Ns_altair
KungFuDiscoMonkey
Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
<div class="IPBDescription">Back from the Grave</div> <!--QuoteBegin-Current Release Version+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Current Release Version)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The First version of Altair is ready for PTing
I want to say thanks to DaRk_PlAgUe from the <a href='http://community.skulkrush.com/' target='_blank'>Skulkrush community</a> site for providing a mirror for Altair. Enjoy!
<a href='http://community.skulkrush.com/site/downloads/nsaltairv6c.zip' target='_blank'>ns_altair_v6c</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Screenshots+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Screenshots)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair1.jpg' target='_blank'>Photoshop Overview</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair3.jpg' target='_blank'>Marine Spawn</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair5.jpg' target='_blank'>Coridor</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair6.jpg' target='_blank'>Muk Pump</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Version History+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Version History)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='color:orange'>ns_altair_v6c:</span>
finished roughting out lighting and details for playtest version
added entitys needed to make map work
added info_locations
<span style='color:orange'>ns_altair_v6b(internal):</span>
added walls/ceilings and got it to a version that could be compiled through HLVIS
<span style='color:orange'>ns_altair_v6a(internal):</span>
built basic layout in hammer based on photoshoped layout
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Known Issues+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Known Issues)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Altair still has several dark areas and many rooms are lacking in detail. I am trying to go for a darker feel than most of the newer ns maps so tell me if it's way too dark.
I also know that there are some texture alignment issues that I haven't caught. Feel free to point them out. I might find them on my own.
I would like to remind you that this is a beta version and is for playtesting purposes. Suggestions for added detail and for gameplay improvements are appreciated.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I want to say thanks to DaRk_PlAgUe from the <a href='http://community.skulkrush.com/' target='_blank'>Skulkrush community</a> site for providing a mirror for Altair. Enjoy!
<a href='http://community.skulkrush.com/site/downloads/nsaltairv6c.zip' target='_blank'>ns_altair_v6c</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Screenshots+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Screenshots)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair1.jpg' target='_blank'>Photoshop Overview</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair3.jpg' target='_blank'>Marine Spawn</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair5.jpg' target='_blank'>Coridor</a>
<a href='http://www.barrettphillips.com/~ptraylor/screenshot.php?image=images/projects/altair6.jpg' target='_blank'>Muk Pump</a>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Version History+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Version History)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='color:orange'>ns_altair_v6c:</span>
finished roughting out lighting and details for playtest version
added entitys needed to make map work
added info_locations
<span style='color:orange'>ns_altair_v6b(internal):</span>
added walls/ceilings and got it to a version that could be compiled through HLVIS
<span style='color:orange'>ns_altair_v6a(internal):</span>
built basic layout in hammer based on photoshoped layout
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Known Issues+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Known Issues)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Altair still has several dark areas and many rooms are lacking in detail. I am trying to go for a darker feel than most of the newer ns maps so tell me if it's way too dark.
I also know that there are some texture alignment issues that I haven't caught. Feel free to point them out. I might find them on my own.
I would like to remind you that this is a beta version and is for playtesting purposes. Suggestions for added detail and for gameplay improvements are appreciated.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Comments
Maybe thats why I never finish a map...
**edit**I like the layout! I wanna see some 1337 picz-0-d00w when you get this baby compiled!
Furthermore the res nodes are placed strangely: 4 on the north side and 4 on south. Add to that fact that there is only 1 vent on the north hive, it will surely be a favorite for marines to put their nodes.
Lastly, i feel that the center room and south zone (cyan) needs more vent conducts leading to each other.
Otherwise it is a very eclipse-ish layout which is good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Draconis: Cobra^: I am thinking about putting in two more res nodes. One in the yellow and one in the purple on either side of the center room.
Draconis: I'll probally mess around with vents when I get to time to playtest. No sense in messing with them too much before then.
Some tall guy: I'm not weird, I'm Unique <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Everyone: Thanks for the comments, I may detail one room tonight just to show what I have in store for yall <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Damnit you're layout is even more complete then mine <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. But you'll soon find out that it easier to work with then without<span style='color:gray'> <-- my pesonal opinion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--></span>
Ow and it looks good btw...
Detail work! Oh Yeah! (This means I'm adding detail work not I'm showing it off yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Edit: Noticed I forgot to make a way to go from top to middle with out going through a hive or MS.
/me slaps hand against head
I'll fix that later.
Decided I'd tease yall with at least one image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.barrettphillips.com/~ptraylor/nsforums/ms01.jpg' border='0' alt='user posted image' />
Just go on!
I won't say anything about layouts as they have to be tested ingame <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
And you almost ever can change critical places in a map. Hope you will finish this...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/400 512/25600 ( 2.0)
planes 10036/65535 200720/1310700 (15.3)
vertexes 9437/65535 113244/786420 (14.4)
nodes 3132/32767 75168/786408 ( 9.6)
texinfos 1537/32767 61480/1310680 ( 4.7)
faces 6998/65535 139960/1310700 (10.7)
clipnodes 8640/32767 69120/262136 (26.4)
leaves 1315/8192 36820/229376 (16.1)
marksurfaces 8576/65535 17152/131070 (13.1)
surfedges 33167/512000 132668/2048000 ( 6.5)
edges 16662/256000 66648/1024000 ( 6.5)
texdata [variable] 1808/4194304 ( 0.0)
lightdata [variable] 0/6291456 ( 0.0)
visdata [variable] 32300/2097152 ( 1.5)
entdata [variable] 5313/524288 ( 1.0)
41 textures referenced<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have the layout minus the vents and a way to connect the top to the bottom through the middle complete. Tonight I worked on the MS (which you can see from the shot above) and did a bit of work on the sub bay and a coridor. Stay tuned for new images <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
<img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair5.jpg' border='0' alt='user posted image' />
<img src='http://www.barrettphillips.com/~ptraylor/images/projects/altair6.jpg' border='0' alt='user posted image' />
pfft... what does he know...
looks good KFDM
keep it dark <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Btw, does the name of the map have anything to do with that old 56' movie? I think its called "forbidden planet" in english. If so, i wanna see a model of robby the robot! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Droggog: Nope, I just seached for names of stars and found this name which sounded cool. Nothing to do with any TV show <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
Edgecrusher: Yeah, the res layout is rather weird right now but it'll be fixed eventually. Probally after a bit of PTing so that I know better where they should go.
Keep the comments comming. Your comments can help me make a better map.
Edit: I have some school work to work on today but maybe I'll do a bit more detail work and maybe have another screen or two.
NICE WORK
Detail work! Oh Yeah! (This means I'm adding detail work not I'm showing it off yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Edit: Noticed I forgot to make a way to go from top to middle with out going through a hive or MS.
/me slaps hand against head
I'll fix that later.
Decided I'd tease yall with at least one image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.barrettphillips.com/~ptraylor/nsforums/ms01.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I hope there are more entry ways than that, that is one of the most rediculously easy to defend marine spawns I've seen since the old ns_eclipse
This map is nice, continue on it!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm not ready however to release a build on the NS Forums but if you would like to get a copy, try to catch me on #nsmapping (I don't want my bandwidth to take a huge hit). I hope to get a bit of PTing with the #nsmapping guys to make sure there isn't anything major wrong then I'll post a link here.
Also, in that one room with the pit, near the first hive we cleared. (I can't remember the name, a spotlight on the pit or the detailed wall behind it and perhaps a little additional detail would be nice. (Making the pit stand out more.)
<a href='http://www.barrettphillips.com/~ptraylor/index.php?page=projects&web=NSForums' target='_blank'>http://www.barrettphillips.com/~ptraylor/i...p?page=projects</a>
I hope to have another playtest with the #nsmapping guys tonight when I get home from school. I've already identified a few minor problems but that shouldn't affect it's playability.
<a href='http://community.skulkrush.com/site/downloads/nsaltairv6c.zip' target='_blank'>ns_altair_v6c</a>
Please feel free to put this on your servers and PT. Post any comments and suggestions here. I hope to have a PT tonight around 8:00 PM EST. Join #nsmapping on gamesurge for the details.
Edit: Also updated first post.