Ns_andromeda_beta2 Released

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
edited January 2003 in Mapping Forum
<div class="IPBDescription">Finally a solid playable release.</div> Enjoy it I worked my **** off to fix the tram garbage and the dissappearing doors. There are no major known bugs left, I know there is a small Hall of mirrors effect in one small polygon in the chapel doorway but thats about it, I've rebuilt that arch 3 times it doesnt want to go away, I may have to build the whole area again but I'm not doing that this week.

Lets get it playing and see how the balance is, I hope you enjoy jetpacking because this is a great jetpacking map, there is something for everyone tho. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

<a href='http://files.nullfusion.com/ns_andromeda_beta2.zip' target='_blank'>http://files.nullfusion.com/ns_andromeda_beta2.zip</a>

and if that doesnt work:

<a href='http://requiem.qis.ca/ns_andromeda_beta2.zip' target='_blank'>http://requiem.qis.ca/ns_andromeda_beta2.zip</a>

Req
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Comments

  • FunghiFunghi Join Date: 2003-01-13 Member: 12254Members
  • FunghiFunghi Join Date: 2003-01-13 Member: 12254Members
    (sorry for posting twice)

    damn dude this is soo coooool.
    i just love the Wind Tunnel and im really looking forward to play it online because i think this architecture
    is quite different <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    i also really enjoyed the dark style over the whole map .....but there is one thing i have to complain about how the heck are u able too play ns with an 8way joystick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    it would be cool if someone can post the ip`s of servers with the map installed (soory for my english)
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    /me is D/Ling now

    Can't wait to see it!
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    When I eventually get this map (I think your site must be busy!) I'll mirror it on my website and set it running on my server for the next couple of days. You can see me there at 18:30hrs GMT.

    PLEASE if you come to play or just look around make sure you get the map first because it will take you over half an hour to trickle it from the server and the server resets the map every 10 minutes if a game isn't running.

    Server Name = Eaglec (T) - NS v1.03[UK]
    URL = eaglec.homedns.org:27015
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Added a faster mirror at the top in the original post.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Yeah, I wanna play the map. I played one of the earlier betas, and it was fun to be a skulk in the roof in the moon room and parasite ppl all day and them never find you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    Good work Requiem.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Hehehe... In the room with the trees, that is near one of the hives(good for sieging it appears), I as a skulk(two hives, them marines sieging at the moment) leaped up into the sky, down onto them, bite bite bite, leap again, bite bite bite, leap bite leap bite bite leap bite bite bite
    Slaughter, one(1) skulk (although with adrenaline and carapace) killed 5 marines. Those guys I know pretty well, they're good, and clanners(same clan), but MAN did it feel good owning hard like that...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Heheh and people were complaining about the paradise room being too hard to get into as aliens, keep in mind in 1.04 marines have to seige using line of sight, its much more difficult and costly.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    Requiem, first off nice map. It has some very good idea's and area's. As it's still in beta I thought I'd voice a few things that I didn't like though, just in case there's a chance it can be fixed.

    On three seperate PC's that I've tested it on I have been getting killed by the big lift on the way down to chapel and the lift that leads to the tram tunnel. This has to be fixable. Also much more minor point - in the Atrium there is a small ledge from the slope up to the res point platform. As a skulk this ledge very briefly stops you dead.

    The tram line still seems to be instant death, rather than a severe 'cold' damage effect also it seems od that the station deigners went to expense of installing a tram tunnel for a 30meter section of corridor that would have been quicker to walk down.

    Connectivity - It is far too hard to get from one place to another, a few more joining corridors and doors that auto open or at least have buttons in sensible (consistent) places might help. Every area seems to have a direct route to it and thats it. There seem to be far too many bottlenecks. In fact tactically it appears that if you control the big lift to chapel then you pretty much control the map.

    Theme - Although I like just about every are of the map individually (excluding the whinings above) it seems that that is what they are. A group of very good ideas and well contructed rooms connected by a corridor or two. the map might actually benefit by the loss of one of these great areas if it made way for a greater themed and linked whole. - I hope this makes sense to someone.

    Sorry about that, but I figured you'd rather hear it now than after the final release. I should also say that I think the Chappel tunnel is great and the wind tunnel hive is very good now.

    These are only my opinions and could be completely wrong. Overall I think the map is 'good', (and I am over critical). It's just I feel with a little tweaking it could be 'great'.

    I'll continue to run this map on my server for the next few days, for those that have yet to see it down load it and take a look.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    edited January 2003
    Tram tracks are not instant death, its only instant death to skulks (maybe not after upgraded carapace) and maybe lerks. Marines dont die in even 2 hits I dont think.

    I know the map seems slightly unthemed, if you want the honest truth thats because i wanted to try out a ton of different ideas to see how they worked in an NS map. Im not changing it drastically, but Im going to take all the good and bad from andromeda to make genesis, which is currently in production.

    The big crossroads lift has zero crush damage attached to it, please define how it is "killing" you. There is also a vent in the ceiling below the crossroads elevator that leads to tram tunnel, chapel, and atrium.

    I know the connectivity is pretty lousy, thats one of the things Im going to get right in genesis, but it would take way too much work to get it perfect for andromeda because of the way I built the layout. Its not terrible, but it sure could be better.

    I welcome more comments and feedback, and hope I get some more people running this map on servers so I can get some large game feedback.
  • Pie_oh_pahPie_oh_pah Join Date: 2002-11-07 Member: 7584Members
    edited January 2003
    Love the map. I would've really liked to have gotten an actual game going, but I got a good feel for it nonetheless. It is dark in some places, maybe a little too dark, but I like it that way. Lots of good stuff in this one. A couple issues, though. Not a fan on the automatic elevators and some of the ladders are glitchy for skulks. The one in the chapel is an extreme pain since it is difficult to get up to the top room any other way without going all the way around to the vent. Also, the ladder that goes beside one of the automatic elevators gave me trouble at the very top. Other than that, love it!

    And I fell on the tracks once as a skulk, but jumped on the wall and still had 27 health afterwards. So not <b>instant</b> death.

    Excellent map! (Again, haven't played on it. It's just that I like a lot of the style and ingenuity found all over the place on this map.)
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    Fooled around some on the map and found it very much to my liking. Although the connectivity "problem" might be something notable I haven't had the chance to playtest it properly, so I don't know...

    Anyways, some other things I found:

    The vent between marine spawn and atrium snackbar seems to be too low. I couldn't get full speed with jetpack as marine. Maybe because I couldn't lift off? If this is by design I do not know...

    In the computer room it could be hazardrous for aliens to get up on the computers. The lightfixtures hanging from the ceiling effectively hinders a quick escape. One has to jump over the lights to get down in some directions. Maybe could be fixed by raising the ceiling a bit and thus raising the lights some? Again, don't know if this is by design or not...

    The automatic elevator near the awesome (and now visible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->) tram seems to get you stuck somehow. When riding it and just standing still until it comes to a full stop seems to fuse your feet to the elevator. If you get stuck when the elevator is in the lower position it refuses to go up again. Dunno if this was server related though.

    And I found some annoyances in paradise lost. The semiautomatic door can be somewhat troublesome sometimes (or maybe it is just my poor hand-eye coordination <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
    I also found this homeless bum sleeping on the bench in the park...
    bum.jpg 51.9K
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Unfortunatly, the ladder/skulk problem is NS related and I can't fix it in a map. Same goes for elevators and getting stuck, but thats a HL engine bug and has been around for years.
  • Pie_oh_pahPie_oh_pah Join Date: 2002-11-07 Member: 7584Members
    <!--QuoteBegin--^Requiem^+Jan 18 2003, 12:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 18 2003, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Unfortunatly, the ladder/skulk problem is NS related and I can't fix it in a map. Same goes for elevators and getting stuck, but thats a HL engine bug and has been around for years.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, you need to make it a little easier for a skulk to gut up to that room I was talking about. It took way too many tries. I'm not sure what needs to be done, but I think the corners are just too hard to stay 'attatched' to. Maybe make the corners less 90 degree angles or something. It's kind of a small gripe, but when it starts getting played, I bet more people will want to use that upper room and the vent in there whenever they don't have the time to take repeated attempts. On the other ladder bug instance, you can just grab the left or right wall to get to the top. Annoying, but once I found it, I got used to it. In the chapel, even with practice it will be difficult. It would be worth turning gorge just to climb up the ladder and then change back. It really is a necessary shortcut.
  • MikenolikeMikenolike Join Date: 2002-12-18 Member: 11098Members, Constellation
    Holy crap batman...
    If anything is needed maybe a weld to turn on lights, or a lightswitch on the aliens side of the tunnels/rooms hehe, either that or I need glasses O_o
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    By getting stuck on the lift I mean that I rode the lift to the bottom and when I got there I couldn't get off. I tried walking, jumping, duck jumping, all directions, I was able to move half a foot or so and would then just spring back to where I was. When the lift started comming back up again I started to take damage, the lift stayed at the bottom but made the lift-moving sound and I took damage very slowly. With regen lvl3 I might have been able to stay there all day but evenually this killed me.

    I have not seen this on any other half-life map as far as I can remember.

    I was also wondering if there was a way to make it less suicidal to try to take the ladder down the lift shafts, it seems the ladder is easy to miss and if you do the distance you fall virtually kills you. Perhaps having a bar across the far side of the ladder well to stop you falling straight down the pit.
  • Pie_oh_pahPie_oh_pah Join Date: 2002-11-07 Member: 7584Members
    edited January 2003
    I was pondering an easy fix for the chapel problem I discussed previously, and I think I might have an idea. I'm not a mapper and have no clue how easy this would be, but it might help you to brainstorm an even better idea. How about the far corner having a hole big enough for a skulk? That way, skulks can just bypass the annoying ladder altogether. Just jump in the corner and walk up the wall. Violá! Then it could also be used to jump down and maybe jetpackers. It might make that room have more interesting dynamics during combat.

    Just to make myself clearer, the problem is the only vertical face that you can get to when trying to climb up into that room is the ladder itself. Well, after a lot of practice you can kinda get around the 90 degree corners, but it is really tough. And if at any time you grab onto the ladder (on purpose or accident) the bug pushes you down so you have to try again. Adding the ladderless corner hole I mentioned would not fix the ladder entrance itself, just allow a way for skulks to get in the room without making them frustrated.

    This might seem like a pathetic complaint and that I'm being redundant, but I think it is important to fix it because this might be a great map as long as it doesn't fall prey to bugs that weren't addressed before release. Just like the elevator to the tram that gets you stuck. <b>Even if it is a HL engine bug, it's not playable if people get randomly stuck on elevators</b>. I appreciate the fact that it's not your doing, but leaving it in the game isn't the right way to go about dealing with the problem. I'm not sure what you can do, but if it stays the way it is, it will be unplayable.

    I hate to gripe like this; I love this map and can't wait to play it with more than two people. Don't want to sound like I'm putting down the map. This has been my favorite of the all the new maps (still haven't played a <b>real</b> game on it, though).
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    If the elevators get you stuck THAT often then I'll have to do something, but I have not personally seen this yet, no one on tests we've done has complained about it yet and I've never actually gotten stuck once, even when I tried to.

    I will make it easier for skulks to get up to the chapel top area.
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    I have troubles getting to the chapel top area as a fade too... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I think I can recreate the 'stuck' thing. It seems to happen if you stand in the middle of the lift as it drops and wait until after it gets to the bottom. If you jump, move or stand in the corner it doesn't seem to affect you. o perhaps it's only really going to be seen when some one is 'looking round the map' rather than actually playing. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    btw: I tried a simple map myself earlier today. Took me about 4 hours to create a boxroom with a pyramid in it and then crashed my PC repeatedly when I tried to run it! I really do appreciate the amount of work that goes into these things! One day I plan to create a little box in the country all of my own!(dont worry I wont release it)

    Keep up the good work.
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    there are a few lighting glitches in the readyroom on the alien side.

    the chapel arch entrance, which you already know about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    the elevator bugs that deal small amounts of damage.

    the map is too dark. darkness in liberal amounts is good but this kinda overdoes it, even with the rooms where you can turn on the lights.

    the tram is too slow for the distance it covers. you can basically walk there faster, especially if the tram is on the other side.


    most everything else seems good. it doesn't strike me as a competition worthy map tho for some reason...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Whom am I competing with?
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    When it comes to lighting, I think you should take a cue from Splinter Cell. Place the lights so that you have some very well lit areas, and some super dark areas, and place them carefully. That way, if the player is smart about his movements, he can easily move through the map undetected, while still being able to see where he is going.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    I have a few quarms with the map...

    I didn't actually know what was what when I started playing. The doors don't actually look like doors, they just look like part of the walls, and I was wandering for around 10 minutes thinking, "Why are there so many dead ends??!" Also, the lift which goes down to 'Lost Paradise,' doesn't look like a lift. It blends in to well with the floor. The button for the lift also slides along the wall for 5 seconds before activating the lift.

    The river in Lost Paradise also floats above the ground due to the wave amount. You could either set the wave amount to 0, or lower the the river a bit.

    With the big lift, when it is up above, and you are down below, it looks like a plain black texture because there is no light being allowed to get to it. You could put lights into the walls around the lift to light the texture up a bit. Otherwise it just looks like a void/glitch in the wall.

    It is VERY dark, perhaps too dark...? Perhaps not.

    I liked the use of models in the RR, that's something I've been tampering with for my map. R_speeds were good right the way through too.
  • KnowedgeKnowedge Join Date: 2003-01-07 Member: 11977Members
    in the wind tunnel.... is it possable like to put fans in there and actualy Let there be wind! like by a weldable switch or something u could have ...wind in there, would be kinda spiffy ?!
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Throw me in on the 'killed by the little elevator list' I just jump down the beams to go through the ceiling hole in any event, faster, but going back up involves the risk of elevator death. I like a lot of the map features, and even the darkness isn't too bad as long as I have the lights out, but I have yet to actually play human opponents on it, so I don't know how all of that will work out in practice.

    One note, though, phase gates and infantry portals set in the low hallway between the tram and the wind tunnel hive will result in the marine being stuck with his head in the ceiling when he materializes. Needs another inch or two in height.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I have played the map against humans - at least that's what they told me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> there are very few places to put a phase in corridors and the smaller rooms without ending up with your head stuck in the ceiling. I don't think thats a fault though because all the hive locations have enough room so once the hives been secured a phase can be used. It just requires a different strategy.
    I did notice as a Skulk it would not let me jump or evolve after spawning in Hangar until I ran half way towards the door 'you must be on flat ground to evolve' ?
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    My Eyes! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Cannot See <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> What do you think I am, a cave salamander? Remember, this is NS, <u>NOT</u> AVP. This map would seriously benefit from increased lighting.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    edited January 2003
    Ok I played your new beta of the map and must honestly say that it still needs to be worked on. My main gripes are with the lighting. No not the darkness. The realsticity(is that a word) of the light. Take for example this part of your map. Theres a nice red glow light only...Um wheres the fixture thats casting this light upon the ground? There are plenty of places on your map that have this problem. Is it magical lighting that doesn't require a lightbulb to glow or something? The blue glowing lights near the chapel aswell need some sort of light fixtures along the floor or walls so that it looks like the lights are actually coming from a source.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    Also there are some places on your map that have the complete opposite of this problem. For instance you have a bright white light fixture in this part of your map...but now there is no light on the walls and ground around this very bright light fixture. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->.
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