Wow. Just simply, wow. This is one hell of a map! I just now downloaded it and ran around the map as a skulk.
Feedback: +++ Overall 9.5/10 in my book! + Nice & clean, and not too simple. Well done! + Lots of good hiding places for skulks if the Marines aren't paying attention. + Great use of lighting! +/- The only thing I found missing were vents. Do you have plans to add some? After all, this is underwater, it needs to have some kind of ventilation system. Doesn't it?
* Ready Room +/- For the Aliens entry, may I suggest adding some infestation texture to it? The text for the jointeam locations is clearer in the screenshot below, but in game, it's somewhat difficult to read because of my gamma setting.
* Hive Room - It seems like the ceiling could use some infestation on it to match the rest of the room. +/- I came across a few minor "stuck on texture" areas in the hive room. I <a href='http://clancf.net/lpj/stuckontextures.zip' target='_blank'>recorded a demo</a> to show where they are. However, one spot that I got stuck on before recording seemed fine during the recording. I did take a screenshot of it so you can see where it is for yourself.
- The particle system was indeed completely removed. I could not find a good-looking variation that ran smoothly on my GF2MX card, so I decided to just drop it.
- Originally I had a network of vents, and the red-lit fans outside the hive were the entrances leading into them, but I dumped the idea because I wasn't sure the map needed them. I still have yet to be able to play this map on a server, to be honest, so the only playtest feedback I've had is from people posting in this thread.
- The clipping errors in the hive that cause you to get stuck are hard to fix. They don't occur on my end which is rather odd.
<!--QuoteBegin-Yamazaki+Feb 23 2004, 12:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Feb 23 2004, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Originally I had a network of vents, and the red-lit fans outside the hive were the entrances leading into them, but I dumped the idea because I wasn't sure the map needed them. I still have yet to be able to play this map on a server, to be honest, so the only playtest feedback I've had is from people posting in this thread.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I've added this map to my clans NS servers and it will be in rotation starting March 1st. That way people have a week to download the map ahead of time from either this thread or the downloads section on my clans website.
As for the vents, only playtesting the map will tell whether or not they should be added.
the new version is great, the hive stills lacks on cover for aliens I think, the skybox... make it darker. personally it dont like the red fans that even dont move, the red color seems little unfiting, besides that no bugs found.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps.
<!--QuoteBegin-Lt.Gravity+Feb 23 2004, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 23 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the new version is great, the hive stills lacks on cover for aliens I think, the skybox... make it darker. personally it dont like the red fans that even dont move, the red color seems little unfiting, besides that no bugs found.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code.
<!--QuoteBegin-Yamazaki+Feb 23 2004, 08:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Feb 23 2004, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Feb 23 2004, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 23 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the new version is great, the hive stills lacks on cover for aliens I think, the skybox... make it darker. personally it dont like the red fans that even dont move, the red color seems little unfiting, besides that no bugs found.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> func_rotating? thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move. once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help.
<!--QuoteBegin-Lt.Gravity+Feb 24 2004, 05:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 24 2004, 05:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yamazaki+Feb 23 2004, 08:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Feb 23 2004, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Feb 23 2004, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 23 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the new version is great, the hive stills lacks on cover for aliens I think, the skybox... make it darker. personally it dont like the red fans that even dont move, the red color seems little unfiting, besides that no bugs found.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> func_rotating? thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move. once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Strange... they move for me...
<!--QuoteBegin-BigDXLT+Feb 24 2004, 05:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Feb 24 2004, 05:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Feb 24 2004, 05:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 24 2004, 05:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yamazaki+Feb 23 2004, 08:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Feb 23 2004, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Feb 23 2004, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 23 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the new version is great, the hive stills lacks on cover for aliens I think, the skybox... make it darker. personally it dont like the red fans that even dont move, the red color seems little unfiting, besides that no bugs found.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> func_rotating? thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move. once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Strange... they move for me... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wasn't there some bug on Linux servers that caused func_rotatings to stop rotate after a while or something?
those detail texes are really killer man. seriously, they make the map at least 50% prettier. we're going to whip you untill you make detail texes for ns2.wad ^_^
one thing i noticed about the map as i just did a runaround, the r_speeds in several places reach nearly 750, and 920 in one area. it probably doesn't matter that much, and honestly i don't care at all, but some might. oh, and those sliding doors... WOOOW. i loves them to death. particularly the ones that slow down.
<!--QuoteBegin-Cpl.1nsane+Feb 26 2004, 09:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cpl.1nsane @ Feb 26 2004, 09:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the idea of the map alot, and the general look of it. But the yellow does'nt seem too look right for some reason. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> IT LOOKS PERFECT!
<!--QuoteBegin-Cpl.1nsane+Feb 26 2004, 02:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cpl.1nsane @ Feb 26 2004, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the idea of the map alot, and the general look of it. But the yellow does'nt seem too look right for some reason. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How dare you criticize Squeal like a Pig's yellow textures! Shame on you!
just played it on a full 22 man server <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Added to my rotation.
Its a lil onos unfriendly but heck who cares.
I love the levels, and all the extra stuff.
EVeryone loves how it goes up like a parking garage type of thing. I love this map.
I like the aliens style elevators,but i think ya should add aliens style doors infront of the elevator before ya can get in at the one place, imagine onos coming around corner your panicing pressing on the button so elevator comes down and that door would open..Ahhh the panic attack, but i think the elevators are a bit useless as they dont go up more than 1 floor and they do that quick, i think ya should slow the elevators down, make them go down/up more than 1 floor, elevators aren't done just for 1 floor transporation because their expensive stuff to do. atleast 2 floors to access per elevator please O_o, otherwise i love the map..and add the aliens forklift in the map(i think ya could dl that somewhere), marine start has boxes but who put them there??forklift would be nice(and if ya could move it and the boxes..it would be 1337!). Enyways, heres a list so ya get something actually off my post...
-Doors infront of every elevator access, its because of safety(door opens when elevator comes infront of it)
-add more floors to the elevators go, elevators are expensive stuff to do, so add 2 floors atleast the elevators to access(marine start needs a new access route to other places enyways, and the other elevator on map is useless, stairs in their place would be more cost expensive for underwater facility that already costs alot to build)what i mean by this, that the elevator just doesnt go between point 1 and point 2, but also at point 3, otherwise elevator is useless unless the building is very tall.
1. Have installed this on our clan pub server (PJ, shown below in sig) and have just started introducing it into play when not playing classic NS maps. So far, reactions have been positive.
2. Using steam's new sv_downloadurl feature for distributing maps is a wonderful thing for quickly getting new maps onto players machine fast. This is nice because it means we can now change to it at any time and not worry about losing all the connected players. However, the following appears in the server console: Warning: Unable to open sounds/co_poseidon/machines1.wav for transfer Warning: Unable to open sounds/co_poseidon/machines2.wav for transfer Warning: Unable to open sounds/co_poseidon/machines3.wav for transfer Warning: Unable to open sounds/co_poseidon/underwater2.wav for transfer Which unfortunately means these files were never sent to our clients. These files are actually in a folder named <b>sound</b> and not <b>sounds</b>. It appears this can be corrected by updating the "co_poseidon.res" file in the nsp/maps folder. I see earlier in this thread that prior to 1.1 there was a problem with this, so it looks like this is something that needs updating as well?
3. The fan blades do not turn, but boy they sure do kill. Others appear to have reported this here already. Yes this is a linux server. Perhaps that has something to do with it. I know this isn't my imagination since others in the server have reported the same thing.
4. Keep up the good work! Very excellent work, I wouldn't be surprised if this made it info the official release.
I've corrected the .RES file in the archive off my site, but still have to contact the other hosts and have them update their versions too.
All you have to do is open up .RES and replace 'sounds' with 'sound' in the paths, so this is easy for server admins to correct rather than having to redownload the archive again.
As for the non-rotating fans, there's nothing I can do about them. They rotate just fine in Windows servers, it's purely a Linux server issue. Valve will have to look into it and correct the problem, though I doubt they will with Half-Life 2 development taking up most of their time.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
Beautiful, unbelievable map.
This should really be an official map.
I have yet to actually play it, but from what i've seen of it, there are appear to be tons of great ambush spots, dark corners to hide in and such, and the elevators are sick.
I think the skybox you have works great for it, and my only problem with the map is that at the glass bits that are filled with water... the glass is so transparent you don't see it while you're walking, and need to look for it in order to see it. I don't think this can be fixed, but in the ready room tihs was a really annoying thing. Those two things looked like holes in the floor, so I went to jump into them, and was stopped by what seemed like an invisible wall... I walked back and changed my angle a bit, and saw that there was in fact glass there stopping me from jumping down, lol.
Oooo! Idea for a secret/easter egg.... make it so that those tubes are shatterable... and then make it so if someone hits a certain place, it makes them explode, and then the ready room fills up with water <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This map looks so cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->, i might put on my server later.
I love the fog at the hive it really sets the atmosphere
maybe make the glass above the hive breakable, give the marines a much easier way of taking it down, without having to get through more dark passageways where its easy to get ambushed
best use of detail texture ever. wish everyone would add detailtexures like this to their maps
<!--QuoteBegin-BigBull+Apr 12 2004, 01:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Apr 12 2004, 01:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Like i said, Aliens win 80 percent of the time, the cc needs to be more hidden, and base needs to be easier to defend and move up..
How to do this?
I have no idea... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes but I find aliens more than 50% of the time in all the Combat maps I've played, so I'm reluctant to consider this a CO_POSEIDON problem alone. I'm hoping that Flayra does some improvements which rebalance the two sides for the next patch, so that all the mappers don't have to put in artificial restraints to boost the marines' survivability.
every change in balance on the one hand will create new problems on the other hand. I woudnt exspect anything. to balance a map is up to the mapper, even if that means rebalancing it after each ns-update <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
Feedback:
+++ Overall 9.5/10 in my book!
+ Nice & clean, and not too simple. Well done!
+ Lots of good hiding places for skulks if the Marines aren't paying attention.
+ Great use of lighting!
+/- The only thing I found missing were vents. Do you have plans to add some? After all, this is underwater, it needs to have some kind of ventilation system. Doesn't it?
* Ready Room
+/- For the Aliens entry, may I suggest adding some infestation texture to it? The text for the jointeam locations is clearer in the screenshot below, but in game, it's somewhat difficult to read because of my gamma setting.
<img src='http://clancf.net/lpj/readyroom.jpg' border='0' alt='user posted image' />
* Hive Room
- It seems like the ceiling could use some infestation on it to match the rest of the room.
+/- I came across a few minor "stuck on texture" areas in the hive room. I <a href='http://clancf.net/lpj/stuckontextures.zip' target='_blank'>recorded a demo</a> to show where they are. However, one spot that I got stuck on before recording seemed fine during the recording. I did take a screenshot of it so you can see where it is for yourself.
<img src='http://clancf.net/lpj/stuckontexture.jpg' border='0' alt='user posted image' />
Legend:
+/- = Could go either way, not a deciding factor
+ = Positive
- = Negative
- Originally I had a network of vents, and the red-lit fans outside the hive were the entrances leading into them, but I dumped the idea because I wasn't sure the map needed them. I still have yet to be able to play this map on a server, to be honest, so the only playtest feedback I've had is from people posting in this thread.
- The clipping errors in the hive that cause you to get stuck are hard to fix. They don't occur on my end which is rather odd.
I've added this map to my clans NS servers and it will be in rotation starting March 1st. That way people have a week to download the map ahead of time from either this thread or the downloads section on my clans website.
As for the vents, only playtesting the map will tell whether or not they should be added.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code.
If you want to play the map its on ns1.voogru.net all the time, I love the map, just needs a tad marine friendlier path to the hive.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
func_rotating?
thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move.
once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help.
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
func_rotating?
thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move.
once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Strange... they move for me...
Truppenübungsplatz der -=NGG=- 62.93.201.22:27200 (german server)
that explains it all I think ^^ not regular cycle but regularly played as one of the few co maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The fans move, they're supposed to. They move in all the tests I've conducted, if they don't move then something's not right with the server code. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
func_rotating?
thats just weird... even after restarting the fans dont move. the same problem with the rotating lights in the bast rr but some times this lights move.
once I used it in a map withns and it ALLWAYS worked right! -> horizontal moving, not solid, rendermode additiv and one with solid. might help. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Strange... they move for me... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wasn't there some bug on Linux servers that caused func_rotatings to stop rotate after a while or something?
~:D
one thing i noticed about the map as i just did a runaround, the r_speeds in several places reach nearly 750, and 920 in one area. it probably doesn't matter that much, and honestly i don't care at all, but some might. oh, and those sliding doors... WOOOW. i loves them to death. particularly the ones that slow down.
IT LOOKS PERFECT!
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
>>> dont just look, play it. <<<
How dare you criticize Squeal like a Pig's yellow textures! Shame on you!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i'd be playing this map right now if it wasn't for the fact that my steam won't actually WORK properly >_<
Added to my rotation.
Its a lil onos unfriendly but heck who cares.
I love the levels, and all the extra stuff.
EVeryone loves how it goes up like a parking garage type of thing. I love this map.
Thanks
-Doors infront of every elevator access, its because of safety(door opens when elevator comes infront of it)
-add more floors to the elevators go, elevators are expensive stuff to do, so add 2 floors atleast the elevators to access(marine start needs a new access route to other places enyways, and the other elevator on map is useless, stairs in their place would be more cost expensive for underwater facility that already costs alot to build)what i mean by this, that the elevator just doesnt go between point 1 and point 2, but also at point 3, otherwise elevator is useless unless the building is very tall.
1. Have installed this on our clan pub server (PJ, shown below in sig) and have just started introducing it into play when not playing classic NS maps. So far, reactions have been positive.
2. Using steam's new sv_downloadurl feature for distributing maps is a wonderful thing for quickly getting new maps onto players machine fast. This is nice because it means we can now change to it at any time and not worry about losing all the connected players. However, the following appears in the server console:
Warning: Unable to open sounds/co_poseidon/machines1.wav for transfer
Warning: Unable to open sounds/co_poseidon/machines2.wav for transfer
Warning: Unable to open sounds/co_poseidon/machines3.wav for transfer
Warning: Unable to open sounds/co_poseidon/underwater2.wav for transfer
Which unfortunately means these files were never sent to our clients. These files are actually in a folder named <b>sound</b> and not <b>sounds</b>. It appears this can be corrected by updating the "co_poseidon.res" file in the nsp/maps folder. I see earlier in this thread that prior to 1.1 there was a problem with this, so it looks like this is something that needs updating as well?
3. The fan blades do not turn, but boy they sure do kill. Others appear to have reported this here already. Yes this is a linux server. Perhaps that has something to do with it. I know this isn't my imagination since others in the server have reported the same thing.
4. Keep up the good work! Very excellent work, I wouldn't be surprised if this made it info the official release.
All you have to do is open up .RES and replace 'sounds' with 'sound' in the paths, so this is easy for server admins to correct rather than having to redownload the archive again.
As for the non-rotating fans, there's nothing I can do about them. They rotate just fine in Windows servers, it's purely a Linux server issue. Valve will have to look into it and correct the problem, though I doubt they will with Half-Life 2 development taking up most of their time.
This should really be an official map.
I have yet to actually play it, but from what i've seen of it, there are appear to be tons of great ambush spots, dark corners to hide in and such, and the elevators are sick.
I think the skybox you have works great for it, and my only problem with the map is that at the glass bits that are filled with water... the glass is so transparent you don't see it while you're walking, and need to look for it in order to see it.
I don't think this can be fixed, but in the ready room tihs was a really annoying thing. Those two things looked like holes in the floor, so I went to jump into them, and was stopped by what seemed like an invisible wall... I walked back and changed my angle a bit, and saw that there was in fact glass there stopping me from jumping down, lol.
Oooo! Idea for a secret/easter egg.... make it so that those tubes are shatterable... and then make it so if someone hits a certain place, it makes them explode, and then the ready room fills up with water <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I love the fog at the hive it really sets the atmosphere
How to do this?
I have no idea...
best use of detail texture ever. wish everyone would add detailtexures like this to their maps
How to do this?
I have no idea... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes but I find aliens more than 50% of the time in all the Combat maps I've played, so I'm reluctant to consider this a CO_POSEIDON problem alone. I'm hoping that Flayra does some improvements which rebalance the two sides for the next patch, so that all the mappers don't have to put in artificial restraints to boost the marines' survivability.
Specifically removing spawncamping.