Glory :: Beta 1 Released

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
edited December 2003 in Mapping Forum
<div class="IPBDescription">Pictures & Download URL</div> Finally releasing my map after 4 months of hard work. Below are six pictures and a download URL. Comments are welcomed. As so are download mirrors. Also if any one has a server playing the map please PM me the I.P

URL : <a href='http://mysite.freeserve.com/thursday_lvldsgn/ns_glory_beta1.zip' target='_blank'>http://mysite.freeserve.com/thursday_lvlds...glory_beta1.zip</a>

<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/1.jpg' border='0' alt='user posted image'>
<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/2.jpg' border='0' alt='user posted image'>
<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/3.jpg' border='0' alt='user posted image'>
<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/4.jpg' border='0' alt='user posted image'>
<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/5.jpg' border='0' alt='user posted image'>
<img src='http://mysite.freeserve.com/thursday_lvldsgn/glory/6.jpg' border='0' alt='user posted image'>

Comments

  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    I get this, when I try to download:
    <i>The page you are attempting to access has been removed because it violated Angelfire's Term of Service.</i>
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    omg, it's nothing2. I love you.
  • JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
    Thursday, email your map to sayajinstorm@hotmail.com and i'll host it
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    URL Corrected Now :: <a href='http://mysite.freeserve.com/thursday_lvldsgn/ns_glory_beta1.zip' target='_blank'>http://mysite.freeserve.com/thursday_lvlds...glory_beta1.zip</a>

    Also visit my personal website at <a href='http://mysite.freeserve.com/thursday_lvldsgn/' target='_blank'>http://mysite.freeserve.com/thursday_lvldsgn/</a> which has a new Flash design!
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--QuoteBegin--Windelkron+Dec 7 2003, 08:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Dec 7 2003, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg, it's nothing2. I love you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hehe, i thought the same thing when i saw the pics.

    Good work there even if i think there could be a bit more detail to your rooms. Break up your walls and ceiling with height variations, add comps, pipes, cables, which you have started doing in pics 4 and 5.

    its a good good start which only needs a few tweaks here and there, carry on like that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Your map has achieved that NS feel!

    The lighting is lovely. I like the showing of the dark and light areas, what a nice contrast.

    As I said, it has the feel. I can see myself playing it. (what a great, positive comment)
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    Pretty good start. I think there are too many pitch black areas along normal routes though. Also the non-standard use of the scrolling-fade texture is something I'm not fond of. There are some areas that are too simple compared to other areas which are quite well done! So, keep up the good work!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    looks really nice, i like the arquitecture alot.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited December 2003
    I'll be happy to mirror the file for you Thursday: <a href='http://mappers.riseofpower.net/ns_glory_beta1.zip' target='_blank'>http://mappers.riseofpower.net/ns_glory_beta1.zip</a>

    Wonderful map.

    ~ DarkATi
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    Will host it www.nsarmslab.com soon, and we will pwn it on t3h server
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited December 2003
    Anti-Matter Processor #1 - Am I right in assuming its too big and should be changed?

    <!--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--> I'll be happy to mirror the file for you Thursday: <a href='http://mappers.riseofpower.net/ns_glory_beta1.zip' target='_blank'>http://mappers.riseofpower.net/ns_glory_beta1.zip</a>

    Wonderful map.

    ~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--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-->Will host it www.nsarmslab.com soon, and we will pwn it on t3h server <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    TY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Wow, great colors. It is ... dark ... and yet lit ... brown and colorful. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • TheGuyTheGuy Join Date: 2003-08-09 Member: 19295Members, Constellation
    Very nice map. Small suggestion though, put some infestation in the alien door of the readyroom.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--sk84zer0+Dec 20 2003, 02:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Dec 20 2003, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> such blurry pics <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thats irrelevent <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Looks nice. Fun use of colored lighting. It's nice to see a mapper that both knows when to use it AND knows when to stop using it. A few notes that may or may not be worth worrying about, though. The hives at power relay and sensor array hang too high to be knifeable. This may be by design, of course, but it doesn't follow the 'official' mapping paradigm. Also as a gorge I had a hell of a time putting an RT on the right res spout in the double res room. I had to dance all around it until I found a place where it would work. The weldable leading into the hive still clips me slightly even after it's been broken, but not really enough that it's worth worrying about. The other weldable doesn't do anything when it's done welding, it just sits there. And I assume that was weldable to be able to keep skulks and lerks out of MS, but there's another entrance to that same vent at 'Nano Grid' which is not weldable, and is right next to a hive. Skulks can pour into MS from here, but only if the first weldable (the one that clips you) has been broken... which then begs the question: Why would the marines ever break it? That didn't make much sense now that I think about it, so take it however you want...

    Also, some of the ladders aren't climbable at low enough points, and you have to jump to get on them. Some, however, are. So I'm not sure if you made it higher to avoid clipping players walking by, and missed some, or didn't intend it and they're just messed up. Either way, there you go. Enough rambling: map looks good, I'll be sure to try it out with friends soon and see how it plays and return with more constructive insults. Er... criticism.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--BobTheJanitor+Dec 20 2003, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Dec 20 2003, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks nice. Fun use of colored lighting. It's nice to see a mapper that both knows when to use it AND knows when to stop using it. A few notes that may or may not be worth worrying about, though. The hives at power relay and sensor array hang too high to be knifeable. This may be by design, of course, but it doesn't follow the 'official' mapping paradigm. Also as a gorge I had a hell of a time putting an RT on the right res spout in the double res room. I had to dance all around it until I found a place where it would work. The weldable leading into the hive still clips me slightly even after it's been broken, but not really enough that it's worth worrying about. The other weldable doesn't do anything when it's done welding, it just sits there. And I assume that was weldable to be able to keep skulks and lerks out of MS, but there's another entrance to that same vent at 'Nano Grid' which is not weldable, and is right next to a hive. Skulks can pour into MS from here, but only if the first weldable (the one that clips you) has been broken... which then begs the question: Why would the marines ever break it? That didn't make much sense now that I think about it, so take it however you want...

    Also, some of the ladders aren't climbable at low enough points, and you have to jump to get on them. Some, however, are. So I'm not sure if you made it higher to avoid clipping players walking by, and missed some, or didn't intend it and they're just messed up. Either way, there you go. Enough rambling: map looks good, I'll be sure to try it out with friends soon and see how it plays and return with more constructive insults. Er... criticism. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I know about quite alot of the problems, thanks about the hives. I'll bare that in mind, I've made massive layout changes and brigthened the map up a bit. I'll take in to consideration those points you suggested, I've never had a problem as gorge putting RT's at double node though. Alot more ambience coming, water in to Sensor Array hive (Yipeee) and alot more infestation coming along in hives and near corridors. Only problem I'm having is with the new lighting, keep getting the ol' MAX_PATCHES error, although a quick -chop variation may help.
    Anyone know if -texchop and what values could help MAX_PATCHES error?
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