Ns_marinerisb6

unslordunslord Join Date: 2004-06-01 Member: 29059Members
<div class="IPBDescription">new layout</div> The previous version of marineris had a pretty bad layout so I decided to remake the entire layout. I went through tons of rejected layouts before I got this one that was decently balanced. I acutally built all those rejected layouts too, argh. I'd like to mention that the equilateral triangle layout doesn't work, distances are too long, unless you have level over level, so don't try it. ( Equilateral triangle layout is supposed to eliminate the middle hive lockdown that always happens.)

Its taken forever...actually a month, heh.

So here is a new version that has a totally new layout and new rooms. Alot of the old rooms remain with variations as well though. No more silly jumps, abundance of cramped rooms or crazy amounts of ladders. There probably still needs to be tweaks, but it should play pretty decently now, as I had layout help from clanners. ( Thanks renholder.) Seige distances are appropriatly accounted for, vent placement makes sense and a couple of weld spots that make a difference.Oh yea, aliens can actually do some interesting strats now like sensory.

I can still add more detail, like in red control, consoles etc, (i still got 4% of clipnodes left heh) but the occasional console pacing I think makes the level feel like an abandoned mystic (possibly alien influence) facility built long ago.


<img src='http://students.washington.edu/garyh2/map/prefinal10b0000.jpg' border='0' alt='user posted image' />
Hallways mostly have this style
<img src='http://students.washington.edu/garyh2/map/prefinal10b0001.jpg' border='0' alt='user posted image' />
First res marines will encounter
<img src='http://students.washington.edu/garyh2/map/prefinal10b0004.jpg' border='0' alt='user posted image' />
New incubator Hive
<img src='http://students.washington.edu/garyh2/map/prefinal10b0015.jpg' border='0' alt='user posted image' />
New red control
<img src='http://students.washington.edu/garyh2/map/prefinal10b0006.jpg' border='0' alt='user posted image' />
Pipe Core Subsystem
<img src='http://students.washington.edu/garyh2/map/overviewmarineris.jpg' border='0' alt='user posted image' />

The rest of the screenshots can be viewed <a href='http://system42.net/unslord/map/marineris.html' target='_blank'>here</a>

You can download beta6 <a href='http://students.washington.edu/garyh2/map/ns_marinerisb6.zip' target='_blank'>here</a>

Comments

  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    edited August 2004
    Wow! That looks very nice and atmospheric. I'll have to try this one out. Keep up the good work!

    <img src='http://students.washington.edu/garyh2/map/prefinal10b0015.jpg' border='0' alt='user posted image' />
    <img src='http://students.washington.edu/garyh2/map/prefinal10b0014.jpg' border='0' alt='user posted image' />

    I love these two especially.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    This looks excellent. I love the unique design and lighting, downloading right now to have a better look <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    looking nice, downloading it now, btw can u gamma correct ur shots properly plz, it takes alot out of ur pictures doing it the way u seem to be

    in photoshop goto image-->adjustments-->levels

    then adjust the 3rd input level to sumwhere between 180 and 230 im not sure what the calculation u need is but sumwhere around there shud make ur pics look alot better
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Looks great. I'd love to play it if anyone is going to host it.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    A few issues, nothing major. (Sorry for the poor quality images)

    Stuck issue, the player can get stuck at the base of each of these pillars.
    <img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn1.jpg' border='0' alt='user posted image' />

    Overlapping brushes here, it looks a little ugly and is fairly noticeable.
    <img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn2.jpg' border='0' alt='user posted image' />

    Finally (Probably not an issue) Marines can strafe up the slanted supports in this area and get onto the roof - not sure whether you intended for marines to get up there or not.
    <img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn3.jpg' border='0' alt='user posted image' />

    Great work, this could easily become an official map if it plays well. My only suggestion to you is to maybe add some more ambient sounds, it would add so much more to the map.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I have to admit that THIS ONE is the ONLY map using this texture set I really like. very good work. I will try to convince our server admin to add it for a decent playtest.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I love the conspicuous absence of blue lighting. I personally seem to go nuts over blue lights so its nice to see a map done well entirely without them. Hopefully you've succeeded in making this version play better than the previous. GJ all around.
  • paranoid1paranoid1 Join Date: 2003-06-07 Member: 17072Members
    This map looks great. I will see if i can convince the server i play on to host it

    Good work
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members
    Very nice, I am a huge fan of this map and have been trying to get more people to play it. This will be going on the server i admin on <!--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-->

    Really good to see a new update.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited August 2004
    Holy ****

    EDIT: More weld points <!--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-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    wow this looks very nice indeed, im downloading it right now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    might sort a few playtests out
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Fantastic map, looks great and really atmospheric. Dare I say it, it has something of the doom3s about it (probably all those shadows) I'd be cacking myself wandering round that as a marine. <!--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-->

    couple of issues though..

    first, some of the vents have very dark entrances, and then suddenly turn, still in the dark. makes it hard to navigate in a hurry.

    second, many of the vents in the hives give direct lines of fire onto the hive itself (Both of Incubator's vents, and the left and right vents in The Cathedral. kinda makes it too easy for JP/HMG. perhaps something could be done to avoid this?
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited August 2004
    only thing i dont like is incubator hive.. seems too flat. compared to the rest of the map that is, which has floor lvl changes everywhere.

    everything else i love, its very unique. i have some doubts about the center hive, seems to have 1 entrance.
  • unslordunslord Join Date: 2004-06-01 Member: 29059Members
    edited August 2004
    <!--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-->
    first, some of the vents have very dark entrances, and then suddenly turn, still in the dark. makes it hard to navigate in a hurry.

    second, many of the vents in the hives give direct lines of fire onto the hive itself (Both of Incubator's vents, and the left and right vents in The Cathedral. kinda makes it too easy for JP/HMG. perhaps something could be done to avoid this?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    Hmm your right, some of the vents need better lighting spacing although the entrances of them are meant to be dark. As for jp/hmg, maybe i'll put covers over the vents so that you have to go down to get out.
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    *sniffle* uns it's beautiful I thought you died after the last thread no update from you at all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    nice to see some changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i love to see this map go official, its so unique but still fits. also very purdeh..
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Very nice, Im afraid it wont play well though, because it seems like the aliens will have a hard time holding nodes since their hives are so far away from the center of the map.

    Architechture looks great though *jawdrop*
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