Ns_mazefight_medium

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">seaching > aiming</div> <a href='http://www.df5jz.de/Ollj/ns_mazefight_medium.zip' target='_blank'>ns_mazefight_medium</a> (were the map kills most players)
<a href='http://www.df5jz.de/Ollj/ns_mazefight_medium_rare.zip' target='_blank'>ns_mazefight_medium_rare</a> (map kills only turtles, marines beware rushing aliens)

The whole map is a maze that randomly changes its shape.
Reaching the waypoint sometimes is more difficult than stuggling for it.

Changings since mazefight_medium:
+ Overal minimum brightness doubled.
+ <b>Doors move 1/5 as fast and 1/3 as often as before</b>. Turtles beware of the slow killing walls.
+ Added the "<b>skulkaport</b>" this is a teleporter that only skulks can enter. Everything else dies by falling damage. It brings you to 10 places in the maze between the resnodes. The NESW signs in the skulkaport represent resnodes/bases. Skulkaport entrances are in the hives, the exits are some of the NESW signs in the maze.
+ Added wide ambient sounds for resnodes, Hives and CC, so <b>you can navigate by listening</b>.
+ <b>Walls have a moving sound</b>. sometimes anoying, sometimes really helpfull.
+ hives moved to the outside to make it more dificult to siege.
- The main maze is 50% smaller and there is no vent-maze. Thats why its medium.
- The commander has no controll over the maze and there are no controll buttons. Its 100% random.
- The maze is more "open", but that "depends". One second theres a WIDE hallway, 5 seconds later its gone and there are lots of dead ends. Be patient.
- The maze changes its shape more often. Watch out not to get crunched, cus it kills the strongest onos.
- Added more info_location`s like "NorthNorthEast" CentralSouthWest" and some N-E-S-W-signs on the ground.
- Spawn locations changed for easier defense.

stats:
There are 10 groups of doors giving the maze 2^10 = 1024 different possible shapes.
Every 1 to 2 seconds one group toggles, then the next.
On map restart for some time the walls toggle twice as much.

hints:
- Try to stay together as good as you can. (im so evil)
- Aliens use the skulkaport wisely to explore or build up armys. Marines beware and guard build resnodes.
- The Skulkaport room is above marine spawn. MT shows how much aliens are in the skulkaport room.
- Marine spawn is south, thats the oposite side of the North Hive, use hivesight darnit.
- The Comm should give an orientation waypoint to nowere. Its nice to have a relative point.
- Use "resource income glowing" and info_location for orientation.
- You might think that JPs rule on this map, I bet not. Try a siege outpost. it takes time to find it.
- Motion_tracking, Sensory and movement rocks.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    omg... puzzling map.

    yet phase gates easily counter-acts any of your attempts at making a maze <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    getting teleported trough a maze doesnt really give you a good feeling.
    it just changes from "were the hell am I?" to "and were the hell am I now?"
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    Interesting...can't wait to play this one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Dude, just look at the mini map, that thing is MASSIVE...I gotta play that.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    i dont get it?

    you go from version 'b6' to 'medium'

    should i replace b6 with medium at THM?
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    We just got done playing a couple of games. The map wins, it gets more kills then both teams combined! The walls kill. Very confusing, but lots of fun!
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    Yeh, it's not too bad.

    I think it needs a little while for eveybody to get used to it to see if it's fair or not. I would suggest some more respoints, maybe?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    The map will get less kills when walls move slower and every wall makes a sound short time before it moves.
    Gorges die way to quickly by walls. That, and a great organisated marine team, made the second game.
    I have NO clue how to slow down motion tracking. The less the walls move the more useless it becomes but it makes the map boring.
    Theres a big problem with countering a group of heavies with MT because parasiting is kinda useless. maybe we need a warning system for presence or build resnodes...
    The siege problem (buiding sieges secretly) could simply be solved by putting the hives at the end of tunnels to decrease the effective siege range.
    aliens still need an alien-only transport system.

    - moved the hives outside the borders.
    - invented the Skulkaport; this is a teleporter for skulks only (everything else dies by falling damage). This one brings you to 10 places in the maze that are exaclty in between the resnodes. Skulkaport entrances are at the hives.
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    edited July 2003
    You still have that 10^2=1024 statement in your stats <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Remember I told you it's 2^10=1024 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    And that map looks cool. If only I could test it somewhere...
    Any servers with this map in their maplist ?
    (except deadclans server, it's in USA so it has so different timezone)
  • Grizzly_TankGrizzly_Tank Join Date: 2003-03-13 Member: 14472Members
    shitlods of fun !!
  • yoda_143yoda_143 Join Date: 2003-07-10 Member: 18074Members
    edited July 2003
    very nice idea, totally reminds me of "cube"

    edit: could someone point me to a download on this map so i can set it up on my server?
    2nd edit: omg the link is right there on top of his post... no wonder noone answers me :/
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--Ollj+Jul 11 2003, 05:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jul 11 2003, 05:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> getting teleported trough a maze doesnt really give you a good feeling.
    it just changes from "were the hell am I?" to "and were the hell am I now?" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This quote = Win! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I never played your maze map, but when I saw the minimap i was kinda stunned. This must be fun for more than one game! You said you moved the hives further outside, would a deep shaft or a tower also work? I like to look down 200m after walking through a narrow maze with walls never farther away from me then 20m <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    mazefight_medium_rare released (update of ns_mazefight_medium).
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--NerdIII+Jul 11 2003, 08:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 11 2003, 08:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I never played your maze map, but when I saw the minimap i was kinda stunned. This must be fun for more than one game! You said you moved the hives further outside, would a deep shaft or a tower also work? I like to look down 200m after walking through a narrow maze with walls never farther away from me then 20m <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    putting a hive at the top of a tall tube or at the bottom of a large pit would be a cool idea IMO
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Even a small pit would render the hives immune to seiges, as seiges only have a small range in the Z-axis. However, it would also make the hives more vulnerable to JPers (think misslecommand...)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    hives should be siegeable and in vertical range of walking players. just not siegqeable from a place far out in a maze.
  • yoda_143yoda_143 Join Date: 2003-07-10 Member: 18074Members
    <!--QuoteBegin--Ollj+Jul 12 2003, 02:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jul 12 2003, 02:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mazefight_medium_rare released (update of ns_mazefight_medium). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    what exactly was updated ?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    mazefight_b6 --- (walls move fast bur really rare, maze is way too big)
    ->
    mazefight_medium --- (walls moving often and fast, map kills more players than both teams together, map is smaller)
    ->
    mazefight_medium_rare --- (walls move slower and little less often, skulkaport makes rushing easyer, map is smaller, alien spawns larger)
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    No minimap for medium?
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Even if there isn't a minimap, just run the map, go to the console and type:

    developer 1
    buildminimap

    And you'll have your map. (I'm not sure about the developer command, forgot a little about that... Correct me if I'm wrong...)
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Mapper wants map on our server=mapper should supply all needed files!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <b>A map for a maze that changes its shape DOESNT MAKE SENSE!!!</b>
    all you need to know are the resnode and hive locations.
    Seeing them on the border of your minimap doesnt help much AND you can listen the sound to find them.
    The info_location tells your position inside the maze more exact than a minimap will do.
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