Ns_midas44

crodecrode Join Date: 2002-11-09 Member: 7876Members
<div class="IPBDescription">playtest V3</div> I finally ready to release the big map. Its a playtest version to see if one team has any advantage of another. Might need a couple more vents too. Any feedback appreciated

<a href='http://www.cdis.org/~crode/ns/ns_midas44_v3.zip' target='_blank'>http://www.cdis.org/~crode/ns/ns_midas44_v3.zip</a>

This map is designed to cut down on HMG/JP rushes and to add defensive locations to marines. This is done using multiple weldables. Marines have to weld a maximum of 2 times to get to each hive location (or get jet packs). Marines also have the option of welding 3 locations that allow the commander to turn on holo-doors. Only the commander can control these. They are depicted as switches in the walls that are viewable in commander mode.

Marine Spawn

<img src='http://www.cdis.org/~crode/ns/ns_midas440007.jpg' border='0' alt='user posted image'>

Reclimation Hive

<img src='http://www.cdis.org/~crode/ns/ns_midas440002.jpg' border='0' alt='user posted image'>

Missle Silo Hive

<img src='http://www.cdis.org/~crode/ns/ns_midas440003.jpg' border='0' alt='user posted image'>

Orb Power Station Hive

<img src='http://www.cdis.org/~crode/ns/ns_midas440004.jpg' border='0' alt='user posted image'>

know issues to be fixed:
no sounds or defaults
ramdom textures in some locations (im in the process of replacing all of them with my own)
temp lighting in some areas
compiled with high chop and no -extra
hallways not entirely finished
commander r_speeds above 1000
no info_locations yet (if you can take a screenshot to show a location please do so)
no particle effects yet

Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Well.. at least its something new... but im not shure if its good or not, looks realy strange to me(but cool a the same time)
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Pic1: Try to make it a little more "realistic" looking. So that it actually looks like a landing pad for ships or so. I would probably lower that whole thing CC is on to the same level where the rest of marine buildings are. Also maybe few warning-lights and -stripes here and there and maybe a very low poly marine-landing ship.
    Other than little deathmatchy feeling it's very cool idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Pic2: It's a little hard to see from this angle how this works gameplay-wise but visually it looks nice.

    Pic3: Looks pretty sweet, though you might want to make sure the hive is well covered to not make this jetpacker paradise.

    Pic4: You really like high places don't you? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> This pic looks extremely sweet though, again it has quite a deathmatch-feeling.

    Overall: you got talent and imagination, keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    Pic1 is a planet surface. Not a landing pad. Its hard to create the perspective of a planet so thats what im stuck with.

    Deathmatchy feeling? Im not sure why you think this. Its a big map and its taken 6 months to create so at least try it out and dont judge by screenshots alone
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    The metal floor probably led to the landing pad impression; if there is rock texture or something else outside the dome, we can't see it in the screenshot, which is what most of your feedback is going to be based on in the forums - I'd wager only 5-10% of the people who read this thread will take the time to download the whole map and play it through before giving you feedback. Sad but true. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The map definitely has a different feel to it than other NS maps I've seen.. the big rooms actually remind me a lot of Descent for some reason. It looks like jetpacks are going to make this map interesting, since in those big rooms it looks like getting from the bottom to the top by foot would be a pain, making jetpacks that much more valuable (or, perhaps, absolutely necessary).
  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    <!--QuoteBegin--crode+May 7 2003, 01:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crode @ May 7 2003, 01:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This map is designed to cut down on HMG/JP rushes and to add defensive locations to marines. This is done using multiple weldables. Marines have to weld a maximum of 2 times to get to each hive location (or get jet packs). Marines also have the option of welding 3 locations that allow the commander to turn on holo-doors. Only the commander can control these. They are depicted as switches in the walls that are viewable in commander mode. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The use of all those weldables will lead to a higher entity count, which can cause slow downs on servers running the map. As for the commander only switches, I *personaly* havn't been able to get them to work in any map, offical or custom. However, if your goal is to limit the power of jetpack rushing, the tall rooms, and the fact that it takes a non jetpacked marine 3 weldables (60 more seconds since the average weld takes about 20) to get into the hive won't help. But it is usually a good rule of thumb for mappers not to take ballencing gameplay into their own hands. Try to keep the map as neutral to differnt tactics, so that when 1.1 comes out and everything is ballenced *better* the map will still be fair.

    Disclaimer: no i did not download the map, so feel free to ignor my opinion if it's wrong.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Presumably if you make the door switch-only (i.e. not openable by 'use'ing the door itself), and then put the switch inside the wall where no marine can get to it, but the commander can still see it from above, that should have the desired effect. Of course, putting buttons inside walls does sacrifice some realism, and it makes the doors completely impossible for aliens to open, but until NS implementes a commander-operable-only flag, its the only way, I think.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    edited May 2003
    well down load it and give the weldables a try, i did lots of testing and found a way for them to work.

    "Ralistic" looking cannot be used to describe anything in half-life. I usually do work in maya and xsi but ive added as much detail as the engine would allow.

    I know about entity count and its not an issue

    Also its hard to comment on a map playability based on 4 screenshots <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    well crode first i found a bug <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> in Orb Power Station Hive in the blackness down below... it does absolutely no damage to you. so that is a major bug or otherwise skulks and gorges could build down there. well the commander opening doors works very well crode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> you guys seriously have to see how good this map is. its very very well done and well the only thing i couldnt figure out how to do was get out of the hive rooms and into marine spawn. the map is big and i go in cicles
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> so maybe make the routes a little easier to find <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> also i couldnt get into the hives (havent tried missle silo hive yet) i could see it but couldnt get near it :\ . now for suggestions. let the fire do less damage in reclaimation hive if you can. it does super uber damage and you have no chance of getting out. well you said temporary lighting was there so if that is the case then i hopefully wont need to tell you. skulks will need good hiding spots to jump on rines. have u taken into consideration the exploits that could be used now. or read the 1.1 thread and see if there is any "possible" exploits that could be there. but then again as Little Hunter said you shouldnt try to balance the game with your map. thats the game job. but VERY GOOD JOB and I seriously hope you guys at least try the beta and give feedback and play final version <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    Weird id good :Thumbs Up:
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    try **two thumbs up** cant wait for final release
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    It looks like <b>doom</b>!
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    wow, nice level. My only thing is that it looks more like a casino than a ns map (too many bright colors, not enough dark). I don't think this is a bad thing really, but since it looks that way, you might add some casino signs :-). I don't know. my only other beef was the layered weldables. you go through one weldable, and hit the other one dead on. I loved how disguised the vents are, some look like they are just sceenery, and I was surprised when I was able to crawl through them. You obviously have talent. The other big thing is a lack of a difinitive way between the hives, the skulk/gorge/lerk pathway. I guess that's my 2 bits, take it or leave it
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    edited May 2003
    most of the lighting are temporary especially in the hallways which ill deal with when im finished making new textures. I still have some ideas for different hallway locations (based on how close i come to the compiling limits)

    Another thing im looking into is a few more vents. Only problem is, they allow aliens to move fast between hives, but they allow jetpackers to move fast too. I also detest the square vents of the standard maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    thx for your comments
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