SgtBarlow
Apr 16 2005, 09:14 PM
SgtBarlow
Apr 16 2005, 09:15 PM
6john
Apr 16 2005, 09:20 PM
looks really good.
btw, your sig is too big.
heartshaped
Apr 16 2005, 09:21 PM
Whoa, a good-looking siege map!
Also, your sig is way too big.
6john
Apr 16 2005, 10:17 PM
just played around for about 30 minutes in it, looks really awesome. one bug i found was that the part outside of the window in marine start, if you look out the window and then move away from it, you will get too far away and it will start disapearing. other than that, really awesome map.
coris
Apr 16 2005, 10:58 PM
A siege map that actually has lightning?! Cant be!
Crispy
Apr 16 2005, 11:04 PM
Teh seej wif text0rs an poppa laitin...
NOES!
Olmy
Apr 16 2005, 11:06 PM
Sgt Barlow has totally broken convention with this map
/me dls
6john
Apr 16 2005, 11:09 PM
i thought of an awesome idea for a siege map a while back that would actually be a good map like this one, ill probably make it for source. then we could have 2 siege maps that arnt boxes and 2 doors!
also, another thing i noticed is that the minimap doesnt seem to match the level perfectly in some spots. either its an old minimap, or something weird happened, either way i would go and make a custom minimap with location names and stuff.
gazOzz
Apr 16 2005, 11:12 PM
| QUOTE (coris @ Apr 16 2005, 11:58 PM) |
| A siege map that actually has lightning?! Cant be! |
my feelings exactly...
too good for a siege map... good job...
Olmy
Apr 16 2005, 11:28 PM
| QUOTE (6john @ Apr 16 2005, 11:09 PM) |
i thought of an awesome idea for a siege map a while back that would actually be a good map like this one, ill probably make it for source. then we could have 2 siege maps that arnt boxes and 2 doors!
also, another thing i noticed is that the minimap doesnt seem to match the level perfectly in some spots. either its an old minimap, or something weird happened, either way i would go and make a custom minimap with location names and stuff. |
Colour coded areas would be cool (so you know whats accessable at the beginning of the game

).
[edit] Sgt Barlow, i think maybe you should increase the env_Gamma to 1.5 or something.
SgtBarlow
Apr 16 2005, 11:38 PM
| QUOTE (6john @ Apr 16 2005, 11:17 PM) |
| just played around for about 30 minutes in it, looks really awesome. one bug i found was that the part outside of the window in marine start, if you look out the window and then move away from it, you will get too far away and it will start disapearing. other than that, really awesome map. |
Aye, i knew this before releasing, i forgot to mention it, I did try to fix it for the past 3 days but, it's just freakin mega ultra strange!, Nothing wrong with max distance as thats set 600 units longer than the longets possible view in the map, The max view is x3 the width of MS so.... not all the cliff disapears, i think it may be just the noughty HL engine and its real bad VIS.
Sky
Apr 16 2005, 11:41 PM
Wow, a good-looking siege map. I am truly shocked.
The one point of criticism I have is to futz with vertex editors and such in the hive area. It's great to use infestation textures to denote where the hives are and to give a more organic feel, but organic boxes look rather odd. Try to make it seem like the area has been partially destroyed.
SgtBarlow
Apr 16 2005, 11:45 PM
| QUOTE (Sky @ Apr 17 2005, 12:41 AM) |
Wow, a good-looking siege map. I am truly shocked.
The one point of criticism I have is to futz with vertex editors and such in the hive area. It's great to use infestation textures to denote where the hives are and to give a more organic feel, but organic boxes look rather odd. Try to make it seem like the area has been partially destroyed. |
I would have only I reached MAX_LIGHTING_PLANES, I tried to optimize as much as possible but i cant squeeze any more in without causeing problems.
EDIT: SHAKES FIST AT 240 SUBDIVIDE

| QUOTE |
| [edit] Sgt Barlow, i think maybe you should increase the env_Gamma to 1.5 or something. |
I actually did a lot of testing concerning this, I set my own values to low on my machine then set the map gamma and used higher ligthing values in this release compared to the previous beta's where the beta testers had no probs with lighting then either, The map is ment to be darkish but if it's real dark your settings are too low, I have tested this maps with 3 different computers 3 different crads 3 diiferent screens. Baseicly the corridoors out to the right of MS is the same level of lighting as the ReadyRoom or MS in Veil and Eclipse. and here is a screenshot of dual res on Veil useing the same settings on my machine.
Comparison:

Swiftspear
Apr 16 2005, 11:55 PM
I told you it would happen one day!
Naigel
Apr 17 2005, 09:15 AM
Best... looking... funmap...
Kouji_San
Apr 17 2005, 11:02 AM
lol made me look twice!
First I see Naigel posting
| QUOTE |
| Best... looking... funmap... |
So I click as fast as I can on page 1 to see some screenshots. Then after seeing them I scroll back up to look at the title.
Best... looking... funmap... <-- funmaps normally assosciated with ugly maps. So let me rephraze that. Thats one good looking map, to bad it's a siege map
SgtBarlow
Apr 17 2005, 11:18 AM
Added list of servers running map to first post.
Lt_Gravity
Apr 17 2005, 11:53 AM
| QUOTE (Kouji San @ Apr 17 2005, 06:02 AM) |
Thats one good looking map, to bad it's a siege map |
agreed.
its a waste
Swiftspear
Apr 17 2005, 12:20 PM
| QUOTE (Lt Gravity @ Apr 17 2005, 06:53 AM) |
| QUOTE (Kouji San @ Apr 17 2005, 06:02 AM) | Thats one good looking map, to bad it's a siege map |
agreed. its a waste |
charlitons!
perso
Apr 17 2005, 12:22 PM
Are the screens really gamma corrected? It looks very dark. I actually agree with whoever said the gamma should be increased, but meh, I haven't actually even tested the map yet. /me starts downloading as soon as own compile is ready

and btw. I don't think it's a waste. As Swiftspear said, we all saw it coming, but only lacked a mapper skilled and brave enough to complete this hard task. Big thanks to Barlow for proving us that beautiful looking funmaps are possible.
I'm sorry I can't comment on the gameplay just yet. I haven't fancied playing ns for a while because of own project, but this might change the situation!

[/praise]
Crispy
Apr 17 2005, 02:01 PM
I don't think this is a waste. As far as I'm concerned, good gameplay can be achieved on a siege map, just as good visuals can and have been achieved by Barlow here.
The main problem with siege maps is the oversized architecture. Forget the fact that it's basic, but the Marines have an automatic advantage because of their ranged attacks.
This would be balanced to a certain extent by their slow movement, but unfortunately there is simply so much res on the map that they can PG and Turret farm everywhere. This means that they don't have to guard key locations and split up their team. In the current crop of siege maps, the Marines have been reduced to a quick response team, only making and defending against the major assaults (those that coincide with each door opening).
It's a very simplistic and flawed formula, which could -with some alterations and thought- be turned into a very much more enjoyable game type. I'm looking forward to seeing your take on the siege map genre, Barlow
SgtBarlow
Apr 17 2005, 02:24 PM
As I mentioned, The map has had more than 4 months testing on an 18 man server. A nice 9 v 9 and I have balanced the map pretty well, Most of the games have been very very close and I mean close , some even so close people where luaghting so amused by the situations bothe teams would end up in towards the end, beta testing has been much fun for the testers so far.
I really hate huge structures so the map is like man sized cause i feel its more real plus why would their be HUGE tall corridoors, do humans really need that space abouve their heads, I seroulsy doubt that their are 30ft tall people!
I meade this map a siege because their where no high standard siege maps and I know a lot of people who like siege so I made this 1 off map for those people so dont be selfish
Lt_Gravity
Apr 17 2005, 02:45 PM
8.5mb, how come?
I will take a look at it. Im the natural enemy of every single siege map in this universe but the architecture looks too nice to not even take a quick walk through the map.
the signs...
really nice use of textures, respect.
ps:
| QUOTE (Swiftspear) |
| charlitons! |
is that supposed to actually mean anything?
Sky
Apr 17 2005, 03:20 PM
| QUOTE (Lt Gravity @ Apr 17 2005, 09:45 AM) |
| QUOTE (Swiftspear) | | charlitons! |
is that supposed to actually mean anything?
|
He meant to say
charlatan, but yes it means something.
TheJim
Apr 17 2005, 03:56 PM
Thanks for putting it on my server for me barlow i wouldn't have time to do it untill wednesday else
Well you think this map is good looking well barlows got an even better looking ns map in the making but wont release it
Station X is the 1 he is making but he says he is keeping it for source
I think he did have a good reson for this something to do with fps?
This is best looking siege map ever with no doubts, the version you get now is alot better than the beta 1 version of it! I think it has had something like 6 beta's? All have been tested by a few 100 people and they all agreed that the last beta test truely created the closest siege game had
BulletHead
Apr 17 2005, 08:55 PM
That's positively ORGASMIC!
Swiftspear
Apr 19 2005, 12:16 AM
| QUOTE (Sky @ Apr 17 2005, 10:20 AM) |
| QUOTE (Lt Gravity @ Apr 17 2005, 09:45 AM) | | QUOTE (Swiftspear) | | charlitons! |
is that supposed to actually mean anything?
|
He meant to say charlatan, but yes it means something. |
Foo
Apr 20 2005, 06:12 AM
now make a ns map outta it...
Soul_Rider
Apr 20 2005, 06:22 PM
Lucky to say i have been involved in the beta tests and this map is as balanced as they come. How many times on a siege map have the marines managed to siege one of the hives down and still manage to lose because of an alien fightback that kept taking down the sieges and an endgame battle that lasted for 20 mins?
It doesn't happen in siege, well it does now, and this map is the ONLY siege map i enjoy
aeroripper
Apr 21 2005, 02:43 AM
WOW, great job can't wait to play it.
EDIT: sucks those europe servers are usually empty
nogoodnickname
Apr 21 2005, 08:57 AM
holy ****, hope thers servers which has this
TheJim
Apr 21 2005, 09:31 AM
| QUOTE (nogoodnickname @ Apr 21 2005, 08:57 AM) |
| holy ****, hope thers servers which has this |
The servers that have this are in the starting post!
| QUOTE (Sgt.Barlow) |
The following server's run/have the map:
83.142.52.16:27020 - EUROPE (UK) e-FRAG.co.uk | Public Natural Selection v3.02
83.142.52.16:27035 - EUROPE (UK) e-Frag.co.uk - Constellation | Public Server
83.142.52.17:27020 - EUROPE (UK) e-FRAG.co.uk | [Pfff] NS Server 1
213.133.126.131:27015 - EUROPE (Germany) e-FRAG.co.uk | [Pfff] NS Server 2 |
| QUOTE (aeroripper Posted on Apr 21 2005 @ 02:43 AM) |
WOW, great job can't wait to play it.
EDIT: sucks those europe servers are usually empty |
Sorry but after 4pm GMT untill about 12am GMT this Europe Server isn't "EMPTY"
83.142.52.17:27020 - EUROPE (UK)
e-FRAG.co.uk | [Pfff] NS Server 1
Perhaps you didn't check
woody
Apr 22 2005, 05:43 AM
_Error: PF_precache_model_I: Model 'models/rockgibs.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.
FATAL ERROR (shutting down): Host_Error: PF_precache_model_I: Model 'models/woodgibs.mdl' failed to precache because the item count is over the 512 limit.
hmm won't run. a little help please
TheJim
Apr 22 2005, 06:51 AM
| QUOTE (woody @ Apr 22 2005, 05:43 AM) |
_Error: PF_precache_model_I: Model 'models/rockgibs.mdl' failed to precache because the item count is over the 512 limit. Reduce the number of brush models and/or regular models in the map to correct this. FATAL ERROR (shutting down): Host_Error: PF_precache_model_I: Model 'models/woodgibs.mdl' failed to precache because the item count is over the 512 limit. hmm won't run. a little help please |
Sgt.Barlow ya 1st problem
SgtBarlow
Apr 22 2005, 06:13 PM
Not my problem, My map doesnt even use the models specified in your error?
The map is within HL Engine limmits.
What where you doing at the time?
woody
Apr 23 2005, 01:57 AM
Understood
your map dosen't use them. however i still get the error, verry strange because i run 180+ custom maps and have never seen this. Your maps is GREAT .I just want to run it in my mapcycle
SgtBarlow
Apr 23 2005, 07:15 PM
Don't know why you get this error as their is only 1 custom model in the map and its baseicly an infested res nozzel, Their are no map models just hives and res-nodes thats it.
Map has ran fine on many server's, Im guessing this is just an icolated incident?
Try server support forum, Maybe someone will know on their.
FDKorn
Apr 24 2005, 07:58 AM
Same error occurs on both my servers.
TheJim
Apr 24 2005, 09:27 AM
| QUOTE (FDKorn @ Apr 24 2005, 07:58 AM) |
| Same error occurs on both my servers. |
It is probably something you got running on those servers mate!
I have this on both my servers and the 1 server is very sensetive to siege maps and i have no problems with this map what so ever.
Try disabling certain plugins and models untill it works and the 1 you disbled for it to work well is upto you if you wana put it back on then....
aeroripper
Apr 25 2005, 04:23 AM
still no servers on these, i was on at those times and did connect IP HERE
and just sat in the ready room, and there was nobody but me on the scoreboard in all of them.
stupid GMT
TheJim
Apr 25 2005, 09:13 AM
| QUOTE (aeroripper @ Apr 25 2005, 04:23 AM) |
still no servers on these, i was on at those times and did connect IP HERE
and just sat in the ready room, and there was nobody but me on the scoreboard in all of them.
stupid GMT |
Everyday of every week my server is full between those times sorry but you couldn't of got the time right or something its UK GMT time.....
i mean yesterday for example my server was full from 10am untill 2am the following day UK GMT....
And yes my server is in the list given by barlow....
nogoodnickname
Apr 25 2005, 06:17 PM
first time when i played that map i didnt know how get outta from alien place ehh
TheDestroyer
Apr 25 2005, 10:31 PM
I would love to put this on my server, but my computer can't handle this. I also get this problem with co_daimos (not that the inability of playing a co_ map is a bad thing...

). I wonder if its with the amount of entities or something.
I'll mess with my computer for now, but I'll see about putting it on my server anyways.
SgtBarlow
Apr 25 2005, 10:59 PM
| QUOTE (TheDestroyer @ Apr 25 2005, 11:31 PM) |
I would love to put this on my server, but my computer can't handle this. I also get this problem with co_daimos (not that the inability of playing a co_ map is a bad thing... ). I wonder if its with the amount of entities or something.
I'll mess with my computer for now, but I'll see about putting it on my server anyways. |
System Specs?
TheDestroyer
Apr 26 2005, 01:22 AM
Do I have to?

Dell Dimension DIM2400
Pentium 4 CPU - 2.8Ghz
512MB of RAM
Onboard Graphics
Onboard Sound
It runs every other map, minus co_daimos and yours, fine. I get 70+ fps when playing.
SgtBarlow
Apr 26 2005, 11:39 PM
What make is the built in graphics card?
carioca
Apr 27 2005, 12:23 AM
i'm at a custon maps server and then people vote ns_siege_generator and i play in the marines team and peoples going fo the server because is too late on the midnight and ret me and the com versus 3 aliens coming with fades or onos and then farme too manys ofenses we have to run to sieges room and we lose after relocate because we dont have res ndoes there to keep us safe and health to do the sieges so i ask you put at least one res node at that area to make the game more hard and fun.
i like the map, but are more heavies than jetpacks friendly,here me ascii code smile:
TheDestroyer
Apr 27 2005, 12:54 AM
| QUOTE (SgtBarlow @ Apr 26 2005, 06:39 PM) |
| What make is the built in graphics card? |
In the device manager, I see Intel 82845G/GL/GE/PE/GV Graphics Controller.
=/
GiGaBiTe
Apr 28 2005, 08:47 AM
i just played this map, it looks great, but all of the doors with "lockdown, no entry" or whatever get old after they are constantly repeated all over the map. possibly remove them and add alternate pathways if the compiler wont die trying to do so.
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