Co_machina

ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
edited December 2003 in Mapping Forum
<div class="IPBDescription">Map Build, Screenshots, etc</div> <img src='http://phreez.com/~prostyle/machina/12.jpg' border='0' alt='user posted image'>
<img src='http://phreez.com/~prostyle/machina/20.jpg' border='0' alt='user posted image'>
<img src='http://phreez.com/~prostyle/machina/overview.jpg' border='0' alt='user posted image'>

<a href='http://phreez.com/~prostyle/machina/co_machina05.zip' target='_blank'>Current Version</a>

The aliens have infested the power core that drives the marines teleportation equipment. Marines goal is to destroy the infestation and re-activate their gear. The aliens just want to kill the marines like usual. Submitted to NS team.
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Comments

  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    Wow. That looks really good!
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Amazing!
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    yah, it looks really nice.

    good work.
  • Jeb_RadecJeb_Radec Join Date: 2002-08-09 Member: 1128Members
    i never saw/heard anything on the map submit dead line for 2.1, does any one know if flay is still accepting maps? like say... this 1?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Jeb_Radec+Nov 22 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jeb_Radec @ Nov 22 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i never saw/heard anything on the map submit dead line for 2.1, does any one know if flay is still accepting maps? like say... this 1? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    To be honest its worth it. Ask Flayra to reply if he is testing the map. If he don't reply, you can immedietly assume he had no interest in it, and try for the next version (2.2 or 3.0 who knows!).

    Also the visuals in this map is stunning. However I find it a bit cramped, tiny and too complex. So many doors to open, an Onos would barely be able to move around the map aswell. Personally make another map based around the theme of this, make it larger and remove alot of the doors. I especially like the hive and the marine spawn. Keep them, or adapted versions of them. Never heard of you before now ProStyle, seem like a good level-designer. Look forward to more maps from you.
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    edited November 2003
    Yeah I agree. You should have more space to walk on. It should be so atleast two marines could walk next to each other.
    I don't know if it's just the gamma that is low but it's a little too dark. Marines wouldn't have a chance spotting hiding skulks.

    Edit:
    Newermind... The space is wider that it looked like on the images and is alot brighter in game.
    It looks good but could be a little bigger and i have never been a fan of lifts in a NS map.
  • LordyLordy Join Date: 2003-10-12 Member: 21627Banned
    This map gives me a tingly feeling in my pants, keep up the good work <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
  • pixpix Join Date: 2003-10-11 Member: 21598Members
    FIX THE TEXTURES ON THE CRATES PLZ ....sry for all caps, but they really destroy the enitire map everything looks so sweet but why does the crates look like that?
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    Thanks for all the great feedback guys. I have updated the map with half the lifts removed, most of the doors removed, and addition of a simple vent system in the curved hall. Also, the box textures have been tweaked - they were left untouched before.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    One big problem:

    The bast logo is the bast logo and shouldn't be used in other maps.

    Other then that is looks nice, dark and skulk friendly mapy too dark overall, just worried about beginning marines gettin pwnd too much.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    <!--QuoteBegin--tseepra+Nov 23 2003, 01:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tseepra @ Nov 23 2003, 01:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The bast logo is the bast logo and shouldn't be used in other maps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree

    looks very nice man, the lighting is godly, even the name kicks **** <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    can we have a pic of the overview
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    <!--QuoteBegin---=[Drake]=-+Nov 24 2003, 08:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-=[Drake]=- @ Nov 24 2003, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can we have a pic of the overview <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Or you could just download the map.
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    Ok, I just ran around in the map with a jp for a little while and found two things that could cause problems in real play. One, marine start is impossible to attack as an onos, plain and simple, he will be slaughtered. In fact, unless I'm completely blind, I believe there's only one entrance to ms, and that's a big problem. It's way too easy to defend, marines can just camp there and get easy xp. And once they've got enough xp they can get jet packs, which brings me to problem two. The hive is WAY to jp frienldy. There are random ledges for jps to chill on, it's fairly open, there's that pipe in the middle that really doesn't block a jp at all. One jp could live for quite awhile and completely enrage the aliens. In other words, this is a marine dominance map, as far as I can tell.

    Things I like: Love the way the pipes go from the sewer to the ms, very cool detail. The corridors b/w ms and the hive are fairly cool, the atmosphere is nice in them, and there are advantageous spots for both jp and skulks. The ready room is very cool, and fits the feeling of the map perfectly.

    A suggestion I have: put the weldable on the other side of that wall. Otherwise that will be welded within one minute of the game starting, no doubt. Make it a challenge to get to that weldable spot and thereby get another passage to the hive.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Or you could just download the map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    already have just have'nt had a chance test it
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    edited December 2003
    Updated version! Recently found time to re-work marine spawn and improve gameplay flow greatly as well as drop speeds plus improve the look of the sewer, among other things.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Simply stunning, I'm blown away by this map!

    I love the infestation throughout, the heavy ambience and particle system use and the locations such as the gorgeous hive and top-notch Ready Room.

    However, have you compiled with the correct hull file? I occasionally get odd clipping artifacts at certain parts of the map; as if I've run into an invisible wall.

    I really hope this is put into NS 3.0; it certainly deserves to be there.
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    The hull file issues seem to bother me a bit as well. I downloaded XP-Cagey's tools to experiment and see if it would help remove some of the bugged walls (people getting stuck in them alot) and it helped greatly but added a few extra clip nodes. There is a better setting I can use that makes it really wonderful everywhere except for one area that it totally blocks off - subsequently killing the functionality of half the map. Bluh. So far the only issues that remain are small clip areas like Tequila mentioned and the Onos issues (which I hope may be negated by the updated bounding boxes for players). Time will tell.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    its nice...

    its dark...

    COOL!
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Did you compile it with the nshulls.txt, because every time I try to evolve into an onos I get stuck in the floor,m which is usually a result of using the default hl hull file. This could also result in other kharaa and marines getting stuck in places.

    To compile with the nshulls.txt just add "-hullfile <half-life path>/ns/nshulls.txt" to your csg.
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    edited December 2003
    Wow, that was a BIG thing I was missing there - Thank you SO much Tseepra (and Tequila.. damn i'm slow)! Even though I feel retarded, that was the root of all the problems with the map so kudos for fixing them for me... lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    I like the first pic, kinda riminds me of the black mesa thingy that goes all wrong <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    edited December 2003
    Massive Update. Re-textured alot of areas (infested terminals, readyroom, etc) tweaked textures in others. Added about 6 alien vents to increase their mobility and chances for ambush and make it feel more like an NS map. Added heavy damage effects around these pipes and their exits/entrances. Info_locations are in all areas now! Happy fragging in named rooms - w00p!
    Screenshot time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <img src='http://phreez.com/~prostyle/machina/30.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/31.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/32.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/33.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/35.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/36.jpg' border='0' alt='user posted image'>
    <img src='http://phreez.com/~prostyle/machina/38.jpg' border='0' alt='user posted image'>

    Updated version - <a href='http://phreez.com/~prostyle/machina/co_machina05.zip' target='_blank'>Current Version</a>

    Please Download and post feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Your infestation is amazing, it looks creepy, like its alive and spreading <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The pipes are great, and the alien vents seem cramped and alien made...which creates alot more mood.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    I love that last shot.. would be creepy as hell trying to sneak thru there as a marine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    Huge Update. After testing with some more Vets/Beta players it was clear a more direct route was needed as well as a main centralized combat area besides the hive and marine spawns. Resubmitted to Flayra. Lot of work put into this... going to take a break for a while and go back home tomarrow. Vacation... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    <img src='http://phreez.com/~prostyle/machina/overview.jpg' border='0' alt='user posted image'>

    Updated version - <a href='http://phreez.com/~prostyle/machina/co_machina05.zip' target='_blank'>Current Version</a>
  • IAN-SDZIAN-SDZ Creator of co_rebirth Join Date: 2003-05-07 Member: 16116Members
    I had the chance to walk in co_machina, be sure that you made a great work!
    with an amazing ready room <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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