Kalessin
Apr 19 2004, 06:56 PM
I have been working on a metroid based combat map for some time now, I only just recently finished work on the main layout. I will run a few playtests to make sure this layout works, and if there aren't any problems I'll release it.
Any comments on my work so far would be very useful.
Here are a few screenshots:
(More screenshots at
NSWorld)
Marine Start (Phendrana Labs)

Hive (Brinstar Surface Access)

Metroid Research Labs

Half-Pipe

-Thanks
ShenTraX
Apr 19 2004, 06:59 PM
looks great...
all we need is a Metroid MOD, and a lawsuit... lol
actually a Metroid MOD for HL would rock.
Nay
Apr 19 2004, 06:59 PM
looks good, i like the new style used in this map
kolokol
Apr 19 2004, 07:06 PM
That halfpie just blew me away.
BlackAdder
Apr 19 2004, 07:06 PM
K he already know i think its a good map (i only played on his betas) so i haven't seen the complete map and it looks great. Espesially the metriods
eric_t
Apr 19 2004, 09:33 PM
could we get an overview?
menohack
Apr 19 2004, 10:11 PM
1337
Kalessin
Apr 19 2004, 10:24 PM
| QUOTE (eric_t @ Apr 19 2004, 04:33 PM) |
| could we get an overview? |
Yup, I'll upload one shortly.
Kalessin
Apr 19 2004, 10:33 PM
OK, heres the overview. Its quite hard to make out some of the routes, but it should give you a general idea of how its structured.
uffo
Apr 19 2004, 10:42 PM
finally refreshing look, awesome

.:
edit :. that overview seems kinda big for combat tho
DrunkenMonkey
Apr 19 2004, 11:09 PM
Nice work! Can't say it looks that much like Metroid Prime, but still nice.
Lazer
Apr 19 2004, 11:16 PM
The last pic looks a lot like metroid prime. The second one also reminds me of it. Try to make the complex look a little more like it though. It looks great, just not enough metroid prime-ish.
BigD
Apr 19 2004, 11:18 PM
Most excelllllllllent. Yay!
I've considered trying an MP styled map. Magmoor caverns or the phazon mines areas would be what I'd try to style it as specifically. But since I'm lazy, it just never materialized.
Can't wait to play it!
Maveric
Apr 19 2004, 11:34 PM
METROIDS!
LOL!!!
But really though, you have to find someone who's modeled the MP ones, because those ones are FAR more creepy then the sprite versions!!!

Remember metroids dont like cold, so have some ice-crystals or some sort of "cold containment" in the room... maybe if the generator breaks the metroids get loose and start sucking up the res! HAHAHA.

1337|\|355!
Tequila
Apr 20 2004, 12:41 AM
Lovely idea, and the half-pipe looks spot on but other than that, you don't have the Prime feel. It's just the textures really, NS2.wad has been recylced so many times it looks a bit boring, and certainly not Prime-like. Invest in many more custom textures, and you'll be sorted.
john_sheu
Apr 20 2004, 12:46 AM
This map fuxxin ROCKS, man! I'll tell you why:
1. GREAT geometry. I mean from the screenies I see, there just isn't a 90-degree corner ANYWHERE. You've really taken care to eliminate the "big box room" influence on mapping, I see.
2. RADICAL usage of transparent texlights. Or at least that's what they look like, the glowing panels. However you did it, I highly commend you for doing it, and not over-doing it.
taleden
Apr 20 2004, 01:56 AM
Any downloads in the near future? Can't wait to see it firsthand
iopred
Apr 20 2004, 09:31 AM
The map looks fantastic.
I think if you removed the metroid references (metroid sprites, location names, logo in the ready room, 'space pirates' in the ready room), this map could easily get into Beta4 release. It looks fantastic.
Coblet
Apr 20 2004, 11:51 AM
Great stuff
Kalessin
Apr 20 2004, 12:44 PM
Thanks a lot
I was planning on running a few PTs this week before releasing it, but it may be more useful if I simply release a beta version. I will upload a newer version in a few hours (The current version has a few quirks).
Tequila: I would have included many more custom textures, but it is simply too hard to get hold of them. I created a few from scratch, but most were taken from screenshots of the actual game

If I find a few that fit nicely, I could release an updated wad later on.
Naigel
Apr 20 2004, 12:51 PM
I think I'm the only one who don't think its a great map. If I look at those screens, I just see huge open rooms. Some things are done quite nice, but overall it does not give me a good impression. I think I would be more happy if I saw some more detail here and there.
taleden
Apr 20 2004, 04:24 PM
Just took a look at the NSWorld site (hoping for a download - no love

)... you do realize that Metroid was originally for NES, not SNES, right? Super Metroid was a sequel, and although it was an awesome sequel, if you've never played the original, you really ought to.
Kalessin
Apr 20 2004, 04:26 PM
Ive uploaded the map for download now, you can get it
here.Hopefully I'll be able to arrange a playtest tomorrow evening on the TW@ Co server (see sig for IP).
/Edit: Updated Link
ShenTraX
Apr 20 2004, 04:52 PM
"An end to every beginning...."found
this website for the HL Metroid Mod.
Too bad it got shut down. ... strange how their designs look like the 'wasn't released then' metroid prime... namely the ship.
lol
Ah_forget_it
Apr 20 2004, 04:56 PM
Frankly awesome effort TBH mate !
Kalessin
Apr 20 2004, 05:16 PM
Shentrax that mod looks fantastic, Its a shame they stopped work on it though
ShenTraX
Apr 20 2004, 05:44 PM
| QUOTE (Kalessin @ Apr 20 2004, 01:16 PM) |
Shentrax that mod looks fantastic, Its a shame they stopped work on it though |
Yes it is rather....
r0x0r j00 s0x0rz!!!!oneoneone!eleven
pity.
BlackAdder
Apr 20 2004, 06:40 PM
yup, it really is to bad they stopped that metriod mod.
luckely we have a good ns-mapoper that made an metroid ns map (makes something good)
Melatonin
Apr 20 2004, 06:40 PM
downloading now.
might I say the lighting looks amazing, especially in the hive area.
let us know when the testing is on!
(ps. kal smells)
Lt_Gravity
Apr 20 2004, 07:36 PM
I love the "symetric - asymetric" style! its a shame thats it is a map for the "nap-mode"
Kalessin
Apr 20 2004, 09:56 PM
Right, there will be a playtest on either
217.158.183.181:27016 or
217.158.183.181:28016 on Wednesday at 8:00pm BST. I would be very greatful if a few of you peeps could come along and help me PT the map. The server is based in the UK, but the lag isnt usually too bad if you are connecting from America.
Hopefully see you there
The_Cheat
Apr 20 2004, 10:40 PM
Just downloaded to have a look around and see how well you did and I have to say, it's pretty nice! I get total Metroid Prime deja vu with the shoot-to-open doors! Also, the Save Station you recreated is pretty good. Nicely done.
Invader_Scoot
Apr 20 2004, 10:52 PM
Whoa that map looks great! Very very nice map! Metroid Prime was also a very good GC game by the way...
Here's a nice picture of the map:
(sorry for the bad 800x600 resolution, the file was to big at any bigger resolution)
DEADscott
Apr 21 2004, 04:04 AM
Sweetness, thank you! Its in our map rotation.
Heres a .res file for you. Makes it more server friendly. Include it in your .zip.
RES[EDIT] Welder gets stuck after completing weld point[/EDIT]
perso
Apr 21 2004, 10:43 AM
I don't know much about metroids or anything, but this map looks lovely. So nice and clean. What are with those forcefield thingies? Are we going to be able to deactivate and activate them somehow?
Kalessin
Apr 21 2004, 04:34 PM
There is a new version of the bsp available
here.I have fixed the annoying problem with the teleporter where the multisource was not resetting. (A func_door now blocks access to the teleporter until welded)
Thanks for the .res file Scott, its now in the zip.
/Edit: Updated Link
DEADscott
Apr 22 2004, 01:54 AM
All of our clients have co_prime_pt1, over 100 players. When you release a new version and DONT rename it, co_prime_pt2, I cant use it. There is no way I can get all those players to delete the old bsp so the can download the new one. Some of them will but not most. When they try to join they will get the "your map differs" error and move on to another server.
Please, when you release and updated version, change the name. This will save us server ops alot of headaches and you new version has a better chance of getting played.
Kalessin
Apr 22 2004, 12:13 PM
Yes im sorry about that, the reason I didnt call it pt2 was becuase I had only made a minor change to how the teleporter functioned. I am fixing a few more problems that have been pointed out to me so I will have 'Pt2' ready for the end of the week.
Apologies for the confusion.
jplove
Apr 23 2004, 10:08 AM
I got a chance to playtest this map and I must say that it looks great. Two problems that I found.
1. The gamma setting for the map is really weird. The menu's look washed out and some areas in the map as well.
2. Marine biased hive room. Very open and easy for marines to take control of it. Not to mention that the hive can bet shot at from a distance at two different angles.
Kalessin
May 8 2004, 06:17 PM
Ok, this took a lot longer than I had hoped but I have finished work on the second version of co_prime.
Changes- Clipped the vents to allow for faster movement (You no longer get stuck on pipe junctions).
- Reduced entities from 360 to 287 to improve server performance.
- Scaled fog in hive area to provide a better mist effect.
- Repaired the ladder in half-pipe (You can now get to the very top without having to crouch).
- Repaired the teleporter (Resets after each round.. works after more than one round)
- Provided more cover in the hive area to help the aliens defend. (More cover may be needed yet)
- Fixed a few 'stuck' issues, you can no longer get stuck in certain areas in Marine Start.
- Modified the doors slightly to stop them from bugging out and not opening.. (They may still require some work)
- Moved CC and removed one armoury (Now aliens cannot hide behind the CC by the wall).
I am trying to arrange a PT for Sunday evening, I will post the details if I get one sorted. Hopefully this version will be more fun to play!
Download Here
brute_force
May 8 2004, 06:52 PM
| QUOTE (Kalessin @ May 8 2004, 07:17 PM) |
| - Reduced entities from 360 to 287 to improve server performance. |
You do know the official limit is 265?
Kalessin
May 8 2004, 06:58 PM
Yep, but this is hardly going to be official
brute_force
May 8 2004, 07:25 PM
| QUOTE (Kalessin @ May 8 2004, 07:58 PM) |
Yep, but this is hardly going to be official |
Heh, perhaps, but keep that entity count low and the server admins will be happy!
SiLenTDeaTH
May 8 2004, 08:18 PM
Wow, this map looks amazing, I'll have to come to the PT if I can
coris
Aug 5 2004, 04:39 PM
Looking good Kal, any updates?
Depot
Aug 5 2004, 11:50 PM
Love the readyroom mp3, and the half-pipe is way kool.
The shoot to open doors are cutesy, but not practical for flying lerks or blinking fades . . . I took em all out.
mirrodin
Aug 6 2004, 04:10 AM
I can't seem to download it. I get 404 errors. Thats a pity, it looks nice.
Swiftspear
Aug 6 2004, 05:35 AM
| QUOTE (mirrodin @ Aug 5 2004, 11:10 PM) |
| I can't seem to download it. I get 404 errors. Thats a pity, it looks nice. |
Super old resurected thread issues
I was hoping this bump was an update, and now I'm dissapointed.
Kalessin
Aug 6 2004, 12:31 PM
Yes, that's two of my old posts that got resurrected
Anyway, for those interested, there is a direct download of the final version
here.I changed loads of things, but never got to playtest it - I've started work on a new map.
hf
Invader_Scoot
Aug 6 2004, 09:48 PM
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.