouldn't be able to do anything to them while they are in the vent.

    Note that I haven't actually played this map yet, so I'm just going from the screenshot of the map.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    size reduction: yes. fenris had been a nice map but one of its downside were the long corridors and a lot of space you can get lost in. but do it carefully. shorten some routes, maybe fix the size of the locations but please do not delete anything.
    I agree with the necessary redesign of the ms, too. its just too complex.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I got rid of the ladders in the ms, textured it up a wee bit, removed one tiny wee bit, and i shortened that VERY long ladder just outside the ms leading to the maintanence tunnels.

    hows this look?
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I couldnt get to sleep so I just decided to make a start on resizeing it, no areas completly deleted. I got this much done so far.. . I was toying wiff the lighting and it is a bit darker than it was before, so thats why the ms is a bit dark._
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited February 2005
    Was going to mention its a bit dark, although you gave us a reason for that Heh. The first screenshot of the newest ones, looks fine It's ust where the diamond texture and grate wall type texture is on the floor looks as though they're slopes are slightly "off". I recommend and would like to see them the same angle, so walking along that area is much smoother.

    I think your doing really well with this, I got some suggestions for cutting down some area sizes. I'll talk to you about that on MSN, as writing in the forums would make it much harder to understand.

    EDIT: I also noticed you should put in the console "fps_max 100" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the new ms looks fine. lets see how it plays now. your work at resizing the map looks good to. the maps pathways seem to be more clearly now. just break up the "diamond" floors a bit so it does look more detailed.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    so i made cargo hive c just for it to get deleted again? pff.

    ill port fenris to the source engine XD
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    <!--QuoteBegin-GiGaBiTe+Feb 20 2005, 09:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 20 2005, 09:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so i made cargo hive c just for it to get deleted again? pff.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I most certainly did not delete cargo hive c,I'm trying to not remove any areas completly, just make them a bit smaller._
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i dont think fenris is too big, i just think its a bit confusing as to where to go.

    should just reroute some of the paths so its easier to get around and not make it smaller.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Fenris is HUGE. Its not that confusing once youve ran around it a couple of times. or worked on it. but it is abit too big. hopefully I should have a new version this week, so long as nothing pops up, if it does it'll be next week before I get anything compiled.I'll send you my updated version Gigabite once Its complete._
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    You have backups this time, rite? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    ill put the updated rmf in my repository and make several backup copies across my network so if its lost, it wont really be lost.. lol.

    i still think fenris is good the way it is. lets see if i can get these damn textures ported over, xwad is giving me nothing but problems.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-GiGaBiTe+Feb 21 2005, 07:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Feb 21 2005, 07:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ill put the updated rmf in my repository and make several backup copies across my network so if its lost, it wont really be lost.. lol.

    i still think fenris is good the way it is. lets see if i can get these damn textures ported over, xwad is giving me nothing but problems. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fenris is <b>not</b> good the way it is. You're opinion does not count for 1,000's of others. I would not like it if this map become another mineshaft.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited February 2005
    i did not say "my opinion is the same as the thousands of other players that will play the map" i think its fine the way it is. but thats my opinion, not anyone elses. i have the original source to the map so i can make my own version that has the changes i like and it wont conflict with your interests. and since i no longer run a ns server, or play ns that much anymore it will never get out to conflict with the official version.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin-Caboose+Feb 21 2005, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Feb 21 2005, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You have backups this time, rite? <!--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-->
    This is offtopic, but..
    That's a totally awesome sig <!--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-->.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    work is progressing nicely, jus noticed another light needs brightened abit more.
    Upped the gamma in this latest little test run i did its alot brighter ingame,even if it doesnt in my screenies.
    You can see the obvious difference in size in the shot of the computer center access.
    As always to show you im working at it 3 more pics for all u nice people <!--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--> _
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited February 2005
    computer center access shot 2
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Quite dark, definitely needs to be brightened up a bit. But anyway, good work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    it does need to be brightened up a bit, but dont overdo it. still leave some dark spots for skulks to hide in.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    that map looks really cool and I can't wait to play it! do you want to realease a beta for that?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i think it would be best to wait until its complete so we dont have multiple copies of fenris floating around the internet.
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