Ns_mazefight_medium
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<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.
<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
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-->
it just changes from "were the hell am I?" to "and were the hell am I now?"
you go from version 'b6' to 'medium'
should i replace b6 with medium at THM?
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?
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.
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)
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 :/
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-->
putting a hive at the top of a tall tube or at the bottom of a large pit would be a cool idea IMO
what exactly was updated ?
->
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)
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...)
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.