Ns_storm

24

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    screen1, love that lighting. I would however change the texture on the middle part of the ceiling to a more darker one.

    screen2, DOWN IN FRONT!!!
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Good GOD I want this siege map.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I'm working on the jetpack room and marine start today. The jetpack room resembles the original siege007 jetpack room in that it consists of three levels, but the similarities end there. Two levels are accessable by a dual ladder shaft while the highest level is exclusive to jetpack clad marines, lerks and fades. Unlike the original, this jetpack room 's three levels are mostly viewable by the commander view so you can now have fun trying to set up a defense in a multitiered room earlier rather than waiting to have jetpacks. This way aliens will have a little harder time doing that Fade rush in to marine base.. hopefully. As for marine start.. I plan to eliminate the acid rocket exploiting for sure.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    It's like he actually knows what he's talking about <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-Crispy+May 10 2005, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ May 10 2005, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's like he actually knows what he's talking about <!--emo&???--><img src='http://www.unknownworlds.com/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-->
    <span style='font-size:11pt;line-height:100%'>?</span> I do
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Sorry that was meant to be some sort of sarcasm. I'm just personally amused because a lot of mappers go around doing remakes without actually paying attention to the real gameplay faults of their predecessors (like some bad song cover). In this case you seem to have thought about what you need to do to make this map a success.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    oh okay...

    so I have sweated over marine start mainly because I mapped myself in to a corner, literally. So what I got going is an "L" shaped room that has two levels and a separate little resource room.

    Entering as aliens from side A causes you to run around a central median, but the median is cut in two with a pair of weldable barrier doors to make the median one whole block the aliens have to run around.

    Entering as aliens from side B is from the other side of the room where there is no blockade, but still the same amount of running distance as side A, but you are still open to turret placement.. each side has it's disadvantages and advantages.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    pfff.. so I though I would be releasing this map soon, but there were some things that I thought were fixed for tonights(mornings?) compile that need to be redone.. almost there... so here are two shots to tide you guys over


    <!--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-->
    Leaving the ramp room
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0021.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--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-->
    The Jetpack Room, perly 'aint it?
    <img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0022.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    edit: r_speeds are rock solid
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    i wanna see your next project the remake of generator siege map.
    maybe you remake the igor stargate or something like.
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    So now it's all down to the Ready Room. Doors open, the welds weld, the sounds sound. If the Jetpack room gives any indication how the Ready Room will turn out than I'm ready to go, barring compile time, then I should have a playable version tonight or tomorrow. I'm looking at atleast a two and a half hour compile so I want to stamp out as much as I can for this "pre-final" compile.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I missed today's release deadline I had set, but that just meant I got to set up a 'lil playtest with what I had.. and woah.. there were some bugs, but wow there were some good games despite the actual siege door timer was off(thanks to a faulty trigger_random), but that means it's good to go for today.. Friday..I can't wait to play this with more than 6 people
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    all that is left is to convert it to a ns map and you will be the winner <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
    looks really pretty.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    i change my mind.
    i'm ready to play ^^.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    it's Friday.. and.. I was ready to release this map when I found a brush 8 units thick textured with NULL in a vent that would let the aliens peak in to the ramp room without being in there to make for a unfair advantage. I have to recompile for one tiny texture.. but tonight, Friday the 13th will be the day, promise.

    Now for two make up screenshots!

    <!--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-->
    Marine Start's Barrier Doors<img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0026.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--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-->
    Open Siege Doors<img src='http://members.cox.net/flaming.june/storm/ns_stormsiege0028.png' border='0' alt='user posted image' />
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    hey ed, here from IAM. map looks GREAT. will be added to map cycle as soon as we receive it.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    release client 1 is good to go

    <a href='http://tangible.fdns.net/ns_stormsiege_RC1.rar' target='_blank'>(updated)Download</a> 2.02MB

    Custom event sounds
    Custom RR textures(usual overlay textures)

    read stormsiege.txt for some details

    INSTALL: unzip to NS directory.. the zip has all the subfolders included

    <span style='color:white'><b>edit:</b></span> First game on the Darwinism server yeilded a lot of information.. I'm already at work with the gameplay adjustments; alien halls, res nodes, jetpack room, etc
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> corrupted files i cant extract or open the file in the zip.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    sorry guys.. Cox, my ISP, seems to not like me uploading zip or rar files!!!!

    <a href='http://tangible.fdns.net/ns_stormsiege_RC1.rar' target='_blank'>http://tangible.fdns.net/ns_stormsiege_RC1.rar</a>

    sorry once again
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited May 2005
    <!--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-->
    ed quikle open your hammer and tell me why palce a marine barrer if you can turn behind it under that 5 feet near bridge and pass i just cast 8 minutes welding taht thing to block 5 feet pass to onos pass around after walk more 10 feets?

    and change the poof pink litle to a more red ones .

    your barrer minimap at screen shoots are diferent from the minimap i have download.

    the alien hall looking to marine side you can see hom(hall of mirrors).

    and why you put 20 minutes until sieges door open isnt too much?

    5-10 minutes is the best but 20 you wanna butcher game dont you?
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Check your PM's, please.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    <!--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-->ed quikle open your hammer and tell me why palce a marine barrer if you can turn behind it under that 5 feet near bridge and pass i just cast 8 minutes welding taht thing to block 5 feet pass to onos pass around after walk more 10 feets?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yeah that was an idea I put in there after most of the map was done after proofing it. I can move the doors back against the wall to make it more worth while, but the 10 minute weld in the Deal Breaker room was to make that area more valuable to the marines

    <!--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-->your barrer minimap at screen shoots are diferent from the minimap i have download.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm pretty sure it's the same one

    <!--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-->the alien hall looking to marine side you can see hom(hall of mirrors).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Where exactly? take a screenshot, because with a server of 29 players they did not see anything like that. I did set the max viewable distance, but you should only see the blackout in a few cases where there are very long halls/distances

    <!--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-->and why you put 20 minutes until sieges door open isnt too much?

    5-10 minutes is the best but 20 you wanna butcher game dont you?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I didn't know how long the games were going to last on this map, but I figured 20 minutes would be enough. The one big game played last night didn't have much of a problem actually with the twenty minutes, but I was considering 15 minutes too
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    alien hall looking to undenfendable room . hom visible
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    Siege timers ARE usually 20 minutes. >_>

    The jetpack room, holy...THAT IS THE MOST FLIPPING SWEET THING I HAVE SEEN EVAR!
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    FUNNY thing.. the placebo effect is


    When I mocked up the siege door I calculated 12s for round starter/ +10m before the "20 minute warning" message, but after that for some reason(sleep deprivation???) I continued to use the unit of 10 for the timer instead of using 20. So really the message says 20 minutes, but the door opens 10 minutes after the first 10 minutes of the round.

    despite that error the big game on the Darwinism server last night the game lasted a good amount of time. No stalemates. So after all the little adjustments are made hopefully RC2 will be smoother and open up the alien game some more.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    The jetpack room looks nice but it has lost its grand feeling. And on my machine, things were way too bright <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> and somehow I get the feeling things are small (except alien halls).

    Oh, and comm'ing = hell. Hard to drop structures cause of the ceilings.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-Naigel+May 14 2005, 01:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ May 14 2005, 01:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The jetpack room looks nice but it has lost its grand feeling. And on my machine, things were way too bright <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> and somehow I get the feeling things are small (except alien halls).

    Oh, and comm'ing = hell. Hard to drop structures cause of the ceilings. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've worked out most of the kinks for the commander view, and I will compile with a brighter setting in mind.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    ns_stormsiege <a href='http://tangible.fdns.net/ns_stormsiege_RC2.zip' target='_blank'>release candidate 2</a> finished. I recommend switching to this version asap

    Changes:
    - Adjusted light levels to account for most players using brighter gamma/brightness levels
    - Fixed issues with some rooms(mainly sky lighting) interfering with the command view and dropping structers
    - Removed 2 resource nodes at marine base
    - Widened the entrance to the marine resource room
    - Moved the marine's barrier doors back to make more of an impact in terms of functionality and importance
    - Added two ladders with the barrier doors for the unfortunate marines who fall in
    - Increased the depth of the support pillars in Alien Halls for better cover
    - Siege door timer now correctly displays a "10 minute" warning message after 10 minutes since the game timers' start has elapsed
    - Made the top most platform in the Jetpack room inaccessable that had given marines an unfair advantage
    - Made the ramps leading to the siege room more accessable to players as Onos(no more getting stuck on the upper ceiling)
    - Cleaned up misc/sky brushes
    - The sky in the Jetpack room now pushes downward
    - Added "black" texture to the bottom portion of the Jetpack Room
    - Adjusted sky lighting so the Lerklift mod cant be used to exploit
    - Clipped the windows in the Hive Room/Siege Room to prevent exploitation
    - Increased max viewable distance by 256 units
    - Prevention of exploiting doors
    <img src='http://members.cox.net/flaming.june/storm/light-correction.png' border='0' alt='user posted image' />
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    edited May 2005
    Yay! Less brightness!

    I'm gonna have a look ingame soon. Oh, and check your PM's again <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    -EDIT-

    OK, noticed some things... THESE ARE NOT PROPERLY GAMMA CORRECTED SCREENS! Anyways:

    Forgot to func_wall/render mode solid/fx amount 255?

    <img src='http://naigel.nl/images/ns_stormsiege0000.jpg' border='0' alt='user posted image' />

    Seems you forgot one side in jetpack room:

    <img src='http://naigel.nl/images/ns_stormsiege0001.jpg' border='0' alt='user posted image' />

    You can't see the other side of the grating on top of jetpack room... which is rather... odd:

    <img src='http://naigel.nl/images/ns_stormsiege0002.jpg' border='0' alt='user posted image' />

    I seriously think those windows would look better if they were less bright. Lower the fx amount, perhaps?

    <img src='http://naigel.nl/images/ns_stormsiege0003.jpg' border='0' alt='user posted image' />

    Dodgy texturing:

    <img src='http://naigel.nl/images/ns_stormsiege0004.jpg' border='0' alt='user posted image' />
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    yeah I let that pass cause I had done a test compile and it looked fine, and then when I did a run through I saw that it didn't render right

    The grating box/wall thing at the top center platform is actually one func_wall, for now, so that's why it looks funky.

    The siege windows.. I'll change that to make it more transparent. I wasn't quite sure how opaque it should be, and the side slanted windows in the hive room is a result of stretching a vertically flat wall/window installation flush with the rest of the brushes. It stretches either way.. and it's the only infested glass texture I like.
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