Altair V6i

KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
edited July 2004 in Mapping Forum
<div class="IPBDescription">Now go forth and playtest</div> This was origionally a release to some playtesters but they never seem to be able to get enough people to playtest it so I'm releasing it here for anyone who wants to help me playtest it. I believe I have the brightness and ballance pretty much under control. For v6j I'm working on adding lots of pretty details. But for now go out and PT ns_altair_v6i

Download: <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_altairv6i.zip' target='_blank'>http://www.brywright.co.uk/downloads/files...s_altairv6i.zip</a>

Thanks to bry for the great map hosting system that he's set up.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    I just walked around in the map and I must I have 2 things I want to mention <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><ul><li>The PS in lifesupport is nice and it didnt kill fps. Only if you sit in the sourcepoint of the steam particles it sometimes drops fps, but nothing to bad really</li><li>The darkness of the map. Now I myself don't have a problem with any map being to dark. But I noticed that the map is dark, even on my system. I hope that the people who do have problems with darkmaps will be able to see. Other then that the darkness gives the map a nice atmosphere.</li></ul>Keep up the good work.

    [edit]
    bleh typos
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Looking damn good.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    I have been playing around on this map for a while and its does look very nice, nice partials etc.

    Only one thing I picked up that could be a problem, its very very complicated.

    Looking at it from a clan war view it would be good to try it, but from a public game point of view I cant see many people taking to it.
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Wow! What an awesome map! Truly this is the first time I have seen it, how did you make it so beautiful and easy-to-navigate?!!!!one

    ^_^
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <span style='color:red'><3</span> Altair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    A-Men KFDM You suprized me yet again.. I love the new RR.. Looks great and Onos friendly.. I'll try to get some clan to Pt your Map
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    Things we found
    1.) Life Support Hive not touching ceiling and going through the wall
    2.) most of the stairs in the level are WAy too steep
    3.) Cut down on useless ladders which lead nowhere since that might make it more processor friendly
    4.) Doors leading nowhere really confused the hell out of us <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    5.) Southern hive (forgot name) might need to be a tad harder to seige since the vent is so low to the ground and its a long hallway.

    Those were what we found were some problems I think.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Great map. One issue however:

    The vent system travels between 2 hives, why not all 3?


    Other than that, I could not find any issues with it. It seems to be evenly balanced and carry lots of alien baised and marine baised spots.


    I'll remember this map. It should go official with ns_rust.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Work is coming slowly but surely on v6j. I'm still looking for more comments/suggestions for the next build. Right now I'm focusing a lot of visuals so this build may take a bit longer before it's ready but I can always put bug fixes and gameplay fixes in. I've already improved the visuals in many areas of the map and right now I'm working on rebuilding parts of Omega hive to make it a bit more Alien friendly and help cut down on wpoly some.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    edited July 2004
    the top hive is way to close to marine start
  • DrFuriousDrFurious Join Date: 2002-12-04 Member: 10445Members
    edited July 2004
    A bunch of people just played a pick up game on this so we should have some comments. I'll add mine in a second.

    First impression is that the top hive seems to suffer from Waste syndrome in that it's a lot easier to attack and a lot more cut off compared to the other hives. The bottom two hives might be a bit too easy to defend with the vents between them. I'd like to see the sewer vent dump out into the node between them (sort of like the vents in ns_veil at nanogrid) which would make transit between the hives a bit tougher but at the same time make it a less natural spot for marines to put a phase gate in and split the hives. The middle of the map seems like it could stand to lose a few rooms since there isn't much action there. Maybe take out a res node or two since it seems like the marines can get a lot of them.
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    edited July 2004
    just some cursorary observations from playing it once in 6v6. the top hive is wayyy to easy to get to at the start of the round. There are a lot of extra rooms on the map and extra doorways and ladders that are just more confusing then anything else. several large rooms are neither rooms with res nodes, or rooms on the way to the hive, they're just near marine start and are huge and could easily be eliminated. same with some doors and ladders that seem like they should work (like a switch right outside marine start looks like it should be a door switch but doesn't work..) Stuff like that can be easily eliminated. Many hallways are slightly too long in pov and are bad for aliens early in the game. We palyed it and the opposite team got the top hive and we were in their hive in around 30 seconds. It's a difficult hive to spawn camp, but the fact that we were there right away was tough for the aliens constantly having to worry about their hive. The top hive also has really poor res node protection as far as aliens go.

    also a lot of people (roughly 25% of the people who loaded the map) had REAL trouble with fps. around 4-5 out of the 20 that loaded the map had 10-20 fps on the map so improvement REALLY needs to be made in that area.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    very beautiful lighting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I can see that this is great, atmospheric and balanced map.
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