Ns_complex
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Here it comes</div> <a href='http://www.df5jz.de/Ollj/ns_complex07.zip' target='_blank'>Download ns_complex07 (slightly architecutre improvements) here.</a> (+improved map-hologram)
<a href='http://www.df5jz.de/Ollj/ns_complex06.zip' target='_blank'>Download ns_complex06 (white light) here.</a> (featuring the map-hologram)
<a href='http://www.df5jz.de/Ollj/ns_complex05b.zip' target='_blank'>Download ns_complex05 (b = 2 stupid filename fixes) here.</a> (oops link fixed) = version found on mayberrygames.
<a href='http://www.df5jz.de/Ollj/ns_complex03.zip' target='_blank'>Download ns_complex03 (alpha) here. (if the upper gives some error try this) </a>
Read the FAQ text document.
<b>Im open for any suggestions found places with high r_speeds and bug reports.</b>
<b>Actual version 06 + 07 (almost beta?):</b>
- White light all over , no more disco lights (for now).
- Most rooms have no inner details
- some doors, Elevators and triggers are missing
- Textures can be done better
- Comand console bug solved by changing the "choose from feature" . its not completed but works.
- apart from this its "playable"
reached max-map clipnodes...
<b>next version has:</b>
- more textures matching to the NS world and aligned correctly
- final aditions making the map ready for betatesting
- all elevators and doors working
- some more vents and other inner gameplay detail.
- slightly lowered command view for better r_speeds
- improved RR and Marine spawn.
<b>Screenshot:</b>
The new Marine Spawn including the new hologram-3Dminimap-model (early version).
<a href='http://www.df5jz.de/Ollj/ns_complex06.zip' target='_blank'>Download ns_complex06 (white light) here.</a> (featuring the map-hologram)
<a href='http://www.df5jz.de/Ollj/ns_complex05b.zip' target='_blank'>Download ns_complex05 (b = 2 stupid filename fixes) here.</a> (oops link fixed) = version found on mayberrygames.
<a href='http://www.df5jz.de/Ollj/ns_complex03.zip' target='_blank'>Download ns_complex03 (alpha) here. (if the upper gives some error try this) </a>
Read the FAQ text document.
<b>Im open for any suggestions found places with high r_speeds and bug reports.</b>
<b>Actual version 06 + 07 (almost beta?):</b>
- White light all over , no more disco lights (for now).
- Most rooms have no inner details
- some doors, Elevators and triggers are missing
- Textures can be done better
- Comand console bug solved by changing the "choose from feature" . its not completed but works.
- apart from this its "playable"
reached max-map clipnodes...
<b>next version has:</b>
- more textures matching to the NS world and aligned correctly
- final aditions making the map ready for betatesting
- all elevators and doors working
- some more vents and other inner gameplay detail.
- slightly lowered command view for better r_speeds
- improved RR and Marine spawn.
<b>Screenshot:</b>
The new Marine Spawn including the new hologram-3Dminimap-model (early version).
Comments
That should not happen and never happened to me on this version. (just on other maps/versions for other reasons).
What could cause this?
sky brush, func_seetrough, 1000 w-poly (normal in comm mode).
no idea.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->where can i play it like a server?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Its Alpha status not mentioned to get playtested on any server, allthough i want to see it for fun and performance testing.
open your own lan game with it.
My real thoughts on this map would get me banned.
But...
Never. Map. Again.
Please. I beg of you.
*goes to stab out his eyes*
i myself am downloading the map now and will try it soon.
1.) fullbright is bad, but you know that
2.) textures are bad, but you know that. remember, too many different textures make the eyes wanna scream.
3.) make sure lighting is good.
4.) your outside looks bad when looking from the window back towards where they spawn in at. there's a lighter area.
5.) the map is confusing, but I like how you did that stuff anyways.
So much is wrong with this map I cannot begin to explain it.
The fullbright. The random brushes strewn about. The randomly textured brushes. All of it thrown into larger, more random, worse textured boxes. No architecture. No working doors.
This isn't the kind of thing you release on these forums.
This map was released for people to examine the flow, how the map's brush placement looks, and to gauge r-speeds. It was clearly stated that this map was compiled in fullbright on purpose because lighting was not done yet, to save compile time.
Do not bash this man's map simply because it's a beta release, and do what he asked you to do.
Also, can we see some screenshots? I'm curious to see this map but I don't have time to start up HL at the moment.
Also in the readyroom i fell off the map, might wanna look into that.
This map seems to be a challenge for the hl engine
(just 400/750 wpoly when looking from the window ...u are the opimisation's king! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
Keep up the good job!
- The "very big room" (sorry I dont remember the name) has some big fps drops. This because of some high r_speeds and animated textures. You also got a hive there. I usaly get 72 fps, when I was standing in the room I got 40.
- Marine Spawn got some nasty r_speeds too.
- When I was running around the map, I felt like it was a bad single-player map. I could not rember where anything was, and the architecture changed from room to room -making it allmost a "find your way by your self" feeling. (Yes I know it's in alpha stages <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
- Some of thoose rooms was great cunstructed. With nice useage of textures/details combined.
Well, looks like you have a very solid start here. I would love to see it when you changed the lighting and textured it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Good luck
Having said that, what I noticed the most was the vast abundance of hallways going every which way. You said the map was twice as large as the release maps, and it shows. Maybe cutting down on the number of areas or hallways would make for a tigher, more cohesive map. Or maybe I have played it enough to become used to the architecture, I'm not sure.
As far as performance goes, the map's r_speeds are amazingly low. The are few places on the map that even go over 250, let alone 800. There is one window where you can see most of the outside of the map though -- the r_speeds there hit about 750 or so.
So, you still have a long, long way to go, but keep working on it.
The node at Observatory LS cannot be seen from commander mode AT ALL, although you can still place a tower there if you know it's there.
I personally experienced no speed difficulties.
Those placeholder textures are the ugliest things I have ever seen.
Having the Ready Room visible from in game? That's... interesting. I also experienced a bug with the join teams... I went marines (sv_cheats 1), then later F4'd, and tried joining aliens. Instead of joining, I fell off the map and got to look at things from below. F4ing again did nothing, since I was technically still "in the ready room".
There was a 2nd Command Chair locateed outside the boundaries of the map, in a no build zone. That's just odd.
What's with the blue cube in Cargo Control?
The map is huge, and somewhat confusing to navigate. I can find Blah hive from the marine start, and the marine start from Blah hive, but the other hives I just get lost trying to find my way to and from them. I suspect less eye jarring textures and lighting will help this situation.
Good luck on the r_speed issue, by the way.
Its the same **** as ns_complex02 just with some bare Lightning.
Its 100% red, green or blue on most places, to help the command mode (ant all players) to know in what level they are.
Later the light will have more than just one colorfor each path, i promise.
slightly improved texturing (next version will no longer have -wandinclude).
Readyroom enlarged.
Fixed some minor bugs.
good question
some vents and one elevator added.
Small improvements all over.
do you like that usage of "motion blur"?
There are 2 "special vents":
from "Mother Hive" to "Storage" and from "Communication Hive" to "Black mensa".
Theese vents stay locked till anything enters "black mensa" or "storage" !
After that you can open (and close) theese vents but only from inside the hive location.
the distances from hive to hive and CC to hives are always "75" (in eclipse it are "40")
The map plays like this:
Marines decide for one of the 2 CC places.
When they reach one CC location its func nobuild gets killed, the cc in the other location stays locked.
The choosen CC locations vent entrances lock themself, the light turns on.
In the unused CC location light stays off and the vents stay open.
The problem is that Marines need to build the cc first. (sad part of the 2 cc`s feature)
On the other side aliens need some time to reach the right CC (the shortcut is locked at game start).
They even could have rushed the unused CC location.
Now since the map is like a "knot" its easy to siege from some locations.
Every large room is a possible siege location for the hive next to it. (There is no double siege point.)
Now you could siege from Black Mensa or Storage early and make a short game you think?
But wehenever something enters that rooms some vents, leading to that rooms from different locations, open, controlled from inside the hive location.
This "special vent" shortcuts give Aliens a big advantage against marines, no matter wich hive they have.
Without jp you cant use that vent as marine to reach the hive.
The alternatives are taking Party Hall, Mining Entrance or the other CC room first. From this locations you can reach other locations faster.
But aliens can enable the 2 "special vents" (make openable) just by its presence, too.
When it comes to siege positions this is a marine map, but long distances, parallel vents (aliens can always attack from behind below or above) and door controll make it an alien map.