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Feb 7 2007, 02:07 AM
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#1
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
QUOTE Progress indicator: finished, beta1 first public release
This post will keep updating during progress... QUOTE Current version: version1 beta1 (v1b1) This is a combat map based on the storyline of ns_achio, Achio is a classic ns map which can be found here Achio Thread Achio will also be updated to be ns3.2 compatible The achio readyroom has been designed to be one of the launchbays on the frigate TSA Cerberus, which is the ship the marines used to get to Achio. Now after finishing their mission on Achio their support ship Cerberus has been invaded by the Kharaa. Instead of getting a well earned rest after their battle against the Kharaa on Achio, the marines now find themselves fighting for their lives. This ship must be defended if the marines want to get home. This is because Achio has been damaged severely and can not move under its own power. The communications array of Achio also has been damaged making Cerberus their only lifeline with Central Command. Reinforcments might be send in a few weeks if Central Command won't receive confirmation of the mission on Achio within the next few days, its safe to say that waiting on that will be too long as well. The battle tired marines must retake the ship and once and for all eradicate the Kharaa from this planetary system. Most important map features:
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Released versions:
QUOTE Game type: Classic Layout: This map will be build with level over level hallways. It will have extremely large external views onto the hull of Cerberus. And will be designed to resemble a ship layout, much like Achio was designed only this frigate is much smaller then the battlecarrier Achio. Achio will be seen on the skybox as well as Cerberus. Cerberus will only be viewable from the readyroom (Achio Loading Bay) Map class: Serious Size: Small/Medium Env_gamma: 1.6 Map areas:
This post has been edited by Kouji_San: Dec 26 2007, 07:58 PM -------------------- |
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Feb 7 2007, 02:22 AM
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#2
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![]() Fantastic Damage ![]() ![]() ![]() Group: Members Posts: 1,320 Joined: 28-November 03 From: Colorado Member No.: 23,697 |
Sounds cool, make with the screens. Faster!
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Feb 7 2007, 03:37 AM
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#3
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
QUOTE(Bijiy @ Feb 7 2007, 01:22 AM) [snapback]1604321[/snapback] Sounds cool, make with the screens. Faster! Done and done -------------------- |
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Feb 7 2007, 05:14 AM
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#4
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![]() Hive Queen ![]() ![]() ![]() Group: Members Posts: 1,855 Joined: 8-March 05 Member No.: 44,299 |
Love the non linear steel angles, great very furturistic, slick stylen furturistic none of this industrial sterdy junker style, almost half higher alien tech created, looks like it could very well fit in side my REX jet, sort of a chorvet of ships.
-------------------- Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
http://nex17.deviantart.com/ search under digital art works |
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Feb 7 2007, 08:01 AM
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#5
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[OldF] ![]() ![]() ![]() Group: Members Posts: 1,014 Joined: 25-October 02 From: Right here in front of you! Member No.: 1,596 |
Love the storyline going into the map, and it seems like you whipped this up pretty quick! Of course, as a battle hardened, ns map maker, a co map must seem pretty trivial now!
Downloading! edit: Err, I try to extract, but it tells me the "compressed (zipped) folder is invalid or corrupted" though I can see the files inside the .zip fine (even read the readme...) Downloaded it twice, same thing. edit2: I can get the text files out by copying them, but the model, wad and bsp and all won't. This post has been edited by BigD: Feb 7 2007, 08:20 AM -------------------- Go away.
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Feb 7 2007, 05:52 PM
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#6
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
ACK!, might be the nice bug within my ftp program that it has been uploaded 100%, but ran out of space on my isp filedump. Yet forgot to tell me and simply says 100% uploaded...
reuploading and checking it for myself... [edit] it has been fixed *cough* gadamn ftp prog *cough* This post has been edited by Kouji_San: Feb 7 2007, 06:00 PM -------------------- |
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Feb 8 2007, 04:36 AM
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#7
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[OldF] ![]() ![]() ![]() Group: Members Posts: 1,014 Joined: 25-October 02 From: Right here in front of you! Member No.: 1,596 |
Works! Did a little run around, very nice work! Really like the style, particularly around the bridge tower area.
The weldables in marine spawn, maybe if you could make them make a sound up above, when they open or close anyway, that'd be nice. Took me a while to figure out what the heck these welds were doing. Just something to make me look up and go "aha!" And finally, the chairs... the damn model's in NS, sure do wish the "env_model" got implemented for ns. But as you've probably seen, the cycler models have really silly clip hulls. You can walk through half the chair, and hit an invisible wall above the seat. I've had success editing the ns.fgd for the cycler_sprite from @PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler" to @PointClass base(Targetname, Angles) studio() = cycler_sprite : "Sprite Cycler" and using this entity (which has no clip hull) and creating my own clipping for it in hammer. (Makes it harder to use for sprites since they just show up as pink boxes, but then, I don't use cycler_sprite for any sprites either.) I'd love to play this map immediately after playing achio! This post has been edited by BigD: Feb 14 2007, 12:06 AM -------------------- Go away.
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Feb 8 2007, 05:03 AM
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#8
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
Yeah that chair is pretty annoying if not setup against a straight wall. I though I set a sound of them vent doors btw (probably forgot to save
I also had a nice custom skin for the command console, to further lay the emphasis on this being a followup map. But it can't have another skin because NS overrides my model setting...
This post has been edited by Kouji_San: Feb 8 2007, 05:03 AM -------------------- |
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Feb 8 2007, 05:26 AM
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#9
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[OldF] ![]() ![]() ![]() Group: Members Posts: 1,014 Joined: 25-October 02 From: Right here in front of you! Member No.: 1,596 |
Oooh, you could probably use that in the RR at least!
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Feb 8 2007, 05:47 AM
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#10
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
Hmm good idea --> They turned off the nano grid to save power on Achio resulting in it not being repaired by the nanites when loaded onboard the dropship. The other buildings still are deconstructed to get back some of the resources poured into the battle on Achio for the repairs needed on Achio... Once on Cerberus, the nanogrid there repaired the command console...
See it even fits into a believable story -------------------- |
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Feb 13 2007, 05:42 PM
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#11
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![]() Foul Beast ![]() Group: Members Posts: 106 Joined: 23-March 05 Member No.: 46,181 |
Kouji, between us: how many domesticated apes did you force to map for you in your basement?
I got 3 issues: The main access hallways dont stand up to the rest of the map, especially the ramps. Something's not feeling right in there and I think it you could add some more details. The floor in the communication array is sometimes a pain for marines since if you fall in one of the pits it slows you down a lot. It wouldnt hurt too much if you clip it imho... The runtimes for the 2 main routes to the hive from ms differ too much in runtime: one takes about 20 secondes the other takes almost 40! I also suggest that if you fall off the platform in the readyroom you should get autoassigned. Joining alien is not so easy either without using the f keys... -------------------- |
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Feb 13 2007, 07:09 PM
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#12
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![]() Hινε Uρкεερεг ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,887 Joined: 14-May 03 From: The Netherlands, Hoogezand Member No.: 16,271 |
Off the record:
I have about 3 domesticated chimps, one parrot and 2 goblins to do my bidding. The parrot is there to shout out orders when I'm not arround. Could be called second in command. On the record: The "Kouji style" as you call it As for those ramps, they have been bothering me as well. I ran out of ideas one might say I'm also very much aware of the longer runtime of the top route. currently I'm not sure how to deal with that. Perhaps make the lower hallway longer and result into a U turn instead of a 90degree angle (y'know to make it longer or something) RR needs some modification indeed. The RR of Achio was perfect for a combat MS, but it seems the Achio MS was not so good for a RR This post has been edited by Kouji_San: Feb 13 2007, 07:11 PM -------------------- |
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Feb 14 2007, 12:05 AM
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#13
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[OldF] ![]() ![]() ![]() Group: Members Posts: 1,014 Joined: 25-October 02 From: Right here in front of you! Member No.: 1,596 |
QUOTE(BigD @ Feb 7 2007, 06:36 PM) [snapback]1604632[/snapback] When I turn on developer 1, I see "Sprite: No such frame 11" or something like that. Not sure what that's about... figured I'd let you know. It appears to be something that occurs after getting a welder in co on any combat map (didn't test ns maps) in 3.2b2. (Just noticed it happen in my own map after installing it to my nsp folder to make sure it works in 3.2 as I've been using 3.1 as my test mule!) So, not something for you to worry about Kouji! -------------------- Go away.
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