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Invader_Scoot
Edit (7/7/2008): I'm simply editing this thread so that it still has a working download link for the latest version of ns_fenris, which is still v01. The rest of the thread remains simply for historical purpose now. Also, I updated the url for the map's overview so that there will no longer be a 404 error there. And boy, now that I look at it, this post is freaking tacky as hell. So much BBCode...

Working download link to ns_fenris_v01: ScootGaming

[ This map's development has been cancelled until further notice. ]

Last Map Update: 6 / 25 / 2005
Version Number: v01
Entity Count: 255 (Original version had
396.)

Special Thanks to:
Merkaba - For really awesome clipnode support.
Corn and Urd - For the real nice named minimap.
Moconnor - For being the cool Irishman.
BlueTSA - For making the awesome join team textures.
Ryan - For giving me lots of feedback and help with the map.
NSArmslab - For helping me get the map played, and hosting the map.
DarkATi - For starting the remake team.
Lt Gravity - For fixing the Fenris sign model.
Gigabite - For helping out with the remake.
Zunni - For some positive feedback, and he played the map with NSA.
Vahn Paktu - For joining the original remake team and helping out.

- ~Fenris v01 Overview~ - ~Download Ns Fenris v01~ -


Other Fenris Threads: [ 1 ] [ 2 ] [ 3 ] [ 4 ]


Download Ns Fenris:

Download Ns Fenris v01 - Released 6 / 25 / 05
Mirror 01: Ns Fenris v01
Mirror 02: Ns Fenris v01 - NSArmslab

Download Ns Fenris v006 - Released 6 / 2 / 05
Mirror 01: Ns Fenris v006 - NSArmslab

Download Ns Fenris v005 - Released 5 / 19 / 05
Mirror 01: Ns Fenris v005 - NSArmslab

Download Ns Fenris v004 - Released 5 / 12 / 05
Mirror 01: Ns Fenris v004 - NSArmslab

Download Ns Fenris v003 - Released 5 / 6 / 05
Mirror 01: Ns Fenris v003 - NSArmslab

Download Ns Fenris v002 - Released 5 / 2 / 05
Mirror 01: Ns Fenris v002 - NSArmslab


QUOTE(Fenris Changelogs)
Ns_Fenris_v01 - Released 6 / 25 / 05
o Changed the little cove above the pipes in Maintanence Piping.
o Adjusted the light above the spot light at Biotech Lab's RT so that it looks more natural.
o Fixed ALL hall of mirror errors.
o Made more func_seethroughs around the map, especially in Vent hive. Command Chair r_speeds should now be within limits around the entire map.
o Lowered Command Chair view from 550 to 525.
o Connected the vent at Maintanence Tunnels with the vent at Delta Lifter.
o Slightly adjusted the above mentioned vent's connection with Delta Lifter's vent.
o Decreased every steam sound volume around the map, and changed adjusted the pitch on some.
o Adjusted texture alignment at Computer Labs.
o Slightly changed the vent connected to Computer Labs so that you don't see as far down it.
o Aligned textures around Computer Center Access.
o Changed marine start to give more cover to aliens.
o Added more cover to Center.
o Added more cover to Crew Module.
o Increased door open speeds around the map.
o Added a delay to the elevator in Cargo Module B.
o Changed the reset time on the doors that are triggered by trigger_multiples so that they don't block anymore.
o Added more cover to Computer Center Access.
o Made more func_seethroughs around Computer Center Access to lower command chair rspeeds.
o Adjusted the ladder in Cargo Module C hive (top left) so that you don't fall down anymore.
o In some of the vents I changed the light texture to a broken light to bring some more variation.
o Added and fixed some info_location entities.
- Added Command Entry Route (North of Marine Start)
- Added Maintanence Entrance Ramp (Right exit of Marine Start)
- Deleted "Broken Nozzle" Location, as it's impossible to get there anyway.
- Every info_location that consisted of one or more blocks joined together have now been given their own seperate entity, should prevent having location names in the wrong areas.
- EMP-Chamber is now known as EMP - Chamber! (UH OH HUGE CHANGE!!!)
- Info Locations no longer intersect eachother anywhere.
- Added "Sigma Cluster Intersection" just south of "Propulsionary Generators" (West of Sigma Cluster.)
- Added "Hive -" to all info locations at the hives. Ex: "Biotech Laboraty" is now "Hive - Biotech Laboratory".
- Added "Crew Module Access" between "Alpha Access" and "Crew Module".
- Fixed "Crew Module" errors.
- The elevator to the right of Cargo Entry Routes, which used to be named "Cargo Module A", is now "Cargo Module A Elevator".
o Aligned textures and removed some accidental nulling at "Center".
o Added a light to the weldable at Biowaste Tank so that the computer looks on.
o Differently aligned the pipe texture in Fenris Outpost Control Room.
o Moved one of the spawns in Vent hive due to stuck issues.
o Fixed some nulling in Marine Start.
o Increased door open time at Alpha Access and Crew Module to 26 seconds.
o Added a fake door to the south end of Maintanence Piping so that it wouldn't just look like a dead-end.
o Differently aligned some wall textures at Maintanence Piping.
o Increased X and Y values of textures in most of the map's vents to reduce command chair r_speeds.
o Increased X and Y values of textures in Crew Module to very slightly decrease r_speeds.
o Lowered button positions at Delta Lifter so that they're eye level with marines.
o Differently textured one of the crates nearby the broken resource node.
o Removed the appearance of one of the lights in Delta Lifter, as you could only tell it was flickering if you looked at it really hard.
o Slightly changed the color of the light_spot in Crew Module into a deeper blue.
o Added more cover near Delta Lifter resource node.
o Added cover at "Sigma Cluster".
o Added cover at "Biowaste Tank".
o Added cover to the north entrance to "Hive - Biotech Laboratory" (Bottom Left).
o Slightly brightened the green lights on the floor in "Biowaste Tank".
o Changed up lighting in "ventilation Hallway A".
o Added cover at "Computer Center Access".
o Adjusted spawn positions in Ventilation hive.
o Better aligned the pipe texture on the floor of the vent near Maintanence Tunnels.
o Added a light spot to the upper entrance of the ramp connecting to Maintancence Piping.
o Changed up some of the buttons that target some of the elevators:
- Adjusted position of the button that triggers the elevator to the left of Sigma Cluster.
- Adjusted position of the button that triggers the elevator to the right of Cargo Entry Routes.
o Better aligned pipe textures on the bottom of the vent in Alpha Access.
o Slightly changed bottom of the elevator shaft nearby Cargo Entry Routes.
o Aligned more textures in Computer Center.
o Nulled faces that couldn't be seen on the elevator near Cargo Entry Routes to very slightly reduce wpoly (Cargo Module A Elevator).
o Differently textured one of the boxes in Cargo Module A to bring more variety.
o Increased brightness of some lights in Center.
o Aligned some textures in Ventilation Hallway B.
o Adjusted the red spot light in Ventilation Hallway B.
o Rebuilt an area of the huge main vent that goes throughout almost the entire map.
o Reworked almost all of the map's func seethroughs.
o Doors and buttons are gone. Period. No more doors.
o Fixed a couple of light_spots in Cargo Entry Routes that were not set correctly.
o EMP - Chamber isn't as lame as it used to be.
o And more that I didn't feel like mentioning.


Ns_Fenris_v006 - Released 6 / 2 / 05
o Deleted the little fake vent to the north of marine start to prevent confusion.
o Slightly changed floor lighting behind the command chair.
o Lowered Com Chair view from 750 units to 675.
o Enlarged the red room below cargo module c hive.
o Around the center of the map I turned several regular brushes into func_seethroughs to reduce the wpoly for the commander.
o Raised the exit of the vent at Cargo Module B so that marines can no longer jump into it.
o Added more cover to Cargo Entry Routes.
o Reworked the opening heading to Crew Module.
o Slightly changed lighting in Ventilation Hallway A.
o Changed the stairs in Sigma Cluster to a ramp to lower rspeeds.
o Changed up lighting on the monitors in Vent Hallway A.
o Deleted a particle system with no realistic source in Vent hive.
o Connected the long vent that connects with Fenris Outpost Control Room to Propulsionary Generators.
o Raised the vent exit in Ventilation Hallway A so that marines can no longer crawl into it.
o Raised the other two vent exits in Ventilation Hallway A so that marines can no longer crawl into them.
o Added a light under the pipes in Maintanence Piping.
o Changed the ladder to the right of marine start into a ramp so that onos have an easier time getting into the base.
o Re-added the weldable to the vent that connects to marine start.
o And more unmentioned stuff because I didn't feel like updating the changelog everytime I changed something in the map.


Ns_Fenris_v005 - Released 5 / 19 / 05
o Added a vent connecting the vent in Computer Center Access with Fenris Outpost Control Room.
o Widened the marine start ladder and added another ladder next to it.
o Slightly changed lighting in Maintenance Tunnels.
o Removed that really wierd and random particle system in Sigma Cluster.
o Changed the texture on the ends of broken pipes from black to a better looking one.
o Fixed some texture alignment around Cargo Module C. (Top-Left Hive)
o Added a location name to the little red room south of Cargo Module C, it's now named Cargo Southern Exit.
o Renamed Central Piping to Maintanence Piping. (It wasn't central!)
o Made a little cove above some of the pipes in Maintanence Piping.
o Added a vent connecting Biotech Hive with Fenris Outpost Control Room.
o Added a vent connecting vent hive with the hall below it.
o Increased each weldable's weld time by 10 seconds.
o Very slightly decreased steam sound volume in Alpha Access.
o Aligned some light textures in some of the vents.
o Adjusted lighting in Ventilation Hallway A.
o Lowered com chair view from 825 units to 750 units.
o Slightly adjusted cieling of the area to the right of marine start, above the ladder.
o Changed the vent at Ventilation Hallway B so that it comes down from the cieling rather then going to ground level.
o Changed lighting around the above-mentioned vent's exit.
o Slightly restructured ventilation hive and changed resource tower location.
o Adjusted vent at Delta Lifter so that marines can't jump into it anymore.
o Deleted the buttons on the broken doors above Biotech hive so that people are no longer confused.
o Added much more cover around the map.
o Changed location of resource tower at biotech hive.
o Restructured vent north of vent hive.
o Slightly adjusted infestation left of vent hive.
o Added more cover to Cargo Entry Routes.
o Made some of the unopenable doors look broken so that people don't get confused as much.
o Biotech Storage Hall and Biotech Lab Access are now cut off from each other, so marines can no longer camp both sides of Biotech Hive's exit at the same time. The areas are still connected by a hole in the wall that aliens can travel through.
o Increased the speed of the door near Sigma Cluster. (Sigma Cluster is double res, the door is to the left of it.)
o Changed position of the box near the above mentioned door to add more cover.
o Slightly adjusted EMP-Chamber's position.
o Removed weldable at the vent connected to marine start.
o Changed position of the exit to the vent connected to marine start, it's been raised.


Ns_Fenris_v004 - Released 5 / 12 / 05
o Reduced several textures' brightness in the .rad file.
o Removed the resource tower to the bottom right of the map.
o Fixed some small texture errors on the lights in some of the vents.
o Changed the Computer Lab's location name to Fenris Outpost Control Room.
o Darkened the map slightly.
o Moved the resource tower nearby and underneath cargo's elevator to above cargo's elevator.
o Added cover to the "Center" and to "Cargo Entry Routes".
o Changed up the vent to the bottom right of the map due to resource tower removal.
o Marine Start size reduced.
o Added a door to alpha access.
o Added a door to the dead end at Cargo Module B - Idea from Carioca.
o Added some infestation to "Ventilation Hallway A".
o Changed up lighting in "Ventilation Hallway A".
o Added a vent connecting with sigma cluster's and heads over to Computer Center Access.


Ns_Fenris_v003 - Released 5 / 6 / 05
o Fixed Hall of Mirrors error outside of vent hive.
o Fixed wierd dark blotch outside of vent hive.
o Fixed several target_mp3 entities set wrong.
o Adjusted lighting around ventilation resource tower.
o Replaced the brushes with black texturing with pipes around vent hive.
o Fixed the horrid black shadow by vent hive.
o Fixed weldable oddities around vent hive.
o Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.
o New ready room join team textures! - Thanks Blue-TSA!
o Fixed the fenris.mdl so that it no longer says "Frenris" but "Fenris" - Thanks Lt Gravity!
o Slightly darkened some lights accross the map.
o Changed some texture alignment around vent hive.
o Made an attempt at decreasing the number of particles at the bottom right resource tower.
o Tried fixing the dark area underneath cargo's elevator.


Ns_Fenris_v002 - Released 5 / 2 / 05
o First Public Release


Ns_Fenris_v001 - Released 4 / 29 / 05
o Private Release
DeathKnight
Very nicely done scoot. I like it a lot.
Fatal_Error
*unzips pants*

Yum. I love fenris. This is even better!
SamR
Looks fantastic! Congratulations

tsa.gif
Sir_Pepe
Mirrored

Man, that felt just like coming home after a long time. I had forgotten what it was like... an how insanly big it was. Great job guys.
Sky
Really, it's not unbalanced to have double right next to marine start? I don't remember the original fenris, but I have to say that just the screens look beautiful. I can't wait to get in a real game and try this map out.
Fatal_Error
*off-topic*

Hey, Scoot, what hud is that? I likey.
theclam
QUOTE (Sky @ May 3 2005, 06:03 PM)
Really, it's not unbalanced to have double right next to marine start? I don't remember the original fenris, but I have to say that just the screens look beautiful. I can't wait to get in a real game and try this map out.

It doesn't look that much farther than double in tanith, origin, or caged. The distance between double and the hives is more worrisome than the distance between double and MS.
Invader_Scoot
QUOTE (Sir Pepe @ May 3 2005, 05:46 PM)
Mirrored

Man, that felt just like coming home after a long time. I had forgotten what it was like... an how insanly big it was. Great job guys.

Sir Pepe we love you!

As for the hud, it's here.
Sky
Tanith is roughly the same distance, but it can take a long time for marines to set up in there because there are so many ways to ambush rines going into double.

Origin and caged are a lot farther, I think. I see there's an elevation difference; I'll have to check the map out in-game to see how it plays.

And I don't think ms is any closer to the bottom hive than ms is to maint hive on eclipse.
Vahn_Paktu
It's out! biggrin-fix.gif
Few things about Vent Hive.
HoM out from one side of the hive.
user posted image
The little ring around the hive should not be solid. Old fenris had it so you could go through it which made wallwalking and getting on top of the hive easier.
user posted image
Should the drips be made a cloud of rain? and also the white lights seem a little harsh when walking around there.
user posted image
You can see the drips spawn right here a little way up. Maybe moving them behind the fan would make it look better.Bad pic but they do spawn here.
user posted image
Invader_Scoot
Pic 1. Will fix that.

Pic 2. Entity Count is the main reason, once I've got the map closer to completion I'll look into possibly turning that back into illusionaries.

Pic 3. I'll probably just completely delete those rain drops right there, or at least change it up so that it looks like dripping pipes. As for the lighting, yes I've noticed it too, I'll try to darken it a bit and add some variation.

Pic 4. Yeah good idea, I'll move those drips behind the fan so it looks better.
GiGaBiTe
thanks for putting my name even though i was a total ****.
GiGaBiTe
good lord this map looks good, just had a general walk around in it.

few bugs:

the buttons in the cargo modules look really bright which looks odd.

also this wierd dark spot in the floor, when you walk over it, you turn black. (??)
its in tthe vicinity of the ventilation hive (ventilation hallway A side)

user posted image

and damn you, you took out my secret sad-fix.gif
Invader_Scoot
I already fixed that dark spot, it was the first bug I found. As for the bright buttons, it's better then them being too dark.
Lt_Gravity
the fenris.mdl keeps telling us the location name to be "frenris" sad-fix.gif

and I didnt even started ns yet wink-fix.gif
Invader_Scoot
biggrin-fix.gif

I didn't notice that, but I'm no modeler, Sir Pepe made that. Can someone be a nice person and make a new one for us?

Edit: You mind adding ns_fenris to your signature?
GiGaBiTe
why did you take my secret out sad-fix.gif not like anyone was going to find it tounge.gif
Invader_Scoot
CODE
Ns_Fenris_v003 ~ Changelog (Last Update - 5 / 4 / 2005)
o  Fixed Hall of Mirrors error outside of vent hive.
o  Fixed several target_mp3 entities set wrong.
o  Adjusted lighting around ventilation resource tower.
o  Replaced the brushes with black texturing with pipes around vent hive.
o  Fixed the horrid black shadow by vent hive.
o  Fixed weldable oddities around vent hive.
o  Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.


So far those are the basic changes that I've made to Fenris, I'll probably compile it again on Friday.
Lt_Gravity
fixed the fenris.mdl. this wasnt something you need a modeller for.

http://mitglied.lycos.de/centercross/fenris.zip

dl should work when you "right click/save target as" wink-fix.gif
Invader_Scoot
Alright I've mirrored that file and added it to my original post. Thank you! smile-fix.gif

Click to Download

I'll put it in the zip with v003 when I release it.
Invader_Scoot
Compile in progress...

CODE
Ns_Fenris_v003 ~ Changelog
o  Fixed Hall of Mirrors error outside of vent hive.
o  Fixed wierd dark blotch outside of vent hive.
o  Fixed several target_mp3 entities set wrong.
o  Adjusted lighting around ventilation resource tower.
o  Replaced the brushes with black texturing with pipes around vent hive.
o  Fixed the horrid black shadow by vent hive.
o  Fixed weldable oddities around vent hive.
o  Made it so the door blocking the way to observing the game in the ready room was bent so that you no longer have to duck.
o  New ready room join team textures! Thanks Blue-TSA!
o  Fixed the fenris.mdl so that it no longer says "Frenris" but "Fenris" - Thanks Lt Gravity!
o  Slightly darkened some lights accross the map.
o  Changed some texture alignment around vent hive.
o  Made an attempt at decreasing the number of particles at the bottom right resource tower.
o  Tried fixing the dark area underneath cargo's elevator.
GiGaBiTe
20 hours later... tounge.gif
Invader_Scoot
Releasage
carioca
biggrin-fix.gif
2 hours and 45 minutes.

guys why you love a map so huge and big hallways.

this map have 12 nozzels.

some nozzles at dead ends.

some painfull ladders.

fall to death ladder mistake.

we have elevator like bunch of that.
and some are simple copy paste.

the maps isn't aling with minimap.

some dead ends with out function.

i will edit this to include images soon.

but the gama are so high is hard to use images.

user posted image

pipeline ladder could palce at the right and the left turning less danger fall to death.

and same solution aplies here.
user posted image

but his boton ladder have a bug where you have to jump to start going up but the ladder aspect is touching the floor so is a func_ladder bad placed maybe to high.

user posted image

the view of the ladder trouble.

cosmetic grid at ceiling and maybe and not cross path turning to some where.

user posted image

include a door at this dead end.
user posted image

here is one of the elevator i ink the palce of the ladder and shape suround area and the blue lines show up a gap where player can fall between elevator and ladder and coudl turn hard remova a heavie cargo box stuck there.
user posted image
here the solution.
user posted image
have ladders surrounding the midle brush work is better than a midle carved brush.
another view of the elevator gap trouble.
user posted image

user posted image

here we see that boxes at first arrrow going trough that 2 arrow to carg oelevator where he dont fit with the floor turning hard load up him and unload it.
that fit will bring some nightmare for the worker to load up that elevator.

my sugestion is put the elevator same level at that floor.

user posted image
not named place.

user posted image

this is my sugestion for change on layout, relocating some places the boton hives and removing some nodes.
thsi map is very long maybe removing the double will bring more fighting points.

user posted image

this is a strange texture placement maybe all broke pipe msut have pipe texture not a trim over it or put a trim on the wall pipes.


user posted image
here i show off the pipes wall where dont hvae that trim.

user posted image

here the minimap miss aling i mnot inside of the minimap im lost in the space heeheh.

user posted image

here we see a way to protect player from fall to very wounded including platforms maybe some kind of rounded lights in its side. Plus breaking up a ladder in 2 will protect player falling. the arrow show off some possible jumps.

maybe keep the double and bring the map 11 nozzle is good since they are so big map could handle a double.

and will help marines since they can siege from a near ms hallway.
Invader_Scoot
Map aligns with minimap for me...
Fatal_Error
I added it to my sig. Not that is makes much a difference. wink-fix.gif
Lt_Gravity
the map looks much more ns-like on cariocas screenshots. maybe tweaking the maps gamma little bit so it looks darker?
GiGaBiTe
lol you should only fall off the cargo hive c deck and die once. if you have played that part of the map over and over (i know, i made it), what seemed like 500 times, you learn to SLIDE down the wall and not jump to your doom.

meh scoot, you still didnt tell me why you removed my secret area sad-fix.gif

and we need to make scrolling plaque (like in nancy) in the redyroom to credit all those who worked on teh map.
Invader_Scoot
I didn't tell you why I removed it because I wasn't the one that did the removing.

And gravity, the map is already not too dark and not too bright. I like the lighting, but if a lot more people agree on the brightness (one guy was telling me to darken the map when he had his lightgamma set to 2 and did all that gamma hax stuff) then I might make some changes.
Moconnor
I told Scoot that I removed it, but when i looked at it the other day, I noticed I did not remove it.It was still there. . .But then I removed it because it smelled bad. MOOHAHA!!!!_
GiGaBiTe
lol moconnor.

and WTH, the map isnt too bright, i actually think the light is fine as is.
Invader_Scoot
Alright, I'll fix that wierd trim texture on the pipe. The door at that dead end is a good idea.
Lt_Gravity
QUOTE (Invader Scoot @ May 7 2005, 08:57 AM)
I didn't tell you why I removed it because I wasn't the one that did the removing.

And gravity, the map is already not too dark and not too bright. I like the lighting, but if a lot more people agree on the brightness (one guy was telling me to darken the map when he had his lightgamma set to 2 and did all that gamma hax stuff) then I might make some changes.

its not that everyone "hacks" when he tells you the map is too bright.
its just that the average player starts to realize that the brightness of ns can be adjusted within the config.cfg. and even the people who dont want to "exploit" raise the brightness to the max value and tweak the brightness of their monitor. the result is: there is no "puitch black" corner left in the game (except some co maps where there is no lighting) and you COULD make out an alien sitting in this corner by looking at it carefully.

I agree with you scoot but the people insisting on the standart ns config value (which is WAY too dark) also sucks. I heared about 20 comments on ns_source to be too dark. but 30 people told me that it is completely right. shure the map is little bit darker than most of the other maps out there.

if you take agora as a dark map and tanith as a bright one (in my eyes its more like "omg, FULLBRIGHT!") fenris is closer to tanith than exactly in between the two maps.
now you are able to imagine how it comes out on my screen. and it is too bright for ANY clanner out there.
Invader_Scoot
Alright, I'll darken it a tid bit in some areas.

And I forgot to include the minimap in the .res file, so you can download the new .res file here:
http://www.hosting.nsagames.com/scoot/Maps...fenris_v003.res
Invader_Scoot
Alright guys, I finally managed to get the map playtested by a rather large crowd (24 people including 1 developer, Puzl), and so you probably won't be seeing the next version of the map for quite some time because of all the changes I will be making to it.

The biggest thing on the list to do will be to really add some cover. Also, I'll be trying to darken it a bit in some areas, and then try to get rid of some of the dead ends in the map.
Moconnor
Great job so far Scoot, Keep it up.wink-fix.gif_
GiGaBiTe
hopefully it will make it to official map status :O
Invader_Scoot
I had arranged a meeting with Zunni today, but he didn't show up, so hopefully he'll be on tommorrow. He said he'd get a server running the map so we could check it out, so I guess the map is getting seriously looked at to possibly be official.
Invader_Scoot
The current v004 change log:

CODE
o Reduced several textures' brightness in the .rad file.
o Removed the resource tower to the bottom right of the map.
o Fixed some small texture errors on the lights in some of the vents.
o Changed the Computer Lab's location name to Fenris Outpost Control Room.
o Darkened the map slightly.
o Moved the resource tower nearby and underneath cargo's elevator to above cargo's elevator.
o Added cover to the "Center" and to "Cargo Entry Routes".
o Changed up the vent to the bottom right of the map due to resource tower removal.
o Marine Start size reduced.
o Added a door to alpha access.
o Added a door to the dead end at Cargo Module B - Idea from Carioca.
o Added some infestation to "Ventilation Hallway A".
o Changed up lighting in "Ventilation Hallway A".
o Added a vent connecting with sigma cluster's and heads over to Computer Center Access.


I'm trying to really help out the aliens in the next version, the games I've played so far have been marine domination. I'll probably compile the map late Friday or sometime Saturday.
Invader_Scoot
Ns Fenris v004 coming later today...
carioca
QUOTE (Invader Scoot @ May 11 2005, 07:53 PM)
The current v004 change log:

CODE

o Added a door to the dead end at Cargo Module B - Idea from Carioca.


Ns Fenris v004 coming later today...

biggrin-fix.gif
i hope this small detail bring more atmosphere and pop this nice map.
Invader_Scoot
Releasage.
RyanNSA
Awesome scoot. biggrin-fix.gif We are planning a large scale test of this map tomorrow night (Saturday) during our regular weekly captain's night event. If anyone wants to play, check out our site for more info.
Invader_Scoot
The Captain's Night Guide:

QUOTE
Log onto the nsarmslab Team Speak server. The IP is: 70.85.12.18:8767

If you don't have teamspeak, or will get it and don't know how to use it, here's how:
Click for TeamSpeak

--How to connect using TeamSpeak--
1. Open Teamspeak
2. Go to Connection on the menu bar.
3. Go to quick connect.
4. Put the server IP in the server address spot. (70.85.12.18:8767)
5. Give yourself a nick name.
6. Leave the last two spots blank.
7. Click connect.

--Captain's Night Situation--
8. When you connect it will bring you to the lobby, this is where everyone can just chat to eachother about whatever. Every saturday night (10PM EST) this is where we meet for captain's night. After a little while, NSA Ryan or NSA Al Gorge will normally come on and say something like, "Alright if you're playing captain's night move yourself to Moderated Chat."
9. To move yourself to moderated chat simply double-click on the title. It will be below the Board Room. ONLY admins or people given voice can talk here.
10. Once here, usually NSA Al Gorge will have a meeting. We'll go over what's been going on and just talk about NSA related things. (Recently we've been talking about Caliber, and the new NSAGames website.) Important: If we are playing a custom map, links to download will be posted at the bottom of the teamspeak window.
11. At the end of the meeting two captain's will be chosen, one NSA Admin and one NSAC (NSA Contributor, they've donated money).
12. After the two captain's are picked, you choose you're team. Each captain usually picks one person at a time.
13. Once you are chosen / have chosen someone, an admin will move them into their team's channel. There are two teams, Marines and Aliens.
14. Once in you're team's channel, everyone is free to talk again. There is a small waiting time while the admins set up the server into tourny mode, and then the admins will come in and tell everyone the password to get in the server.
15. Join the server, join your team, and play it up! After the round is over teams switch and the marine team will play as aliens and vice versa.
Invader_Scoot
Aliens got owned just like last time, so for the next version expect quite a bit more vents and other changes made to assist aliens.
GiGaBiTe
hope this map dont turn out like ns_g0op_siege2 (the aliens lose 90% of the time)

be a shame to have it had taken this long, and look this good to be completely dominated by marines :/

hopefully the balance can be fixed, or if that dont work, take a giant hammer, and smash it back into place XD
Invader_Scoot
So far in terms of balance I've added a bit more cover, vents, and changed the weldables (increased each weld time by 10 seconds).
GiGaBiTe
i need to find a server that can play this map with around 24 people, so far i have only played a few 5 vs 5 matches on my server, and the wins / losses of both sides were about even.
Invader_Scoot
One of my friends should be getting an ns server up tommorrow, and we can probably get fenris on there.
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