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Rendy_CZech
ns HULK BETA 3


Changelog:
Preview 1 [21.7.2004]
Beta 1 [15.10.2004]
Beta 2 [23.10.2004]
-marinespawn fixed
-vents fixed
-added and fixed sounds/MP3
-fixed null textures
-lighting fixies
-elevator button
-fixed stuck points
-other small fixies
-lowered gamma ramp from 1.5 to 1.3
-added info_locations
Beta 3 [31.10.2004]
-gamma back to 1.5
-new weld point
-solved crashing ?



Some words
About this map I've dreamed every night. Before 10 months I've decided: "My dreams must became reality !!!" biggrin-fix.gif and I downloaded Hammer. First attempt to map was so ugly as nothing you have ever seen. On second version I worked about half a year, map was nicer than old version, but ... boom ... max_map_leaves killed my dream.

I learned from my mistakes, I spend hours and hours on this forums asking other members about Hammer. I killed hundreds of leaks...

And today, there is download of ns_Hulk. I hope you enjoy it.

Location:
Starship UCC Cerebus - Terran Starfleet

Story (final):

UCC Cerebus, one of the few TSA ships equipped with a
hyperspace engine unit. Before her disappearance from
the Sol sytem two years ago, her ongoing mission was to
establish contact with new lifeforms in distant regions
of the Universe. Until just a few hours ago all contact
with the ship had been lost. At 23.6.2244 8:06 PM,
UCC Cerebus waspicked up on radar in close proximity to
Space Station Nothing. All communication attempts from
the resident TSA garrison at SSN have failed.

Space Station Nothing's executive TSA officer has decided
to send out small Frontiersmen unit to investigate the
situation. You now find yourself in the company of these men,
sitting in a dropship bound for the UCC Cerebus. Peering out
through a visual in the dropship a gargantuan asteroid can be
seen, embedded in the hull of the seemingly lifeless ship.
You glance up at the scanner readout as initial data from the
ship flashes up on the screen:

-REACTOR STATUS: NOMINAL-
-ESCAPE POD STATUS: TOTAL DESPATCH-
-HYPERDRIVE STATUS: INACTIVE; POWER AT MAXIMUM-
-OXYGEN CONTENT: NORMAL-
-ATMOSPHERE: BREATHABLE-
-NO LIFE FORMS DETECTED ON BOARD-

As you look around all you see are blank faces, masks painted
from an indelible monotone palette and cut from the archetypal
mould that is a Frontiersman's basic training. Their purpose is
to give the impression that this is just another routine operation,
but you know that behind each facade is the same cocktail of emotions
that's being shaken up inside you. The anticipation, the excitement,
the fear.

Docking clamps awkwardly shunt into position around you jolting
this tin can claustrophobia in which you've found yourself imprisoned.
But it won't last long, you tell yourself as your eagerness to break
the tedium rises up inside you like a bloodlust. You can almost taste
the challenge that lies ahead, that which you have dreamt for for so
long. As you take your first steps out onto the deck of the
UCC Cerebus -adrenaline coursing through your veins- you know what
it is to be a Frontiersman.


Background story written by Stephen "Crispy" Etheridge, based on
an original concept by Rudolf "Rendy" Klenovsky.

Locations
-Dropship
-Docking bay
-Crew sector
-Cargohold
-Cargo bay
-Escape pods
-Asteroid Nucleus
-Reactor
-Hyper Engine
-Armory

Genre/Style
serious
medium sized
claustrophobic

Screen shots
user posted image
user posted image
user posted image
user posted image

Custom team joins
user posted imageuser posted image
user posted imageuser posted image

DOWNLOAD 3rd BETA

please report if the file is corrupted

I want hear some ultra constructive critique. I hope during betatest will be discovered and fixed all embarrassments. All credits, thanks to and other informations are in ns_hulk.txt. I hope this map has a future...


-Rendy
Hyperion
THANK YOU RENDY!!!! biggrin-fix.gif
Mendasp
QUOTE (Rendy.[CZech] @ Oct 16 2004, 12:44 AM)
All credits, tanks to and other informations are in ns_hulk.txt. I hope this map has a future...

Man, where's my tank!?

j/k

btw, it has a future, didn't Flayra ask you to send him a copy when you were done? tounge.gif
OneEyed
There is a major bug, I changed to it on our server, and when we started a game, and it worked normally. Then we started round #2, and marines were locked in a room, we couldnt get out. Thats a major bug, cause none of us were able to get out. I hope you fix that and release beta2.
Nukem3000
That was probably a punishment that god gave you for killing so many innocent aliens. tounge.gif
Nukem3000
OKK.. Here you go...

2. Round 1 works fine. But in round 2, at the marine start the following door wont open. The switch that I'm shooting at (to point it out) would not respond. It probably doesnt return to normal. See it in the screenshot.
Nukem3000
3. Is this is an elevator? If yes, can I use this switch to activate it to go up? If yes, it doesnt work. Shown in the screeshot attached.

A slight marine fallback. There are two door that marines has to go through in order to reach the cc at the begining. Plus the green door opens a bit too slowly. This takes away some time that marines can spend building IPs. A suggestion is to make the green door open faster.

Overall the map is great. I mean it's just crazy. Nice skills. I think the design of some hallways and rooms owns some of the official maps. Atleast I think it's better.

These days I'm working on my own map. Im really busy and whenever I find time I work on it. I got my first ready room done nerd-fix.gif . I have some questions to ask you. Can you give me some contact information.
If you can email me: nukem170 at(@) netscape.net
Tequila
Wowowowowowowow. Just had a look about; what a superb map. The reactor room has to be the most atmospheric room in an NS map, bar none.

This has to go official. Great work, Rendy.
The_Cheat
This would look a lot better if the panels are lit and used as an overlay on the texture that it corresponds with.
The_Cheat
As I was traveling through vents in the map, I came to this point where I could no longer travel forward any further even though I could see more vent ahead of me (the red light ahead behind my minimap).
BobTheJanitor
Half life hard locked twice while trying to wander around the map by myself. Could just be my computer, but I haven't seen this happen on other maps...
Highno
Houston we have a problem

Took me some time to kill that glass
user posted image


And i got stuck at this vent as a rine
It does not go further and i cant duckjump out of that vent
user posted image

But you definetly know how to set up red green and blue and make it look good
user posted image

very very nice nice map biggrin-fix.gif
mirrodin
This better be good, because you are wasting pron downloading time. I'll get back to you in a few days.
MrKNifey
Er, don't think it's just your computer Bob. Mine locked up while I was running through it, too. It happened just as I came up on a 3-way intersection to the south of the northwestern hive.
DeathKnight
Map mirrored at www.nsarmslab.com.
samejima
Private Message.
Rendy_CZech
Wow, thanks. Looks i have to deal with lot of bugs.

@Mendasp: sorry, sorry, sorry i was writting readme in a night and I forgot lot of people which deserve to be thanked. In next version i will thank you smile-fix.gif


About MS spawn (OneEyed,Nukem3000)

This is trange, those are only normal func door. I see the problem in that button, he wasn't reseted after the round.

About not working elevator (Nukem3000)
I will work on it, I think it's the smae problem like MS button

About overlays (Cheat)
I don't use overlays due texture limit

About crashing (BobTheJanitor,Mr.KNifey, )

This bug will the worse one, because is happening only on some computers. I have only idea it can be caused by "Warning: Leaf portals saw into leaf" . I will try the map on my old PC.

Though glass near hive (Highno)
I takes time to break this glass because it is siege room

Bad vent (The Cheat)
This bug I've spot after compilation and I was lazy to recompile, its solved now, there is only intersecting clipbrush


I'm litlle ashamed because I din't betatested the map by myslef litlle more...
CaptainPanaka
Can't wait for the final release. One of the most promising maps in the last time biggrin-fix.gif
Rendy_CZech
QUOTE (Nukem3000 @ Oct 16 2004, 01:05 AM)
3. Is this is an elevator? If yes, can I use this switch to activate it to go up? If yes, it doesnt work. Shown in the screeshot attached.

Strange, this elevator is working right confused-fix.gif
Lt_Gravity
NO!!!!!!!!!!!!! YOU MADE IT TRUE!!! AAAAAAAAAAAAAAAAAAAAH!!!!!!!!!! *opens vhe and starts the last mapping session at his map*
Rendy_CZech
QUOTE (Lt.Gravity @ Oct 16 2004, 09:46 AM)
NO!!!!!!!!!!!!! YOU MADE IT TRUE!!! AAAAAAAAAAAAAAAAAAAAH!!!!!!!!!! *opens vhe and starts the last mapping session at his map*

Hurry up and finish ns_source. I want to use your clamp and wires worldmodels biggrin-fix.gif . No seriously, I think your map will beat ns_Hulk in all ways.
Lt_Gravity
no map created with a serious efford can "beat" another map. its the same thing with women: there is a bunch of good locking, a bunch of sweat hearted. tell me which one would beat another tounge.gif

I definetely love this map. VERY good work rendy!!! *impressed*
Mendasp
QUOTE (Rendy.[CZech)
,Oct 16 2004, 09:28 AM] @Mendasp: sorry, sorry, sorry i was writting readme in a night and I forgot lot of people which deserve to be thanked. In next version i will thank you smile-fix.gif

What? No!

I wasn't asking to be in your readme.txt file, you made a typo (tanks instead of thanks) so I joked about it, I even put j/k (just kidding) after that! lol

Edit: I didn't do anything at all, why would I deserve to be thanked?
Rendy_CZech
Everybody on this forum deserves to be thank, because without all the feedback and encouragement which NS mapping community gaved me I won't finish this map.

Yah my english sux i know smile-fix.gif
Nukem3000
QUOTE (Rendy.[CZech] @ Oct 16 2004, 03:37 AM)
QUOTE (Nukem3000 @ Oct 16 2004, 01:05 AM)
3. Is this is an elevator? If yes, can I use this switch to activate it to go up? If yes, it doesnt work.  Shown in the screeshot attached.

Strange, this elevator is working right confused-fix.gif

Ok here is the newest finding about that elevator. This is only when you trying to activate if from the bottom. NOT from the top. If you press the button from this position (normal marine standing up looking at the button) it wouldnt work.
Nukem3000
But if you try opening it from this position (crouched down looking up at the button) then it works.. Again: this is ONLY from the bottom of the elevator.
Lt_Gravity
I think you allready know but Im too lazy to read all posts carefully.

when you start the match without cheats or in tournament pre round:
open the marine door and you wont be able to open it when the round starts. thats because you set the button to trigger once, better set the close value of the door to -1 and make the button reset after some seconds to prevent this.
Kardoffel
Mirrored by me: Download
TOmekki
the bottom hive's siegeroom doesnt really have any purpose (except that its a siegeroom), its just a dead end.

add some computer panels and such there to make it feel like a monitoring room perhaps. or something else, just think of what its purpose would be were that a real spaceship.

smile-fix.gif
Crispy
I really want to beta this but I ******* can't.

Although what you said about ns_source beating this, it's all down to personal opinion. For example some people love ns_veil, but to me it's just boredom2.

What would be nice, is if Rendy and Gravity make babies to map for the NS community. Feed them sci-fi media and FPS/RTS genre games until they start on their first project:

ns_hulksource !!!
Lt_Gravity
rendy this flowers are for you! ehm, uno momento... *investigates rendy´s bunch of flowers for suspicious khaara activity* you never know... hive5.gif
Nukem3000
Can anyone other than me test that elevator. Just become a marine, go upto the elevator (from the bottom of the elevator), and push the button just looking at it straight. Tell me if it works or not. Because the only way I can get it to work is bu ducking infront of the switch and looking up at it. I have a feeling that the switch might has to be moved up a little bit. I hope I'm not the only one having the problem.
Rendy_CZech
QUOTE (Lt.Gravity @ Oct 16 2004, 03:29 PM)
open the marine door and you wont be able to open it when the round starts. thats because you set the button to trigger once, better set the close value of the door to -1 and make the button reset after some seconds to prevent this.

Yes, I turned dropship doors to normal toggleable doors. Also I've found that the doors next, which are opening atomaticaly doesn't works after restart too smile-fix.gif But the problem was in trigger_once so i turned him to trigger_presence.
Rendy_CZech
I promise, BETA 2 will be less buggy smile-fix.gif

@ Nukem3000: The problem is, that this button is two buttons in one entity
Nukem3000
Nice.... looking forward to beta2
Crispy
QUOTE (Rendy @ Czech > English Translation)
Story:
UCC Cerebus is scout ship equiped with hyperspace engine unit. Its mission is to reach and explore far parts of Universe, find new lifeforms and get contact with it. But after leaving Sol system, every communication with crew was broken. After 2 years, the ship suddendly appeard near Space Station Nothing. The TSA garrison on Nothing tryed to contact, but all channels were dead. From the ships hull sticked out gigantic asteroid.

Nothings TSA executive officer, decided to send out small Frontiersmen unit and investigate the situation. You are one of them, you are in the dropship.

From scanner comes first data:
-reactor is still alive
-all escape pods are launched
-hyperdrive is powered but inactive
-the amount of oxygen is in normal, the atmosphere is breathable
-no life forms detected onboard

Dropship docked in docking bay, pilot entered access codes, airlock door are opening. U smell death in the air. Everything is now up to you


UCC Cerebus, one of the few TSA ships equipped with a hyperspace engine unit. Her continuing mission to explore strange, new worlds, to seek out life and new civilisation, to boldy go where no map has gone before... Her ongoing mission is to establish contact with new lifeforms in distant regions of the Universe. Having left the Sol system all contact with her crew was lost. Finally after two years of searching for her, UCC Cerebus was picked up on radar in close proximity to Space Station Nothing. All communication attempts from Nothing's resident TSA garrison failed. A gargantuan asteroid could be seen, embedded in the hull of the seemingly lifeless ship.

Space Station Nothing's executive TSA officer decided to send out small Frontiersmen unit to investigate the situation. You now find yourself in the company of these men, sitting in a dropship bound for the UCC Cerebus. You glance up at the scanner readout as initial data from the ship flashes up on the screen:

-REACTOR STATUS: NOMINAL-
-ESCAPE POD STATUS: TOTAL DESPATCH-
-HYPERDRIVE STATUS: INACTIVE; POWER AT MAXIMUM-
-OXYGEN CONTENT: NORMAL; ATMOSPHERE: BREATHABLE-
-NO LIFE FORMS DETECTED ON BOARD-


Like any good meal you need to add a little spice to the main ingredients smile-fix.gif
Rendy_CZech
Yay thanx a lot, mine story was really crappy (crappy as my english) smile-fix.gif I was asking about 2 months ago if somebody will help me with backstory but nobody answered.
the_bERt
erm im not english, but dont you say "Its ongoing mission" to a ship?
btw Kobayashi, do you have a Hardcore band?
Kobayashi - Und täglich grüßt das Murmeltier.mp3
this is not an illegal link...
Crispy
That was pretty much just a spiced up version of what you wrote, I tried not to steer too far from the original text. If you want a more detailed background story I'd most happily oblige. I'm currently doing my one for Solace since I can't do any mapping. It's nearing completion so I could easily start on another if you like.

EDIT: @General Bert McBert:

It is a tradition (at least an English and American tradition) to refer to seafaring ships as if they were female. Since we give spacefaring vessels the name spaceships this also holds true.

As for the music, no I don't have a band but maybe you should ask the other Kobayashi on these forums. When I joined I had to change my handle to -[K]- because someone had already used Kobayashi confused-fix.gif
Shimi_CZech
it would be cool if someone hosts a server with ns_hulk map on it wink-fix.gif
Nukem3000
QUOTE (Shimi.[CZech] @ Oct 16 2004, 12:31 PM)
it would be cool if someone hosts a server with ns_hulk map on it wink-fix.gif

We already know enough bugs in beta 1. What you need are beta testers. When the beta 2 is released, try a server 24/7 ns_hulk for about 2 days. People who use this forums will play. Then by doing that you can find more bugs. After that you can release the final version...
How about that?
Rendy_CZech
I will send beta 2 o Tyr Nemessis and if he say "OK" , map will pass to the hands of official NS playtesters (this is my plan hehe smile-fix.gif )
BobTheJanitor
QUOTE (Rendy.[CZech] @ Oct 16 2004, 11:53 AM)
I will send beta 2 o Tyr Nemessis and if he say "OK" , map will pass to the hands of official NS playtesters (this is my plan hehe smile-fix.gif )

Just make sure you can get that crashing bug fixed before submitting it or we won't really be able to test it much at all. sad-fix.gif
Rendy_CZech
QUOTE (BobTheJanitor @ Oct 16 2004, 07:07 PM)
Just make sure you can get that crashing bug fixed before submitting it or we won't really be able to test it much at all.  sad-fix.gif

Any idea what can be causing it ? I have no idea because the map isn't reporting any errors and compilers too. In some older compiles the map was crashing me too and compiled without VIS and RAD the map won't load (HL really can't handle more than 5000 wpoly tounge.gif ). hmm, Might be mp3 audio entity...


Some statistic by VHE

Solids: 11275
Faces: 67060
Point Ents:394
Solid Ents:126
Unique textures:242
Texture memory:10.80MB

Ingame entity count: 240
Count of particle systems 5

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/400 7936/25600 (31.0%)
planes 14240/32768 284800/655360 (43.5%)
vertexes 36496/65535 437952/786420 (55.7%)
nodes 16382/32767 393168/786408 (50.0%)
texinfos 15986/32767 639440/1310680 (48.8%)
faces 27626/65535 552520/1310700 (42.2%)
clipnodes 32305/32767 258440/262136 (98.6%)
leaves 8169/8192 228732/229376 (99.7%)
marksurfaces 35840/65535 71680/131070 (54.7%)
surfedges 125765/512000 503060/2048000 (24.6%)
edges 65534/256000 262136/1024000 (25.6%)
texdata [variable] 10872/4194304 ( 0.3%)
lightdata [variable] 3077583/6291456 (48.9%)
visdata [variable] 339549/2097152 (16.2%)
entdata [variable] 60621/524288 (11.6%)

DrunkenMonkey
Just had a quick look at the map so far and have to say that it looks really nice. Like a weird mix of ns_bast and ns_nancy.
I hope it gets into official playtest and I'll have a closer look at it. But it's huuuuuge..! smile-fix.gif
BobTheJanitor
I will try and walk around the map and see if the crashing happens at any specific points. Thus far it happened once when I was trying to walk out of the marine spawn area, just as the countdown was going (had sv_cheats 1 on so I could use the minimap) and once again somewhere in the middle of the map, I'm not sure where exactly.
Rendy_CZech
I've got strange crashes when i went from ICU to Hyperdrive. Another strange crash i've got 5 mins ago, I was testing the map in fullbright (CSG,BSP,VIS) as skulk. I vent throught the vent in MS but HL crashed to windows (without sound and gamma lock). Those bugs are strange , because if I went there again the HL hadn't crashed. I think the place of crash was a join between 2 VIS leaves.
BobTheJanitor
Well, now I tried the map and didn't crash at all. Cheats or no cheats, any alien or marine, it was fine. But that's ok, it gave me a chance to examine the rest of the map, and I have some problems to report. Not having info_locations makes it hard to tell you where the problems are, so here are several screenshots:

First, some onos problem areas:

user posted image
This door must be crouched through.

user posted image
The door on the left and the point in the corridor on the right must both be crouched through as onos.

user posted image
An onos that falls in this hole has a really hard time getting back out. You have to crouch jump to do it, but when you crouch you tend to sort of slide into the grating brush. It's hard to describe, but try it out, it's a pain.

Also (no sshot for this one, but it's easy to know where it is) the U-shaped tunnel with glass on the walls and an external view is hard on onos. The curves on the ceiling are easy to brush up against. Although you won't quite get stuck, and you don't have to crouch, it's still a pain to navigate, as if you don't walk directly down the middle you'll brush the roof and slow down. Raising the roof here would probably help a lot.

And this ladder in the room with all the water down below the rotating generator looking thingy:
user posted image
It's very dark. I walked around in there for a few minutes before even noticing the ladder. Lighting that up a bit more would help, I thought once I jumped down there I was stuck having to go back out through the vent.

And final screen shot:
user posted image
The design of this area leads me to believe that this is not intended? You can siege from that hallway without ever having to weld into the siege room. And on that subject, this hallway can be a pain if you don't have a welder, as you run down here and find out you're just in a dead end and have to go back.

In the room with the door to the bridge, the fake button that looks like it would open that door is surrounded by an invisible brush. Skulks can actually climb up it and drop down inside it, very strange.

Overall the looks of the map are spectacular. I enjoyed walking around it a great deal! I guess you already know that the reactor room has r_speeds over 1000? Too bad, because it's a very nice room. sad-fix.gif

Navigation on the rest of the map seems pretty good. It manages to be detailed without having a lot of sticky little corners or odd ceiling details that cause pain for fades or JPers. Very nice! Some of the lighting in the vents is a little odd. The long repetitive light strip textures seem like they could be cut down a LOT, or just replaced with a plain light entity every few feet. Vents aren't lit in real life anyway, so having them lit by magic light instead of by textures isn't really going to make much of a difference. Keep up the great work!
Flammie
Is it intentional that the Marines are able to build on the ship? (the one they begin the game in)

It seems that it would be a much easier location to defend then the original placement of the Command Chair. confused-fix.gif

user posted image
user posted image
Nukem3000
MARINE FREAK SHOW

If your team is loosing, move the CC over here and build an IP here. The aliens cant get you now.... This is the newest marine freak show. (Originated from siege007)

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