moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Viper two nine A+Apr 7 2005, 09:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Viper two nine A @ Apr 7 2005, 09:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> any updates yet? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm going to see if I can get some more feedback on beta 3 before I release a new beta. I've already worked on it a little bit, but mostly cosmetic things. I'd really like to see how actual games go on it.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
Its the computer I'm typing on right now. I don't know much about what it can handle, but its an Athlon XP1800+ with 512 ram, and I keep the load light whenever people get on. Its probably not powerful enough however to run me playing halflife and the server at a decent rate simultaneously.
What time would be good for you? I don't know what time of day is best for the people on these boards, considering it seems that a quarter of them are in Australia and a quarter of them are in europe.
<!--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--> lets make a request for the ppl play it. make a calling for player. i would like to play it with other ppl.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I'm talkin to some folks on IRC about getting a game together right now. Hop on if you read this! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
MEH! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> i dont use IRC, post teh info(server/IP/name/something/time/plz)
<!--QuoteBegin-moultano+Apr 7 2005, 03:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 7 2005, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's a thread in general about it. 128.2.160.37:27015 ns_shiva test server. There are a bunch of people on right now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I was on a bit ago!
Great map, honestly, awesomeness! <!--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 forget my small critiques in light of your map's greatness. I'll have to join later tonight and make a comprehensive list for ya! Just little errors, no big buggies that I could find.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> after a afternon sleep... thsi look amaze moultano i wil pursuit your ip adress and go play now since i stop warm my food.
was on today and me and some other guys thought hallway outside of mess looked a little blank, i noticed how the corriders were set up and thought you might add a third FAKE doorway to the hallway.
<!--QuoteBegin-LoDwkeef+Apr 7 2005, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LoDwkeef @ Apr 7 2005, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> was on today and me and some other guys thought hallway outside of mess looked a little blank, i noticed how the corriders were set up and thought you might add a third FAKE doorway to the hallway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> if u are the same guy in server i kill you with my knife yumy
<!--QuoteBegin-LoDwkeef+Apr 7 2005, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LoDwkeef @ Apr 7 2005, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> was on today and me and some other guys thought hallway outside of mess looked a little blank, i noticed how the corriders were set up and thought you might add a third FAKE doorway to the hallway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, I brought this up playing earlier today. It is very... blah.
Very nice map moultano! Good atmosphere, sounds, architecture, ... some slightly misaligned textures (imo) but nothing major.
However i have some concerns about the following things; (please note i didnt read the entire topic so it may have been mentioned before already)
- The smoke on the ground in the coolant exchange hive (wich consist of 3 layers i think) looks good at a first glance, but it may cause problems for cloaking. And once you are "in" the smoke, especialy as a skulk, you can clearly see the "layers" and it doesnt look that good. - In the same hive, the steam of smoke coming out of the pipe contribute to the atmosphere very well, but it's a bit... noisy. Consider lowering the volume of that sound a bit. After 5 minutes of looking at that hive architecture i had to leave cause this sound became really irritating. Sad for a gorge saving for a chamber or something. - My main concern cause i know its not gonna be easy to fix, is the hard time a onos will have to navigate the map. A lot of the corridors are cramped and just the height of a standing onos, and you cannot jump. There will be a LOT of blocking. <!--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 worse, if a gorge build one or two oc's in some doorways (they always do), that path is now <i>completely</i> blocked for a onos. Even if they try to duckjump past the oc, the roof is not high enough to allow the height of a chamber + a crouching onos. Not good. <!--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 map is really not blink/jetpack friendly, but this is less important than the onos problem i just mentionned (players can deal with it, well some players...)
Overall very good looking map, but i hope you can fix the some of the problems, especialy for the poor space cows.
And finaly a suggestion: A lot (if not all) of the outside view windows are currently func_walls. May i suggest to turn them into unbreakable func_breakables (hehe). Just dont give them health and set the "material" to "unbreakable glass". This will give a nifty "ricochet" sound effect when they are taking fire.
I wish you best luck to finish/polish the map and ill try to show up if there's a server running it, as i'm curious to see how it plays even in its current state.
<!--QuoteBegin-LoDwkeef+Apr 7 2005, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LoDwkeef @ Apr 7 2005, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> was on today and me and some other guys thought hallway outside of mess looked a little blank, i noticed how the corriders were set up and thought you might add a third FAKE doorway to the hallway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If the corridor is a bit on the long side (I don't know the particulars), you could even leave that door open with some sort of caved-in roof, or even have a second door a bit further in (like an airlock, but not neccessarily an airlock per se). This would allow people to duck in to re- load/gen/cloak.
This is all based on an IF, so I could be wasting my breath.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Swiftspear+Apr 8 2005, 03:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 8 2005, 03:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Many many stuck locations. If you want a few of them I found get me an email adress and I will mail you screenies. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ryanmoulton at gmail.com
Thanks a lot.
I tried to enlarge the corridoors some for this version. From the feedback I've gotten I think I'm going to have to do it much more than I have. Thanks guys. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It's about time I post the pictures I have taken to give the necessary feedback.<ul><span style='color:green'></li><li>Coolant Exchange-hive:</span></li></ul>As an ono those pipes outside the <span style='color:green'>Coolant Exchange</span>-hive, block the ono. I think that should be fixed, as I have read somewhere that you can siege <span style='color:green'>Coolant Exchange</span> from this hallway (Steam Tunnels). It is important that the ono can hit and run there (as the way it is now, he has to crouch to get under those pipes). Perhaps you should consider to move the hive a bit so that it is not siegable from there. <img src='http://img234.exs.cx/img234/6003/steamtunnelspipes3xx.jpg' border='0' alt='user posted image' /> My suggestion is to make the pipes go along the <span style='color:red'>red</span> line, so that they go into the ceiling of the shiva station. You can also make the pipe follow the <span style='color:blue'>bleu</span> line. <img src='http://img217.exs.cx/img217/1462/steamtunnelspipesadjustedms34w.jpg' border='0' alt='user posted image' /> In the next two pictures you can see that you can build a turret-factory throught the wall in the vent near <span style='color:green'>Coolant Exchange</span>. You should make it a no-build zone. It can be a pain in the **** - when the alien hive is <span style='color:green'>Coolant Exchange</span> - at the beginning of the game (meaning: assuming there are no fades yet) you put a turret-factory there and electrify it, so you can siege it with ease. <img src='http://img217.exs.cx/img217/2381/coolantexchangebuildvent1ms5xy.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/1894/coolantexchangebuildvent2ms8jq.jpg' border='0' alt='user posted image' /> This is something I encountered on your map (the previous version), but I didn't have the chance to check it out again. In the <span style='color:green'>Coolant Exchange</span>-hive I was unable to climb that ladder as a skulk (minor issue though, but still). <img src='http://img217.exs.cx/img217/4333/coolantexchangeladderbug5te.jpg' border='0' alt='user posted image' /> The next two pictures (as someone else has already stated before) show you that at some spots you cannot build. But in the <u>first</u> picture you CAN build, but the (in this case) the phase gate sunk into the ground. In the <u>second</u> picture there is an area where you cannot build. <img src='http://img217.exs.cx/img217/8782/coolantexchangesinkingms7fq.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/2663/coolantexchangenobuildms9kp.jpg' border='0' alt='user posted image' /> I like that fact that you have made the ladder higher so that it is now possible to climb up there (let's call it the coolant-machine). Especially for the oni it is now possible to go up there and take the secured hive down. But here is the idea I had in mind. Put a ramp there so that it is easier to go up the coolant-machine, so that the aliens can hit-and-run more easy (especially for oni and fades). There will still be a need for a ladder, but that is up to you to decide where to place it. I have also added a top-down view to make it more clear: <img src='http://img217.exs.cx/img217/3295/coolantexchangerampskulkms56lj.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/3699/coolantexchangeramptdvms34cl.jpg' border='0' alt='user posted image' /> <span style='color:green'><ul><li>Datacore-hive</li></ul></span> On the right side of <span style='color:green'>Datacore</span> there is a room that suits perfectly to siege the hive (in terms of distance and space). <img src='http://img217.exs.cx/img217/3792/datacoresiegerightms5pa.jpg' border='0' alt='user posted image' /> But if you want to siege it from the other side, the room you have is a bit cramped. Perhaps you can enlarge the room? <img src='http://img217.exs.cx/img217/7325/datacoresiegeleftms7ua.jpg' border='0' alt='user posted image' /> <span style='color:orange'><ul><li>Maintenance Bay</li></ul></span> This is a 'bug' I encountered at <span style='color:orange'>Maintenance Bay</span>. In the next three pictures you can see that you can fall through that gap that is indicated in red. This can be a pain for a vanilla rine or a gorge. There are different solutions that you can combine: 1) add a ladder, 2) make it so that you cannot fall through that gap 3) make it a no-build zone <img src='http://img217.exs.cx/img217/2128/maintenancebaybuginsidems9pa.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/1618/maintenancebaybugtdvleftms2as.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/3265/maintenancebaybugtdvrightms1wn.jpg' border='0' alt='user posted image' /> <span style='color:orange'><ul><li>Generator</li></ul></span> At those two pipes at <span style='color:orange'>Generator</span> you get stuck as a vanilla rine. <img src='http://img70.exs.cx/img70/4395/generatorstuckbug5ee.jpg' border='0' alt='user posted image' /> <span style='color:orange'><ul><li>Cryochambers</li></ul></span> At first - when a person had suggested it - I wasn't in favor of adding a ladder at <span style='color:orange'>Cryochambers</span>, but it turned out to be a nice addition! Is it necessary to make the <u>texture</u> of the ladder go up there (perhaps you can just replace the texture)? <img src='http://img217.exs.cx/img217/3408/cryochambersladderms2lg.jpg' border='0' alt='user posted image' /> This is something I have been wanting to post for the prior version of your map. In my opinion it would be better to add a rail at <span style='color:orange'>Cryochambers</span> the way it is indicated: <img src='http://img217.exs.cx/img217/2459/cryochambersrailms9qw.jpg' border='0' alt='user posted image' /> This is something I have tried in the prior version of ns_shiva, but I just couldn't manage to do it. For some reason (rather a coincidence ^^) I managed to do it in the last version of ns_shiva. This is something I really, really like. As you can see in the next two pictures you can jump into the vent (it takes some practice). I think this should stay this way, as it is a good way to sneak into the hive (but don't spread the news around please ^^). <img src='http://img217.exs.cx/img217/1851/cryochambersjumpinventms5wu.jpg' border='0' alt='user posted image' /> <img src='http://img217.exs.cx/img217/9259/cryochambersjumpedinventms2kk.jpg' border='0' alt='user posted image' /> Et voila, what an amazing jump.
I will give more feedback later, I hope this was usefull to you.
As in my previous post I had reached the 'picture-limit' set by the forums, I will quickly add the last ones I have (and then going to enjoy my saturday-evening^^).
<!--QuoteBegin-Swiftspear+Apr 9 2005, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 9 2005, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hehe at that jump. I did it second try when I walked around in the test server a little while ago.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You mean you succeeded in doing that jump at your second try? (Don't confuse this with the book Monica Lewinski has written: 'How to <u>succeed</u> at the White House?' -> if you don't get it, set your mind at zero, close your eyes and repeat for yourself).
You can build up there. If I had to choose, I would it a func_nobuild (or whatever the name is in hammer). <img src='http://img208.exs.cx/img208/5357/draftshaftspipesms6vn.jpg' border='0' alt='user posted image' /> I really like the changes (the ladder going down) that you have made at the 'Draft Shafts'. I was wondering if placing a vent at the bottem of the 'Draft Shafts' would or could be a good idea? I don't know, I'm just suggesting as that came across my mind when I was walking around that place? <img src='http://img208.exs.cx/img208/3253/draftshaftsventms9ph.jpg' border='0' alt='user posted image' /> I know I have suggested this in your 'generall discussion' thread. I came up with this idea, because it prevents you from falling down. I had this idea before you made the changes like in ns_shiva3. <img src='http://img208.exs.cx/img208/5023/draftshaftsskulkinsidems45mr.jpg' border='0' alt='user posted image' /> I encountered the same problem at the 'Maintenance Bay elevator East' as you had at 'Shiva Core'. You cannot shoot through it (you can see I fired a nade on the exact spot indicated, but it bounced back). Though this problem is less severe then the one at 'Shiva Core', I should get fixed. <img src='http://img208.exs.cx/img208/5352/maintenanceelevatorwestms0ab.jpg' border='0' alt='user posted image' /> Another problem I encountered at the same elevator is that when you stand at the back of the elevator, and the elevator goes up (like in the red arrow), you get stuck and killed (as a vanilla rine you are dead before you can 'release' yourself). <img src='http://img208.exs.cx/img208/388/maintenancebayelevatorrightms8.jpg' border='0' alt='user posted image' />
I think I am through my feedback at the moment, or at least through most of the pictures I have taken. I guess it is time to go back to the map and see what more we can find to give feedback.
<!--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--> remove only the lower pipe in steam tunels to won clipnodes space.
very nice suggestion xof ... only thing i dont like is the ramp idea in cooling maybe we can come up with something else ...
moult: i told you earlier that the infestation in (dont remember its name) the left hive greatly hinders oni movement ... some changes there migth be appropriate <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Viper two nine A+Apr 10 2005, 10:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Viper two nine A @ Apr 10 2005, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->very nice suggestion xof ... only thing i dont like is the ramp idea in cooling. maybe we can come up with something else ... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks for liking my suggestions, I only hope that all the feedback can help moultano to adjust things 'where it is needed'. But I think that it is important to have some games played on the map before doing 'eventually' 'major' changes at some places -> if that seems to be necessary of course.
No problem that you don't like the ramp-suggestion, mate. I just think it needed a change, but perhaps it is better to see how the map plays (as I stated above).
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--QuoteBegin-Xtof+Apr 9 2005, 07:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Apr 9 2005, 07:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 9 2005, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 9 2005, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hehe at that jump. I did it second try when I walked around in the test server a little while ago.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You mean you succeeded in doing that jump at your second try? (Don't confuse this with the book Monica Lewinski has written: 'How to <u>succeed</u> at the White House?' -> if you don't get it, set your mind at zero, close your eyes and repeat for yourself). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I managed it on my first attempt, but then i was a skulk so it wasn't too difficult!!! I discovered that on my first tour of the map, i really think this is amazing and once all the litlle problems get ironed out we will have something truly amazing to play.
Just played this (beta3) on the Halcyon Dawn server. Everyone seemed to like it, apart from one guy who fell down the 'draft shaft' and I spitkilled him pretty easily. Even so, he was still joining in the chorus of: "Can we have another round" when the round was over.
I'm not sure how bad it is, but as an Onos in the Hive with the vertical vats/pipes that line the perimiter, I found it a bit difficult to climb the ladder up to the top surface. It seemed that I had to duck to get through the two vats...
Overall the map has very nice brushwork and texturing. The MS seemd a bit small when I finally reached it, but I haven't played as Marines yet so I can't really verify that comment.
A job well done, with only minor gameplay fixes to be addressed.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited April 2005
<!--QuoteBegin-Crispy+Apr 10 2005, 10:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Apr 10 2005, 10:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just played this (beta3) on the Halcyon Dawn server. Everyone seemed to like it, apart from one guy who fell down the 'draft shaft' and I spitkilled him pretty easily. Even so, he was still joining in the chorus of: "Can we have another round" when the round was over.
I'm not sure how bad it is, but as an Onos in the Hive with the vertical vats/pipes that line the perimiter, I found it a bit difficult to climb the ladder up to the top surface. It seemed that I had to duck to get through the two vats...
Overall the map has very nice brushwork and texturing. The MS seemd a bit small when I finally reached it, but I haven't played as Marines yet so I can't really verify that comment.
A job well done, with only minor gameplay fixes to be addressed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That's great to hear <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. How did the double node weldable and datacore weldable work out? Did people try them?
Edit: @Xtof, I'll put a ladder in that area near maintenance for the next version, and fix that grate.
Sry but the battle was so intense that we didnt think about that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Well i found one minor/major bug in maint bay. as comm... I could see the aliens next to the res node! and i could also see an alien rt after our was destroyed! and i could see the aliens running around there! thats not right, right? No scrennies sry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-moultano+Apr 10 2005, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 10 2005, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's great to hear <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. How did the double node weldable and datacore weldable work out? Did people try them?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> hello again,
How do you mean moultano about those weldpoints? You just wanted to know how they worked gameplay-wise?
I forgot to add a picture, about something I have mentioned before. I think that MS is big enough, but I would change the placement of the commandchair (rotate it 90° and make a little more room around the commandchair). This way the commander can hop out of his commandchair without being faced with his back to the marine-start. I think that can be important to shoot that lone skulk that is attacking base. <img src='http://img23.exs.cx/img23/6805/basecommandchairms4dn.jpg' border='0' alt='user posted image' />
I know you are changing some hallways to make them more oni-friendly. This is a hallway I think was rather cramped. <img src='http://img70.exs.cx/img70/9201/hallwayono9tp.jpg' border='0' alt='user posted image' />
Comments
I'm going to see if I can get some more feedback on beta 3 before I release a new beta. I've already worked on it a little bit, but mostly cosmetic things. I'd really like to see how actual games go on it.
btw: how much players can it handle / what kind of machine is it?
What time would be good for you? I don't know what time of day is best for the people on these boards, considering it seems that a quarter of them are in Australia and a quarter of them are in europe.
make a calling for player.
i would like to play it with other ppl.
128.2.160.37:27015 ns_shiva test server. There are a bunch of people on right now.
128.2.160.37:27015 ns_shiva test server. There are a bunch of people on right now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I was on a bit ago!
Great map, honestly, awesomeness! <!--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 forget my small critiques in light of your map's greatness. I'll have to join later tonight and make a comprehensive list for ya! Just little errors, no big buggies that I could find.
Keep it up, moultano!
~ DarkATi
thsi look amaze moultano i wil pursuit your ip adress and go play now since i stop warm my food.
<!--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--> if u are the same guy in server i kill you with my knife yumy
Yes, I brought this up playing earlier today. It is very... blah.
~ DarkATi
However i have some concerns about the following things; (please note i didnt read the entire topic so it may have been mentioned before already)
- The smoke on the ground in the coolant exchange hive (wich consist of 3 layers i think) looks good at a first glance, but it may cause problems for cloaking. And once you are "in" the smoke, especialy as a skulk, you can clearly see the "layers" and it doesnt look that good.
- In the same hive, the steam of smoke coming out of the pipe contribute to the atmosphere very well, but it's a bit... noisy. Consider lowering the volume of that sound a bit. After 5 minutes of looking at that hive architecture i had to leave cause this sound became really irritating. Sad for a gorge saving for a chamber or something.
- My main concern cause i know its not gonna be easy to fix, is the hard time a onos will have to navigate the map. A lot of the corridors are cramped and just the height of a standing onos, and you cannot jump. There will be a LOT of blocking. <!--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 worse, if a gorge build one or two oc's in some doorways (they always do), that path is now <i>completely</i> blocked for a onos. Even if they try to duckjump past the oc, the roof is not high enough to allow the height of a chamber + a crouching onos. Not good. <!--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 map is really not blink/jetpack friendly, but this is less important than the onos problem i just mentionned (players can deal with it, well some players...)
Overall very good looking map, but i hope you can fix the some of the problems, especialy for the poor space cows.
And finaly a suggestion: A lot (if not all) of the outside view windows are currently func_walls. May i suggest to turn them into unbreakable func_breakables (hehe). Just dont give them health and set the "material" to "unbreakable glass". This will give a nifty "ricochet" sound effect when they are taking fire.
I wish you best luck to finish/polish the map and ill try to show up if there's a server running it, as i'm curious to see how it plays even in its current state.
If the corridor is a bit on the long side (I don't know the particulars), you could even leave that door open with some sort of caved-in roof, or even have a second door a bit further in (like an airlock, but not neccessarily an airlock per se). This would allow people to duck in to re- load/gen/cloak.
This is all based on an IF, so I could be wasting my breath.
ryanmoulton at gmail.com
Thanks a lot.
I tried to enlarge the corridoors some for this version. From the feedback I've gotten I think I'm going to have to do it much more than I have. Thanks guys. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It's about time I post the pictures I have taken to give the necessary feedback.<ul><span style='color:green'></li><li>Coolant Exchange-hive:</span></li></ul>As an ono those pipes outside the <span style='color:green'>Coolant Exchange</span>-hive, block the ono. I think that should be fixed, as I have read somewhere that you can siege <span style='color:green'>Coolant Exchange</span> from this hallway (Steam Tunnels). It is important that the ono can hit and run there (as the way it is now, he has to crouch to get under those pipes). Perhaps you should consider to move the hive a bit so that it is not siegable from there.
<img src='http://img234.exs.cx/img234/6003/steamtunnelspipes3xx.jpg' border='0' alt='user posted image' />
My suggestion is to make the pipes go along the <span style='color:red'>red</span> line, so that they go into the ceiling of the shiva station. You can also make the pipe follow the <span style='color:blue'>bleu</span> line.
<img src='http://img217.exs.cx/img217/1462/steamtunnelspipesadjustedms34w.jpg' border='0' alt='user posted image' />
In the next two pictures you can see that you can build a turret-factory throught the wall in the vent near <span style='color:green'>Coolant Exchange</span>. You should make it a no-build zone. It can be a pain in the **** - when the alien hive is <span style='color:green'>Coolant Exchange</span> - at the beginning of the game (meaning: assuming there are no fades yet) you put a turret-factory there and electrify it, so you can siege it with ease.
<img src='http://img217.exs.cx/img217/2381/coolantexchangebuildvent1ms5xy.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/1894/coolantexchangebuildvent2ms8jq.jpg' border='0' alt='user posted image' />
This is something I encountered on your map (the previous version), but I didn't have the chance to check it out again. In the <span style='color:green'>Coolant Exchange</span>-hive I was unable to climb that ladder as a skulk (minor issue though, but still).
<img src='http://img217.exs.cx/img217/4333/coolantexchangeladderbug5te.jpg' border='0' alt='user posted image' />
The next two pictures (as someone else has already stated before) show you that at some spots you cannot build. But in the <u>first</u> picture you CAN build, but the (in this case) the phase gate sunk into the ground. In the <u>second</u> picture there is an area where you cannot build.
<img src='http://img217.exs.cx/img217/8782/coolantexchangesinkingms7fq.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/2663/coolantexchangenobuildms9kp.jpg' border='0' alt='user posted image' />
I like that fact that you have made the ladder higher so that it is now possible to climb up there (let's call it the coolant-machine). Especially for the oni it is now possible to go up there and take the secured hive down. But here is the idea I had in mind. Put a ramp there so that it is easier to go up the coolant-machine, so that the aliens can hit-and-run more easy (especially for oni and fades). There will still be a need for a ladder, but that is up to you to decide where to place it. I have also added a top-down view to make it more clear:
<img src='http://img217.exs.cx/img217/3295/coolantexchangerampskulkms56lj.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/3699/coolantexchangeramptdvms34cl.jpg' border='0' alt='user posted image' />
<span style='color:green'><ul><li>Datacore-hive</li></ul></span>
On the right side of <span style='color:green'>Datacore</span> there is a room that suits perfectly to siege the hive (in terms of distance and space).
<img src='http://img217.exs.cx/img217/3792/datacoresiegerightms5pa.jpg' border='0' alt='user posted image' />
But if you want to siege it from the other side, the room you have is a bit cramped. Perhaps you can enlarge the room?
<img src='http://img217.exs.cx/img217/7325/datacoresiegeleftms7ua.jpg' border='0' alt='user posted image' />
<span style='color:orange'><ul><li>Maintenance Bay</li></ul></span>
This is a 'bug' I encountered at <span style='color:orange'>Maintenance Bay</span>. In the next three pictures you can see that you can fall through that gap that is indicated in red. This can be a pain for a vanilla rine or a gorge. There are different solutions that you can combine:
1) add a ladder,
2) make it so that you cannot fall through that gap
3) make it a no-build zone
<img src='http://img217.exs.cx/img217/2128/maintenancebaybuginsidems9pa.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/1618/maintenancebaybugtdvleftms2as.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/3265/maintenancebaybugtdvrightms1wn.jpg' border='0' alt='user posted image' />
<span style='color:orange'><ul><li>Generator</li></ul></span>
At those two pipes at <span style='color:orange'>Generator</span> you get stuck as a vanilla rine.
<img src='http://img70.exs.cx/img70/4395/generatorstuckbug5ee.jpg' border='0' alt='user posted image' />
<span style='color:orange'><ul><li>Cryochambers</li></ul></span>
At first - when a person had suggested it - I wasn't in favor of adding a ladder at <span style='color:orange'>Cryochambers</span>, but it turned out to be a nice addition! Is it necessary to make the <u>texture</u> of the ladder go up there (perhaps you can just replace the texture)?
<img src='http://img217.exs.cx/img217/3408/cryochambersladderms2lg.jpg' border='0' alt='user posted image' />
This is something I have been wanting to post for the prior version of your map. In my opinion it would be better to add a rail at <span style='color:orange'>Cryochambers</span> the way it is indicated:
<img src='http://img217.exs.cx/img217/2459/cryochambersrailms9qw.jpg' border='0' alt='user posted image' />
This is something I have tried in the prior version of ns_shiva, but I just couldn't manage to do it. For some reason (rather a coincidence ^^) I managed to do it in the last version of ns_shiva. This is something I really, really like. As you can see in the next two pictures you can jump into the vent (it takes some practice). I think this should stay this way, as it is a good way to sneak into the hive (but don't spread the news around please ^^).
<img src='http://img217.exs.cx/img217/1851/cryochambersjumpinventms5wu.jpg' border='0' alt='user posted image' />
<img src='http://img217.exs.cx/img217/9259/cryochambersjumpedinventms2kk.jpg' border='0' alt='user posted image' />
Et voila, what an amazing jump.
I will give more feedback later, I hope this was usefull to you.
Greetz,
XtOf
~ DarkATi
As in my previous post I had reached the 'picture-limit' set by the forums, I will quickly add the last ones I have (and then going to enjoy my saturday-evening^^).
<!--QuoteBegin-Swiftspear+Apr 9 2005, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 9 2005, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hehe at that jump. I did it second try when I walked around in the test server a little while ago.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You mean you succeeded in doing that jump at your second try? (Don't confuse this with the book Monica Lewinski has written: 'How to <u>succeed</u> at the White House?' -> if you don't get it, set your mind at zero, close your eyes and repeat for yourself).
You can build up there. If I had to choose, I would it a func_nobuild (or whatever the name is in hammer).
<img src='http://img208.exs.cx/img208/5357/draftshaftspipesms6vn.jpg' border='0' alt='user posted image' />
I really like the changes (the ladder going down) that you have made at the 'Draft Shafts'. I was wondering if placing a vent at the bottem of the 'Draft Shafts' would or could be a good idea? I don't know, I'm just suggesting as that came across my mind when I was walking around that place?
<img src='http://img208.exs.cx/img208/3253/draftshaftsventms9ph.jpg' border='0' alt='user posted image' />
I know I have suggested this in your 'generall discussion' thread. I came up with this idea, because it prevents you from falling down. I had this idea before you made the changes like in ns_shiva3.
<img src='http://img208.exs.cx/img208/5023/draftshaftsskulkinsidems45mr.jpg' border='0' alt='user posted image' />
I encountered the same problem at the 'Maintenance Bay elevator East' as you had at 'Shiva Core'. You cannot shoot through it (you can see I fired a nade on the exact spot indicated, but it bounced back). Though this problem is less severe then the one at 'Shiva Core', I should get fixed.
<img src='http://img208.exs.cx/img208/5352/maintenanceelevatorwestms0ab.jpg' border='0' alt='user posted image' />
Another problem I encountered at the same elevator is that when you stand at the back of the elevator, and the elevator goes up (like in the red arrow), you get stuck and killed (as a vanilla rine you are dead before you can 'release' yourself).
<img src='http://img208.exs.cx/img208/388/maintenancebayelevatorrightms8.jpg' border='0' alt='user posted image' />
I think I am through my feedback at the moment, or at least through most of the pictures I have taken. I guess it is time to go back to the map and see what more we can find to give feedback.
Greetz,
XtOf
maybe we can come up with something else ...
moult: i told you earlier that the infestation in (dont remember its name) the left hive greatly hinders oni movement ... some changes there migth be appropriate <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks for liking my suggestions, I only hope that all the feedback can help moultano to adjust things 'where it is needed'. But I think that it is important to have some games played on the map before doing 'eventually' 'major' changes at some places -> if that seems to be necessary of course.
No problem that you don't like the ramp-suggestion, mate. I just think it needed a change, but perhaps it is better to see how the map plays (as I stated above).
Greetz,
XtOf
You mean you succeeded in doing that jump at your second try? (Don't confuse this with the book Monica Lewinski has written: 'How to <u>succeed</u> at the White House?' -> if you don't get it, set your mind at zero, close your eyes and repeat for yourself).
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I managed it on my first attempt, but then i was a skulk so it wasn't too difficult!!! I discovered that on my first tour of the map, i really think this is amazing and once all the litlle problems get ironed out we will have something truly amazing to play.
I'm not sure how bad it is, but as an Onos in the Hive with the vertical vats/pipes that line the perimiter, I found it a bit difficult to climb the ladder up to the top surface. It seemed that I had to duck to get through the two vats...
Overall the map has very nice brushwork and texturing. The MS seemd a bit small when I finally reached it, but I haven't played as Marines yet so I can't really verify that comment.
A job well done, with only minor gameplay fixes to be addressed.
I'm not sure how bad it is, but as an Onos in the Hive with the vertical vats/pipes that line the perimiter, I found it a bit difficult to climb the ladder up to the top surface. It seemed that I had to duck to get through the two vats...
Overall the map has very nice brushwork and texturing. The MS seemd a bit small when I finally reached it, but I haven't played as Marines yet so I can't really verify that comment.
A job well done, with only minor gameplay fixes to be addressed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's great to hear <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. How did the double node weldable and datacore weldable work out? Did people try them?
Edit: @Xtof, I'll put a ladder in that area near maintenance for the next version, and fix that grate.
/edit <3 Screenies
<img src='http://img.photobucket.com/albums/v220/slayerek/ns_shivab30000.jpg' border='0' alt='user posted image' />
hello again,
How do you mean moultano about those weldpoints? You just wanted to know how they worked gameplay-wise?
I forgot to add a picture, about something I have mentioned before. I think that MS is big enough, but I would change the placement of the commandchair (rotate it 90° and make a little more room around the commandchair). This way the commander can hop out of his commandchair without being faced with his back to the marine-start. I think that can be important to shoot that lone skulk that is attacking base.
<img src='http://img23.exs.cx/img23/6805/basecommandchairms4dn.jpg' border='0' alt='user posted image' />
I know you are changing some hallways to make them more oni-friendly. This is a hallway I think was rather cramped.
<img src='http://img70.exs.cx/img70/9201/hallwayono9tp.jpg' border='0' alt='user posted image' />
Greetz,
XtOf