Ns_spelbound

CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
<div class="IPBDescription">beta release</div> You can download the map at the following url:
<a href='http://www.sonsofmetal.org/files/ns_spellbound_beta.zip' target='_blank'>http://www.sonsofmetal.org/files/ns_spellb...lbound_beta.zip</a>

This is a fully playable, and in my opinion approaching completed, version of the map. This is more of a playtest version than a version that tests asthetics, but those are also welcome as well. Some areas I put alot of work into, some average, and some I threw together to make playable. I think you will be able to tell those areas from eachother. Below are some screenshots. As with most screens, they are darker than they are in game. I attempted to adjust the brightness but it didnt get quite how they look in game, but they are at least an idea of how the rooms look overall.

<img src='http://www.sonsofmetal.org/images/spell1.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell2.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell3.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell4.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell5.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell6.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell7.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell8.gif' border='0' alt='user posted image'>
<img src='http://www.sonsofmetal.org/images/spell9.gif' border='0' alt='user posted image'>

Any comments much welcomed. I hope to get it tested and then touched up and ready for the final release soon.

Comments

  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    edited October 2003
    I took a walk around this map and thought it was really nice, despite a few bugs. I like the look of the gravity generator thing you got going. The light texture on the stairs fits really nice as well. The layout looks very nice. Just enough res nodes placed far enough apart to make it interesting. I would have never thought that hot pink vents would have looked good, but they do. Maybe add a source for those lights though; so they don't look like they come out of nowhere. The r speeds only spiked to above 700 or so in a couple of places. The lighting is very nice; variety of light textures. Some of the wall textures don't seem to fit right or are mis-placed though. A few that look like they have been blown to about 5 times their regular size. There is also a lift in the weapons hive that sinks into the floor as soon as you step onto it. The hive in mainhold is extremely high and too open of a room. This would defeat any kind of shotgun rush and would promote spawn camping. That would pretty much leave it up to hmgs and lmgs to take it down. And with 2 or 3 gorges healing along with d chambers, it might take a good 10 minutes to kill the hive. Overall though, I feel it is a little too marine friendly. There are quite a few halls that are too long and too open. Add a little more detail, a little more obstructions for aliens to hide behind, and it would be an awesome map to play.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    I playtested it for 3 rounds on my clans server, pretty much everything you said, they said. Although about the vents....the lighting should be DARK purple, not bright pink. I dont know why thats what it looks like. Also, what rooms were you seeing 700 r_speeds? I myself couldnt find any over 550, but Im sure its possible. I'll be lowering the main hold hive quite a bit, as well as the marine commander view (that was a problem) among other things.

    Aliens won every single round by the way, with pretty even teams IMO. Cant be all that marine sided lol. Thanks for the input.
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.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--> very nice map Coroner I love it very much as I do with all new maps that come out and I allready written me a marine relocation/multiple base strategy guide for it hehe.Well the guide could be called "NS Commander's Guide to Relocation and Multiple Bases" lol.Not being mean or anything trying to help here in some of the rooms maybe add some pipes or something,perhaps some flickering lights etc.Anyway I am trying to study yer map inside and out as I do with the rest and know every map by heart vents,hallways,hive routes,shortest routes,long routes etc.Anyway again lol very nice map keep up the great work I will cherish this map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> have a nice day. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    <!--QuoteBegin--Coroner+Nov 1 2003, 02:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Nov 1 2003, 02:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, what rooms were you seeing 700 r_speeds? I myself couldnt find any over 550, but Im sure its possible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Straight right out of marine base and down a bit you run into a room with red verticle pipes. If you look from one end of the room to the other, it tops 800 or so.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    the.....brightness.....
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    I have no idea how to take that comment.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    Ok I fixed a few of the major issues with it, and here is the next version. Mainly the height of the map, allowing for a much better view height for the commander view. Also I fixed one room that had much higer r_speeds that I though it had. When I get this map tested more and do the final version, I'll also have the r_speeds fixed on the whole map. There are alot of areas I can turn into func_walls and other areas that I can move brushes 1 unit apart, so when I get done with that, it should fit all standards.

    <a href='http://www.sonsofmetal.org/files/ns_spellbound_beta2.zip' target='_blank'>http://www.sonsofmetal.org/files/ns_spellb...bound_beta2.zip</a>
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    Nobody likes my map? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2003
    Hey Coronor! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Sorry I didn't get around to playing this map sooner.

    Overall, you've created a nice, big map with some very interesting areas and architecture. It still needs some spit-and-polish, though, before it will be playable:

    -Your unique Readyroom design is a bad idea. Most of the time when I spawned, I fell and could only see the "Spectate" entrance. I couldn't even see what was on the upper level, and I could barely see the ladders due to the weak lighting. Put all the doors on the ground floor, please.

    -Marine spawn looks good, but put a spotlight or something on the CC so noobs can see it. Also, maybe add some control panels or screens.

    -Actually, come to think of it, there were no controls or computers anywhere on the whole map! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Unless this is the <i>most self-reliant spaceship <u>evar,</u></i> there should probably be a control room somewhere, and monitors or other devices in places with machines that need to be monitored and controlled, such as Binary Processing and Environment Support. (The machines in both those areas are cool, BTW!)

    -Light the button that activates the light to external walkway. That corner of the map is so dark, I couldn't see the lift OR the button without my flashlight. Use a light entity right in front of the button so it lights up the whole area.

    -Some areas of the map (Sewerage Routing, Weapons Power Core, the lift to External Walkway, etc.) have big sections (256x256x256 or bigger) that are totally pitch black. This is NOT the way to give kharra places to hide! Add more lights to these areas, and if you want to give the kharra hiding places, also add obstacles. The problem is that kharra have no flashlights, so they can't see what they're doing!

    -The floor texture in Forward Access is scaled up too much. From the balcony looking down, I thought it was a platform because of the way my flashlight got bigger when it reflected off of it.

    -Lifts should be noticibly different from the floor, should be well lit or spottlit so the player is aware of them and knows their importance. Also, the buttons should be lit so any idiot will notice them the FIRST time they play the map.

    -The lift to Waepons Power Core goes down instead of up when activated. It goes through the floor. Fix this.

    Good luck witht his map! It's ver large and diverse, and shows a lot of promise! If you can just make it more intuitive and easier to navigate, we could have a winner here.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    You know WarpZone, you're the second person now to tell me they see large TOTALLY black spots on the map. The locations you mentioned have light in them, and I didnt even see a 8x8x8 spot that is pitch black. Im confused about this...not really sure how to fix it since its not how myself and most other people seem to see it. Also people tell me that the vents are bright pink, not dark purple. There seems to definantly be some lighting issues and I dont know whats causing them, or how to fix them.

    Thanks for the review. And BTW, the ready room will be totally redone, its just a generic one Im using until the final compile. I currently have alot of computers and panels on the ship now that im working on the final build. Dont worry, the ship will have panels and buttons.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2003
    <!--QuoteBegin--Coroner+Nov 3 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Nov 3 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know WarpZone, you're the second person now to tell me they see large TOTALLY black spots on the map. The locations you mentioned have light in them, and I didnt even see a 8x8x8 spot that is pitch black. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Behold the wonders of spellbound! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    Seriously, these are actual screenshots as they appear in-game. The only difference is that I shrunk them.

    I notice that in your posted screenshots, the areas seem very washed-out compared to what I see in-game. The blackest areas are dark grey, and the whitest light sources are light grey. If you did not intentionally do this to the pictures in a photo-editor, then I guess your graphics card or Half-Life graphics settings must be doing something to soften the contrast in a way that shows up in screen-shots. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I would recommend letting someone else re-light your map, or perhaps re-compile with the tag -ambient .008 .008 .008 added to the end of your light process. Doing this will cause even the darkest areas of your map to be faintly lit, so whatever else it does to the lighting, at least everyone will instantly be able to see what they're doing.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    And just so you can see where the problem areas are, I modified the above image in photoshop. I increased the brightnes by 10 and the contrast by 80. I suggest you play through your map again and consider adding lights in these areas.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    it looks almost like env_gamma is not taking effect on your view...I have it set to 1.7. Your edited "brighter" screens are alot closer to what I see.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2003
    I think that env_gamma has a more pronounced effect on some monitors than others. The env_gamma is certianly doing <i>something</i> when I play your map; I can tell because the console background and menu colors become harsher as the map loads.

    I recommend playtesting your map with gamma set to 1.0, and making sure every area is lit well enough to see by. That way, you can be assured that whatever happens on somebody else's monitor, it is working from a base where everything is ivisible.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mm i find lighting so bland it hurts my eyes. I suggest trying a 1 or 2 bounce and maybe a -dscale of 6
    itll make the map look cooler and frightening.
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    I use bounce 5.

    Im gonna re-do the levels lighting and use no env_gamma, it seems to look different on everyones screen I talk to.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2003
    You may want to use an env_gamma in the final compile, because it really does make a map look cooler. Just make sure your map looks okay without it.
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