So your box is fixed now? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Should we except a new version soon? By the way we've played a 8vs8 on MR|server a couple of days ago! Aliens got their butt kicked pretty hard lol! The higher lifeforms had lots of difficulties blinking or simply walking (onos) around the map! I also have found a couple of little things I'll post later!
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've made enough changes at the moment to warrant a new version, but I want to wait a little bit. I want to make sure that when I release the next version it addresses as many of the problems with the last one as I can easily fix.
If you could, what parts of the map sucked the most for higher lifeforms, and in your opinion, which were the most gamebreaking?
<!--QuoteBegin-moultano+Apr 25 2005, 09:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 25 2005, 09:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've made enough changes at the moment to warrant a new version, but I want to wait a little bit. I want to make sure that when I release the next version it addresses as many of the problems with the last one as I can easily fix.
If you oould, what parts of the map sucked the most for higher lifeforms, and in your opinion, which were the most gamebreaking? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hmmm in my opinion, the main problem was in the hallways near Coolant Exchange. We started the game with that hive and it was way too hard to try and rush in there to destroy their sieges. We all got stuck in eachother and we couldn't back off or dodge the mines. They did have a hard time killing us since we kept putting up Datacore, and when Data was going down Coolant was up once more etc. As many people said, the big deal is with the size of the hallways...
Here are some feedback when I was lone-onosing, I guess much of this has already been reported but here it goes anyway :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Draft_cant_move_further.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ove_further.jpg</a> Here I seem to get stuck in something on the ground. I suspect the ladder but I'm not a mapper so I have no idea what's truly going on. The thing is I could enter that small room without jump-crounching the first time, and once inside, moving wasn't that easy either!
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Datacore_ceiling_too_low.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ing_too_low.jpg</a> The filename speaks for itself, there was simply no room for my head to go through, this means a lot when the hive in under siege (many people got stuck there during the big game)
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Databurst_Stuck_Onos.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl..._Stuck_Onos.jpg</a> This one isn't really important since you can't really fall in there unless you really want to (crouch/jump in there) but I thought I'd report it anyway, who knows, perhaps someone could fall in there too (don't ask me how he could do that accidentaly!!)
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Cryochambers_Vis_Bug.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ers_Vis_Bug.jpg</a> This one, I think, is called a visual bug? Or whatever... I beleive you said all vis. bugs were reported, but since I didn't have time to read throughout shiva's thread in the mapping forum, here it is! I don't think the bug is visible as a skulk or lower lifeforms, but as a onos it is clearly visible.
P.S. sorry if the pictures are dark <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
That's all for today! I hope it helped a little! Oh and, remember that thing about the <a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Chem_Storage1.jpg' target='_blank'>catwalk</a> I talked about earlier? Well I fell in there once when fighting 2 marines! Needless to say I laughed quite a bit! <!--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-->
If you ever need some help testing more stuff, you know who to ask! <!--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
ns_shivab4 release
- Completely rebuilt Marine Start. (Much more defensible now) - Enlarged most egregious hallways substantially. (Still some work to be done) - Fixed many stuck issues and exploitative structure placement areas. (Coolant is much easier to walk around.) - Fixed inability to place coolant hive (not sure about this one, but I think I did.) - Consolidated and removed siege locations for coolant. - Enlarged siege location for datacore, and added a vent to it. - Added a vent between draft shafts and maintenance. - Moved chemical storage node to the center of the room. - Shortened tracks in maintenance. - Fixed most problem r_speed areas. - Tweaked many visuals. (Lighting is better now and check out shiva core particle system.)
Still to do: - Rework connection between airlock and cryochambers - find and fix the two remaining vis errors. - work on r_speeds between cryochambers and sublevel control.
Many many many thanks to everyone who playtested my map, everyone who put up with it in the CAL preseason, and everyone who took the time to give feedback. Hope you enjoy the new version. As always, drown me in feedback. <!--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 destroy the glasses in databurst to shoot and throw trough them, only takes a lot of grenades and wastes time for nothing. You keep hanging at invisible borders (leaf portals) around doubleres, maybe clip or hint brush around there.
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-Ollj+Apr 29 2005, 10:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 29 2005, 10:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you can destroy the glasses in databurst to shoot and throw trough them, only takes a lot of grenades and wastes time for nothing. You keep hanging at invisible borders (leaf portals) around doubleres, maybe clip or hint brush around there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> hmm, I've got the "only trigger" flag checked on those. Do I have to set the damage values in any particular way in order to get that to work properly? Name them maybe?
I thought we were going to see ns_shiva.wad turn into ns_shivab4.wad for this version <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I still have the problems of people having to DELETE the old one to get the new one so they don't have purple/black checkerboard textures...the server will not download the new version overtop of an existing file of the same name...this is why they must be unique. How hard is it to change that wad name?
found a hall of mirror, might be a leaf portal saw into leaf. Stand inside the red area in onos view height (jumping skulk is not high enough) and look to the weldable (blue) door, its a hall of mirrors when moving sideways in the right height (fall of the left wall in the left bend). hint brush the blue or the red area or something along the green view line.
Comments
Keep up the good work!
If you could, what parts of the map sucked the most for higher lifeforms, and in your opinion, which were the most gamebreaking?
If you oould, what parts of the map sucked the most for higher lifeforms, and in your opinion, which were the most gamebreaking? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hmmm in my opinion, the main problem was in the hallways near Coolant Exchange. We started the game with that hive and it was way too hard to try and rush in there to destroy their sieges. We all got stuck in eachother and we couldn't back off or dodge the mines. They did have a hard time killing us since we kept putting up Datacore, and when Data was going down Coolant was up once more etc. As many people said, the big deal is with the size of the hallways...
Here are some feedback when I was lone-onosing, I guess much of this has already been reported but here it goes anyway :
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Draft_cant_move_further.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ove_further.jpg</a>
Here I seem to get stuck in something on the ground. I suspect the ladder but I'm not a mapper so I have no idea what's truly going on. The thing is I could enter that small room without jump-crounching the first time, and once inside, moving wasn't that easy either!
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Datacore_ceiling_too_low.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ing_too_low.jpg</a>
The filename speaks for itself, there was simply no room for my head to go through, this means a lot when the hive in under siege (many people got stuck there during the big game)
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Databurst_Stuck_Onos.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl..._Stuck_Onos.jpg</a>
This one isn't really important since you can't really fall in there unless you really want to (crouch/jump in there) but I thought I'd report it anyway, who knows, perhaps someone could fall in there too (don't ask me how he could do that accidentaly!!)
<a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Cryochambers_Vis_Bug.jpg' target='_blank'>http://img.photobucket.com/albums/v653/Cpl...ers_Vis_Bug.jpg</a>
This one, I think, is called a visual bug? Or whatever... I beleive you said all vis. bugs were reported, but since I didn't have time to read throughout shiva's thread in the mapping forum, here it is! I don't think the bug is visible as a skulk or lower lifeforms, but as a onos it is clearly visible.
P.S. sorry if the pictures are dark <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
That's all for today! I hope it helped a little! Oh and, remember that thing about the <a href='http://img.photobucket.com/albums/v653/CplFortier/Shiva_testing/Chem_Storage1.jpg' target='_blank'>catwalk</a> I talked about earlier? Well I fell in there once when fighting 2 marines! Needless to say I laughed quite a bit!
<!--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-->
If you ever need some help testing more stuff, you know who to ask! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Completely rebuilt Marine Start. (Much more defensible now)
- Enlarged most egregious hallways substantially. (Still some work to be done)
- Fixed many stuck issues and exploitative structure placement areas. (Coolant is much easier to walk around.)
- Fixed inability to place coolant hive (not sure about this one, but I think I did.)
- Consolidated and removed siege locations for coolant.
- Enlarged siege location for datacore, and added a vent to it.
- Added a vent between draft shafts and maintenance.
- Moved chemical storage node to the center of the room.
- Shortened tracks in maintenance.
- Fixed most problem r_speed areas.
- Tweaked many visuals. (Lighting is better now and check out shiva core particle system.)
Still to do:
- Rework connection between airlock and cryochambers
- find and fix the two remaining vis errors.
- work on r_speeds between cryochambers and sublevel control.
Many many many thanks to everyone who playtested my map, everyone who put up with it in the CAL preseason, and everyone who took the time to give feedback. Hope you enjoy the new version. As always, drown me in feedback. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://www.andrew.cmu.edu/~rmoulton/ns_shivab4.zip' target='_blank'>Download</a>
<img src='http://www.andrew.cmu.edu/~rmoulton/ms2.jpg' border='0' alt='user posted image' />
You keep hanging at invisible borders (leaf portals) around doubleres, maybe clip or hint brush around there.
You keep hanging at invisible borders (leaf portals) around doubleres, maybe clip or hint brush around there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hmm, I've got the "only trigger" flag checked on those. Do I have to set the damage values in any particular way in order to get that to work properly? Name them maybe?
I still have the problems of people having to DELETE the old one to get the new one so they don't have purple/black checkerboard textures...the server will not download the new version overtop of an existing file of the same name...this is why they must be unique. How hard is it to change that wad name?
Oh well, NEXT ONE THEN!?
The wad file is now part of the bsp.
Stand inside the red area in onos view height (jumping skulk is not high enough) and look to the weldable (blue) door, its a hall of mirrors when moving sideways in the right height (fall of the left wall in the left bend).
hint brush the blue or the red area or something along the green view line.