Ns_midas44
crode
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
<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
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-->
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
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).
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.
"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-->
<!--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-->
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