perso
Mar 16 2004, 05:39 PM
Co_Missilesilo at NS-WorldCo_missilesilo_b1 has now been released. Check 5th page for updated screen shots ||
Download | QUOTE |
Hi everyone! It's my first time posting any mapping related so don't get angry if I miss some details. The idea of the map is familiar(to most of us) and simple. I think it was called ns_missilecommand and since the new version(3.0) lacked this kind of maps, me and my friend started to make co_missilesilo. The map consists of one big tower shaped room divided into few smaller sections. The aliens start from up and the marines from the bottom of the silo. The map is NOT finished and everything might not appear as it will be, but it gives a slight look what the map will look like. (ps. any kind of feedback is highly appriciated...)
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Anyway, now some screenies...
perso
Mar 16 2004, 05:40 PM
pic #1 - Readyroom
perso
Mar 16 2004, 05:42 PM
pic #2 - Readyroom from another angle
perso
Mar 16 2004, 05:48 PM
pic #3 - Hive Entrance
perso
Mar 16 2004, 05:49 PM
pic #4 - Catwalk next to Hive
perso
Mar 16 2004, 05:51 PM
pic #5 - Marine start
perso
Mar 16 2004, 05:52 PM
pic #6 - Marine Start from above
EEK
Mar 16 2004, 05:54 PM
| QUOTE |
| to square, needs better textures |
perso
Mar 16 2004, 05:55 PM
pic #7 - The Shaft
perso
Mar 16 2004, 05:56 PM
pic #8 - The Shaft (again? 8))
perso
Mar 16 2004, 05:58 PM
pic #9 - General view
Jezpuh
Mar 16 2004, 06:03 PM
Is this a funmap or something?
Anyway, lightning looks boring.. try and get some more interesting lightning.
Also, you have some huge scale issues, scale things down man, just think how such a hell that place would be for skulks.
BlackPanther
Mar 16 2004, 06:03 PM
All i can say is, fades and lerks are going to have a feild day on this one.
MeanMrMustard
Mar 16 2004, 06:27 PM
the Marine start looks a tad on the proper Huge! side.
perso
Mar 16 2004, 07:00 PM
Any ideas for balancing the map are welcome. Still, the playtest will tell everything.
Maveric
Mar 16 2004, 08:18 PM
r_speeds?

Please?
If they're above 800 or something, then you'll have to cut some unnecessary stuff back.
perso
Mar 16 2004, 08:26 PM
Ahh.. that's the thing I forgot to mention. The r_speeds' w_poly count is a little over 1000(a bit too much, I know), but I'm working on some kind of vis blocker in the middle. At it's best it could also add some balance which I dunno.
NetBent
Mar 16 2004, 10:04 PM
| QUOTE (JezPuh @ Mar 16 2004, 01:03 PM) |
| Anyway, lightning looks boring.. try and get some more interesting lightning. |
This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
HoundDawg
Mar 16 2004, 10:32 PM
I too was inspired by ns_misslecommand way back in NS v1.x So, I had started working on ns_freefall back then. But, the problem that has plagued NS with large rooms has been with the turrets and mines. For some odd reason, if you have enough of these in a large room (~15-20) and an alien enters the area... server crash.
This condition has been tested in NS v1, v2, and it still exists in v3. I've addressed this issue many times with the team and I'm quite tired of pushing the issue. So.... once Combat gameplay was available, I started on co_freefall, which has been pretty solid since it's first beta. No server crashes and a lot of fun.
Anyway, you may want to take a look at it here:
http://www.unknownworlds.com/forums/in...showtopic=62196Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya.
The_Cheat
Mar 16 2004, 10:40 PM
| QUOTE (NetBent @ Mar 16 2004, 04:04 PM) |
| QUOTE (JezPuh @ Mar 16 2004, 01:03 PM) | | Anyway, lightning looks boring.. try and get some more interesting lightning. |
This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
|
He is talking about
lighting, not lightning. You must try to see past the spelling errors.
perso
Mar 17 2004, 11:34 AM
| QUOTE (HoundDawg @ Mar 16 2004, 05:32 PM) |
| Just giving you a heads up that you're not the first or only map with this concept for NS 3. But, more maps are always welcomed. Good luck with it, it can be a lot of work. Cya. |
Yes, I know your map and I think it's amazing. But I hadn't heard about any when I started idealizing my map. Thanks for the tips also. I think it was nice when marines with jp and lerks took dmg when they fell far distances.

It only makes balancing harder, not impossible.. for this map.
Jezpuh
Mar 17 2004, 03:50 PM
| QUOTE (The Cheat @ Mar 16 2004, 11:40 PM) |
| QUOTE (NetBent @ Mar 16 2004, 04:04 PM) | | QUOTE (JezPuh @ Mar 16 2004, 01:03 PM) | | Anyway, lightning looks boring.. try and get some more interesting lightning. |
This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
|
He is talking about lighting, not lightning. You must try to see past the spelling errors. |
Eh.. yeah.. my fault there. Oops
CaCa
Mar 17 2004, 04:13 PM
to you who say "
too square":
'tis a "funmap"...
'nuff said
Jezpuh
Mar 17 2004, 04:31 PM
| QUOTE (CaCa @ Mar 17 2004, 05:13 PM) |
to you who say "too square":
'tis a "funmap"...
'nuff said |
"funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever.
Being too square has nothing to do with this being a funmap. Funmaps can look good.
Just look at ns_osmsiege for instance.
perso
Mar 17 2004, 06:22 PM
| QUOTE (JezPuh @ Mar 17 2004, 11:31 AM) |
| QUOTE (CaCa @ Mar 17 2004, 05:13 PM) | to you who say "too square":
'tis a "funmap"...
'nuff said |
"funmap" does NOT mean "uglymap, squaremap, no lightingmap" or whatever. Being too square has nothing to do with this being a funmap. Funmaps can look good. Just look at ns_osmsiege for instance.
|
At first I would like to remind this map is still under construction. This means the lighting isn't yet complete. We are still testing different kinds of possibilities and have done about 60% of the map.
About square. Well, it's supposed to be kinda square. Funmap doesn't really have to be too rounded either. This is what we think to be best solution.
At last thanks to everyone who has posted in this topic.
Comments, ideas, criticism etc.. are welcome.
HoundDawg
Mar 17 2004, 06:31 PM
I would make some changes if you plan on keeping to the "missle silo" theme. First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.
Secondly, make it a more realistic room... with various levels where there are grates. Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.
At the top, you could have a control room, where the aliens have taken over. Or, do what many have asked me, put marines on top and aliens below... That may be even more realistic.
Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby.
There are actually a lot of things you can do with this theme, that would provide detail, ambience, etc...
Varathar
Mar 17 2004, 06:56 PM
| QUOTE (HoundDawg @ Mar 17 2004, 01:31 PM) |
I would make some changes if you plan on keeping to the "missle silo" theme. First, adding a very large missle down the center that goes all the way up and not making it a func_wall, will effectively provide a vis block, which will reduce the texture size.
Secondly, make it a more realistic room... with various levels where there are grates. Maybe even at least 1 elevator that goes up/down, possibly stopping at several levels.
At the top, you could have a control room, where the aliens have taken over. Or, do what many have asked me, put marines on top and aliens below... That may be even more realistic.
Then, another thing you could add is periodic firing of the missile's thrusters on the bottom, killing everyone nearby. |
You have lot's of good ideas that we could use.
Especially that missile thing.
We will think about it...
Hazzard
Mar 17 2004, 09:25 PM
a bunch of boxes isnt my idea of the bes map ever.
anyway the lighting is way beyond BORRING (like someone "sad" above)
try reducing the w_poly anda add som obstacles and some fun things!!
NetBent
Mar 18 2004, 02:00 PM
| QUOTE (The Cheat @ Mar 16 2004, 05:40 PM) |
| QUOTE (NetBent @ Mar 16 2004, 04:04 PM) | | QUOTE (JezPuh @ Mar 16 2004, 01:03 PM) | | Anyway, lightning looks boring.. try and get some more interesting lightning. |
This is an indoor map, what are you talking about? Some sort of lightning entity wouldn't fit in at all...
|
He is talking about lighting, not lightning. You must try to see past the spelling errors. |
You... Your joking right? I was cracking a joke at how he said lightning twice. I know he meant lighting, the sentence "lightning looks boring" doesn't even makes sense when put in to that context and I know that, I was just playing with him.
But uh, I won't try 'round here anymore.
Jezpuh
Mar 18 2004, 02:42 PM
Hmm... my first time really paying attention to the word really, I always thought it was light
ning :\ Still learning
perso
Mar 18 2004, 03:47 PM
Just one thing I forgot to mention. There will be doors in front of both elevator accesses and they are going to be weldable. I'm still not sure whether the func_weldable should be at the upper or lower entrance. First I thought it would be better to be down, but if lots of stuff is still going to be added in the middle section it could also be better at up.
perso
Mar 19 2004, 03:35 PM
Hmh.. I tried out the texture lighting, but I seemed to only light the textures.. not emitting any light to walls near it. Did I do something wrong or is there a problem with the texture I am using? Here is my lil RAD file's content:
{misc_railing04 255 0 0 70
ShenTraX
Mar 19 2004, 04:01 PM
change the 70 to like 1000 and alter it accordingly, more for brighter and less for dimmer... 70 prolly wont show much light.
perso
Mar 20 2004, 10:54 AM
First off all thanks to you Shen, now I got it working properly.
Another thing I was wondering if there is really anyone interested in making a prefab of a marine set up lightpost for me. Or maybe drawing a quick consept of one because I am really out of ideas in that..
perso
Mar 22 2004, 11:35 AM
Ok, so the spotlights were looking bad so I decided to delete the whole crappiness

. I'm currently working on hive.. adding details etc. The missile idea in the middle is still hatching, if you know what I mean

. I'm going to add new pictures as my work on the map progress. If you get any suggestions or ideas concerning the missile or anything, just reply.
POLL: Since the two elevator acces doors shall be weldable, I'm now asking your opinion. Should the welding site be at upper or lower door?
HoundDawg
Mar 24 2004, 05:32 PM
| QUOTE (Dragoni @ Mar 22 2004, 04:35 AM) |
| POLL: Since the two elevator acces doors shall be weldable, I'm now asking your opinion. Should the welding site be at upper or lower door? |
That all depends on the gameplay and balance. If the elevator provides a lot of power to the marines, therefore setting the balance in their favor, put the welding up on top. That way, marines will need to reach the top and weld before it's available. On this type of map, that would most likely include JP marines only.
Of course, aliens would need to defend it too. But, even if you put the weld on the bottom, aliens can still ransack the welders before they get the weld done.
perso
Apr 19 2004, 05:06 PM
New screenshots. Just to let you know this project isn't dead

.
Pic #10 -
Alien Hive
perso
Apr 19 2004, 05:08 PM
Pic #11 - The Missile
perso
Apr 19 2004, 05:22 PM
Pic #12 - Another Perspective from Missile
perso
Apr 19 2004, 05:25 PM
Pic #13 - Marine Start
perso
Apr 19 2004, 05:26 PM
Pic #14 - Alien Hive
Varathar
Apr 19 2004, 05:37 PM
As you notice, map has experienced radical changes
Map isn't ready yet and vision blockers will be added.
Grizzly
Apr 19 2004, 09:02 PM
i remember playing ns_missilesilo fore 1.04
had lotsa fun
playd on lan fore some h, vs bots
15 marine bots versus 2 psycopat l0rks on teh cl0rfs
ah, good old days
perso
May 27 2004, 01:37 PM
Please keep posting guys. We haven't abandoned this project.
Shots of map's logo will be posted as soon it's done. We're working on it.

Any suggestions about it's color are welcome, but we've already decided it will be orange.

As you can see in pic #15, two new elevators(concept) have been added to prevent aliens from camping.
pic #15 - Updated Marinestart
perso
Jun 13 2004, 10:32 PM
Pic #16 - Updated launchpad supports
perso
Jun 13 2004, 10:35 PM
Pic #17 - Hive area (WIP)
The hole in the wall is broken by a fallen support pilar. I'm still experimenting with different kind of 'solutions'...
Hibame
Jun 13 2004, 10:57 PM
its getting better
Grizzly
Jun 13 2004, 11:19 PM
i canīt get along whith the forum topc name
evry time i browse these forums i think i see a rework of ns_missilecommand from ns 1.04
damn
how mutch fun did i have on lan whith thath mapp
we need a remake !
Recoup
Jun 13 2004, 11:36 PM
You guys need to cut this mapper some more slack, he is doing a fantastic job and doing things that I couldnt do and of course, doing a better job. Although some spaces are rather, eh, HUGE, all it takes is a quick downsize and he's got it made. Seriously though: it doesnt look repetative, it doesnt go without detail, and the lighting brings out the mood in the level. The one thing I think he needs to improve on is the large areas.
Good job man.
Varathar
Jun 14 2004, 12:33 PM
Hibame: Thanks.. Actually we know that...

(look first page pictures.

) We want to put as much detail in the map as we can, but unfortunately we are already pushing the limits (propably too much detail in such a huge map)
Grizzly: Actually, we didn't want to make complete remake of ns_missilecommand and that's why we changed the name and made it Combat.
Recoup: We know r_speeds are huge. We don't want to make it any smaller, because it's meant to be big, so we are trying to add vision blockers.
Anyway.. thanks for constructive commends.
List of things to be done: 
-Hole in the wall at hive. (pillar)
-More routes to "middle platform" and crate on middle hole (to prevent players from seeing hive and cc at the same time)
-Ambient sounds
-Little lighting adjustments
-"Side-Lifts" in marine start need more work
-To add some crates to marine start
-R_speeds
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