11th Hr Update

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">pics inside</div> Some pictures of new and updated areas in 11th Hour. I hope to have a new public build ready for Saturday.

1) Water Hive, revamped

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    2) Crumy shot of the new marine spawn (I wast trying to get the CC and screen in one, ended up looking at the wall)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited November 2002
    3) New area between '2 arches' and 'support hive'
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    looks nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Bit TOO bright in the marine start, kinda bland..
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--BiTMAP+Nov 28 2002, 10:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BiTMAP @ Nov 28 2002, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->looks nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Bit TOO bright in the marine start, kinda bland..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The marine spawn is execellent! No need to make it darker. Looking at the ss of the marine spawn you may think it is bland but once some IPs, an armory, etc is down you will not even notice. I rather have plenty of room to build my base rather than eye candy that would interfear with my buildings/give the aliens a place to hide in my base.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    <a href='http://www.joshbeeler.com/doombrigade' target='_blank'>The Doom Brigade</a> will be running the latest build tomorrow night for testing. More information can be found <a href='http://www.joshbeeler.com/phpBB2/viewtopic.php?t=63' target='_blank'>here</a>.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    I like the textures in marine spawn
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    What happened in the third pic? It looks like the grating is half painted, and half metal. Make that area a lot darker too... it looks like it could be the place for some sweet skulk ambushes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    Nice improvements Chrome.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    For those who want to help with -TESTING- this build Doom Brigade are hosting the download <a href='http://www.joshbeeler.com/doombrigade/files/ns_11th_hr12.zip' target='_blank'>here</a>.

    Please remember this is for TESTING, there will probably be another build tomorrow to deal with whatever the testing shows up.
  • Eck0Eck0 Join Date: 2002-09-28 Member: 1363Members
    I just got done playing it on the doom brigade server and the map was quite nice. My only complaint was that the marine spawn seemed too big and hard to defend or maybe it was just that the marines just didnt try to defend it very much. Everything else was excellent.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    Here are the test score records:

    Game 1: Marine Victory (long game)
    Game 2: Alien Victory (long game)
    Game 3: Marine Victory (long game)
    Game 4: Alien Victory (long game)
    Game 5: Alien Victory (skulk rush)
    Game 6: Marine Victory (lmg rush)
    Game 7: Alien Victory (long game)

    It seemed very well balanced. Everyone enjoyed it. I don't think any more vents will be required, but they couldn't hurt. Also, there are no weldables, which is not a problem, but it wouldn't hurt to add a few. The new Marine spawn room design is a huge improvement over the last build, and the redesigned hallways are very nice as well. The map feels much more balanced, and much more completed. I look forward to placing it in my map cycle.

    There was one thing I noticed, and that was when the Aliens built OCs near the CC, the CC was not hurt at all. I am not sure if this is a map problem or not, but I think it is worth looking into.

    If needed, we can run another test build tomorrow, or whenever it is ready. Great work ChromeAngel!
  • kretzkretz Join Date: 2002-11-02 Member: 5179Members
    I think if you made the spawn area a little biger and made the area with the clock and the resource node smaller it would be better.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i really enjoyed playing it, but i found it difficult to get to some areas quick enough. some more vents might be in order, especially linking the hives (that, or i dont know the shadows well enough to find them yet)
    i really like what you're going for; the gameplay is unique and interesting.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    Update! We played another round later in the evening. Here is the result:

    Game 8: Marine Victory (long game)

    So all in all, it was 4 Marine wins to 4 Alien wins. Pretty darn balanced if you ask me!
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I tried it on some other server named Dexterion or something(it had Dex in it at least <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->), first I thought it was unfair cause it was so big and that would make it hard for aliens, vs marines long range weapons.... But, aliens won first round that I was there, and then when I changed to marines <i>we</i> won the next round! Was great fun both rounds.
    Nice map.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    edited November 2002
    We have setup another test for the new build (ns_11th_hr121) for tomorrow. You can get all of the information here:
    <a href='http://www.joshbeeler.com/phpBB2/viewtopic.php?t=66' target='_blank'>http://www.joshbeeler.com/phpBB2/viewtopic.php?t=66</a>
    Everyone is welcome to join us.
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    edited November 2002
    the "11:00" letters are ugly. I suggest something similar to the text in the readyroom join teams.

    Although the ready room has an interesting layout, it is boring. I suggest spicing it up.

    EDIT: the names of the locations are also pretty dull. I suggest more discriptive names.

    example, instead of "Ramp Hive" have "Something access Ramp Hive"
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    except replace the word something with like engine room access Ramp, see when you build your map and think of what each room does you make your areas have names that fit better cuase you ahve them thought out already.


    i'm sorry i'm talking to "the" girl so i am OUT of zit!
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    i liked it..only qualm was how close two of the hives were..i thinkit was water and support..but it wasnt that big a deal..also i love the new revamped marine spawn..its big and open and very alien unfriendly... also the newly revamped hallways were nice as were the addition of vents.. all in all i liked it, but would still like to see some more "alienation" going on so as to be a little more friendly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    *blink*

    Well. The only time I got a chance to play it was on a server that had cheats on. So I won't comment.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited December 2002
    Thank God the forums are back up! O.o My favorite server keeps using this map and I can't find the up-to-date version of this map anywhere online! I have ns_11th_hr.zip, ns_11th_hr11.zip, and ns_11th_hr121.zip, and it STILL tries to download it from the game server (and always gets disconnected.)

    So needless to say... I want this map. Mirrors. Now. Please. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->

    The new marine spawn looks great! Much better than the dark tiny version I played way back in the first release. 4 wins to 4, eh? This I gotta see...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    ns_11th_hr121.zip is the latest version. The server may be using ns_11th_hr12, however that was only ever intened to be tested on Doom Brigade.
  • MrBatmanMrBatman Join Date: 2002-11-05 Member: 7176Members
    The clock should flash like a broken VCR <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I played the map last night - its HUGE! And very dark, which is nice (although almost too dark in places). My only real complaint about it is there are absolutely <i>no</i> vents for skulks anywhere in the map. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    4 vents MrBatman. Count 'em, 4. You can't have been looking properly. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    it is extremely hard for a alien that isn't a skulk or lerk to get around (especially in the hives). Is it supposed to be like this?
  • Vicious_VPVicious_VP Join Date: 2002-12-05 Member: 10492Members
    edited December 2002
    <!--QuoteBegin--XHydralisk+Dec 18 2002, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XHydralisk @ Dec 18 2002, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it is extremely hard for a alien that isn't a skulk or lerk to get around (especially in the hives).  Is it supposed to be like this?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    We at <a href='http://www.clanvicious.com' target='_blank'>-= Clan Vicious =-</a> feel the same way. As a fade coming up from the bottom of some of these, your hive is dead before you can get up there. Other then that, the map looks good. Maybe a few more catwalks along some or those huge walls. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Intentional.... no... It's a side effect of slowing down the marines progress from hive to hive.

    Gorges shouldn't be trying to defend (no weapons), Fades can Blink and if you've got an Onos your more likely to be on the offensive then defending.

    Excuse? Maybe.
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