ns_takeback
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">just a little hype</div> I'm incredibly close to being finished with this map. I've just got a few minor, technical issues to work out, and then I'll be done.
Here's what it looks like now. Some of these are new areas. Most of these are the finalized looks of old areas.
<b>Flight Access Corridor
<img src='http://www.martinrolek.com/images/takeback/takeback1.jpg' border='0' alt='user posted image' />
The Deep
<img src='http://www.martinrolek.com/images/takeback/takeback2.jpg' border='0' alt='user posted image' />
Flow Control
<img src='http://www.martinrolek.com/images/takeback/takeback3.jpg' border='0' alt='user posted image' />
Sewage Treatment
<img src='http://www.martinrolek.com/images/takeback/takeback4.jpg' border='0' alt='user posted image' />
Filter Management
<img src='http://www.martinrolek.com/images/takeback/takeback5.jpg' border='0' alt='user posted image' />
Control Station (A-7)
<img src='http://www.martinrolek.com/images/takeback/takeback6.jpg' border='0' alt='user posted image' />
The Void
<img src='http://www.martinrolek.com/images/takeback/takeback7.jpg' border='0' alt='user posted image' />
Second Flight</b>
<img src='http://www.martinrolek.com/images/takeback/takeback8.jpg' border='0' alt='user posted image' />
Here's what it looks like now. Some of these are new areas. Most of these are the finalized looks of old areas.
<b>Flight Access Corridor
<img src='http://www.martinrolek.com/images/takeback/takeback1.jpg' border='0' alt='user posted image' />
The Deep
<img src='http://www.martinrolek.com/images/takeback/takeback2.jpg' border='0' alt='user posted image' />
Flow Control
<img src='http://www.martinrolek.com/images/takeback/takeback3.jpg' border='0' alt='user posted image' />
Sewage Treatment
<img src='http://www.martinrolek.com/images/takeback/takeback4.jpg' border='0' alt='user posted image' />
Filter Management
<img src='http://www.martinrolek.com/images/takeback/takeback5.jpg' border='0' alt='user posted image' />
Control Station (A-7)
<img src='http://www.martinrolek.com/images/takeback/takeback6.jpg' border='0' alt='user posted image' />
The Void
<img src='http://www.martinrolek.com/images/takeback/takeback7.jpg' border='0' alt='user posted image' />
Second Flight</b>
<img src='http://www.martinrolek.com/images/takeback/takeback8.jpg' border='0' alt='user posted image' />
Comments
I'll definately be keeping an eye on this thread for a release. I plan to put it on the TG server when it's released (or before, if you'd like it tested by a competent group of regulars. PM me).
--Scythe--
I remember seeing screens for this before I deployed, I lose track of time out here, how long have you been working on this Greedo?
Damn you Greedo - this looks beatiful.
Damn you Greedo - this looks beatiful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I have the exact same <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
the problem with my maps s that i never get very far with them... i hit a mappers block... every god damn time... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
[Edit] @Haze: The textures of the HL WAD are mostly too low quality to be of use in NS maps, although there are certainly a few worth looking at.
Otherwise its great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
gawd damn it
very nice work. hopefully the areas appear like this ingame, too.
very nice work. hopefully the areas appear like this ingame, too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
:d
what does that mean
also i was wundering,sorry if you stated this before Greedo, were'd you get the name for the map "takeback" . you takin something back with this map??_
I hope there's enough cover and dark hiding spots, but I can't say for sure.
I know this map uses a lot of ns2.wad, and I know a lot of maps out there use ns2.wad. I can't really help that. I started working on parts of this map since before ns2.wad was publicly released (though only started the major work last August), so the style had been set for far too long to be changed.
The only thing I do in photoshop with my screenshots is gamma ramp and crop, so that is how they look in game.
I got the name from a song. In fact, I got most of the names in this map from songs. I like music.
I don't have a lot of time to spend on stuff outside of work, so I had to cut IRC. But I'll probably show up when I'm ready to release takeback.
And since someone asked for a layout:
<img src='http://www.martinrolek.com/images/takeback/takebackl.jpg' border='0' alt='user posted image' />
the top hive looks very very isolated from the rest of the map and res nodes.
there also seem to be very obvious choke points in which the marines can hold to stop aliens from roaming the map,
but, this is just what i see from the overview, i have no idea how this map actually plays but thats what I infer from the map layout.
<a href='http://img53.exs.cx/my.php?loc=img53&image=ahaha7tw.jpg' target='_blank'><img src='http://img53.exs.cx/img53/1343/ahaha7tw.th.jpg' border='0' alt='user posted image' /></a>
relocating the hallway node to midle up room and the near one res in the left hive to near ms, so srpeading res node and making the map look like ns_veil with topographic and west skylight ^^ near ms.
<a href='http://img211.exs.cx/my.php?loc=img211&image=ahaha2sm.jpg' target='_blank'><img src='http://img211.exs.cx/img211/2900/ahaha2sm.th.jpg' border='0' alt='user posted image' /></a>
and thsi new vent systen will help more the left hive giving new ways to go.
the new vent on ms will help marines easy way out of ms or give a fighting point.
the inter conection vent will ehlp conect too long hallways.
<a href='http://img160.exs.cx/my.php?loc=img160&image=ahaha5ju.jpg' target='_blank'><img src='http://img160.exs.cx/img160/7115/ahaha5ju.th.jpg' border='0' alt='user posted image' /></a>
and this welder point to block that hallway to hive giving a chance for the aliens, because the right hive is so much close from ms like ns_hera.
What I will say is that the map as a lot of north-south movement in the centre of the map, usually in the form of seemingly long corridors that could encourage camping.
Also the east-west or lateral movement is effectively limited to 3 routes: east/west from MS; east/west across the 2nd third of the map and east/west between the easternmost/westernmost Hives. This simplification of lateral movement may stagnate the map, reducing the number of possible plays and routes available to teams wishing to perform counter-attacks/decoy attacks/flanking manouvres.
[Edit] Of course this is mere observation and conjecture, shrouded in hypothesis and supposition. The proof is in the pudding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->