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Buggy
Personally, I don't care how maps look (though I like this more than the average map in this forum because it's not some cramped, dark, nasty place for once), so i'll point out a few things that might hinder gameplay instead.

- The bottom left hive looks horribly campable, you can completely shut off the pathways if you get an outpost (pg, mines, marines, or a farm doesn't matter) outside it where the two corridors come together. In fact, imagining this map would make it official, i'd quickly tip that hive as worst starting hive you could get. It's just poorly connected as opposed to the other two, and there doesn't seem to be relatively safe nodes you can drop as alien.

- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.

- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.

- Dead ends are a bad thing. This map has too many. Some of them have an rt.

- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.

It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it.
Moconnor
I'm all for keeping the defect node, its a neat touch.Keep it!

Remove dead ends, Is there that many?, it makes the map feel like it goes other places if there is doors/areas that you cannot go beyond.

man ever since Scoot went to get this official, things are just being taking out (Not blaming you here mate, it has to be done for balance;)). I mean he is just about to remove the lift from Cargo A. Its a pity what has to be done to "officially balance". I dont like the way things are going for fenris. sad-fix.gif _
Invader_Scoot
QUOTE (Buggy @ May 18 2005, 09:33 PM)
- The bottom left hive looks horribly campable, you can completely shut off the pathways if you get an outpost (pg, mines, marines, or a farm doesn't matter) outside it where the two corridors come together. In fact, imagining this map would make it official, i'd quickly tip that hive as worst starting hive you could get. It's just poorly connected as opposed to the other two, and there doesn't seem to be relatively safe nodes you can drop as alien.

- The top right hive seems pretty bad to drop nodes for as well. The one below it might be possible, hard to say from just looking at it, but other than that, you're forced to go with the two top left rt's, which is quite a lengthy journey.

- The defect node, as I imagine it, might be a neat-looking feature, but it'll just have less experienced people staring at it for ten minutes and wonder why the commander isn't dropping it. I'd get rid of this to avoid it, but if you think it's one of the features for your map, it's your choice.

- Dead ends are a bad thing. This map has too many. Some of them have an rt.

- I'm not sure if so many RT works, it sure didn't for Agora. But maybe it'll be fine in combination with the map structure/layout. Dunno.

It seems like i'm being negative here, but this map's honestly got potential and I like it. The overall node layout needs work the most, hope you find good solutions for it.

Yes, the bottom left hive is a big time headache on the aliens. In the next version of the map (v005, and expect it tommorrow), I have added quite a bit of cover around there. I'll see how it goes this saturday for captain's night.

Yeah that hive has kinda bad luck as well. I'll try to make some changes, probably not for v005, but maybe for v006.

Hehe, yeah the defect resource node is a strange one. For the next version it will be left in, but the area it's in will be grated off. Somehow a whole bunch of people were getting confused (confused-fix.gif), and so I'm not letting people go there anymore.

And moconnor, for v005 the cargo elevator will still be there. I'll see how it goes, but if it doesn't work out, R.I.P.

Edit: I'm near done with my changes for v005, and the changelog is gonna be the biggest yet.
Invader_Scoot
CODE
Ns_Fenris_v005 ~ To Be Released 5 / 19 / 05
o Added a vent connecting the vent in Computer Center Access with Fenris Outpost Control Room.
o Widened the ladder to the right of marine start 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.


Expect v005 in a few hours...
Zunni
QUOTE
Its a pity what has to be done to "officially balance".


I don't like that phrase as it makes it sound like we have some "formula" we use on maps to determine how things are going to play...

I love maps that are engaging to look at, and interesting to play, but if one team gets stomped round after round with no hope for the other team, changes will have to be made, otherwise it's a pretty map no-one will play. Which isn't good in any game.

For the record, in my walkthrough my suggestions were mostly about improving marine access (doubling ladders in some places), and providing cover for aliens (a few places had objects that could serve as cover but simply needed to be made larger)


Invader_Scoot
QUOTE (Zunni @ May 19 2005, 06:14 PM)
For the record, in my walkthrough my suggestions were mostly about improving marine access (doubling ladders in some places), and providing cover for aliens (a few places had objects that could serve as cover but simply needed to be made larger)

This reminds me, in the next version expect the ladder that connects Cargo Entry Routes with top left hive gone and replaced with a much less annoying hall.
Fatal_Error
Not looking at the current map, I think some elevating U turns would make excellent chokepoints.
Invader_Scoot
Ns Fenris v005 released!
GiGaBiTe
the entire cargo area is a nightmare, including the hive. if marines wanted to they could just camp the base of the ladder on the side of the hive then camp the lift, and noone is getting in or out of there except through that one vent.

id hate to see cargo hive c hacked up along with the lift, but if the aliens are getting stomped, something needs to be done.
Invader_Scoot
Once again we're having an open captain's night so everyone can play if they'd like. We will be playing two rounds of ns_fenris_v005 so make sure that you participate.

QUOTE
The Captain's Night Guide:

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.
Moconnor
I had a run around it there now,looks very nice.There isnt that mcuh that has actually changed.
Brill job so far Scoot. Keep at it wink-fix.gif ._
Invader_Scoot
After having played three very nice rounds of ns_fenris_v005, I can honestly say that I like the current map version's set up. It was very fun, I was on the team that won all three games (two marine and one alien biggrin-fix.gif), and not once did one of the teams completely decimate the others.

A v006 will be released, expect it possibly friday, but I am taking a little while off to work on some other maps. The biggest thing to expect from v006 is a reworking of both entrances to Cargo Module C (top left hive). I will of course still be adding some cover throughout the map, but not as much as was added in v005. After v006 is released, I can only sit back and hope that I get positive word from Zunni and the playtesters. If all goes well, we might be seeing ns_fenris in the next version of ns.

It's been a long ride, thanks to everyone that has helped me with the map. smile-fix.gif
Invader_Scoot
v006 is coming along, and I should have it ready for this Friday. The changelog isn't quite as big as v005's, but I've really targeted helping out the commander's r speeds and the south entrance to Cargo Module C (top left hive).

CODE
Ns_Fenris_v006 - To be Released 6 / 3 / 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.
Invader_Scoot
v006 released!
GiGaBiTe
lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

gj with the changes btw
Moconnor
QUOTE (GiGaBiTe @ Jun 3 2005, 07:39 AM)
lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

gj with the changes btw

Scoot said he was gonna try get the map done for friday, an low and behold, he has.
Its not like the map was compiling since May 30th??

I'm dl'n now._
Zunni
Have you doubled up ladders in those areas i mentioned..

Also have you done anything about the ladders that are in use to get to those platforms in the 2 hives as I mentioned?

I'll grab the new version and make sure it's updated on hte potential map list.


Invader_Scoot
QUOTE (GiGaBiTe @ Jun 3 2005, 02:39 AM)
lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

gj with the changes btw

Gigabyte, I have an amd 64 3500+, no funds are necessary. wink-fix.gif Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.
Zunni
QUOTE
Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.


Let me take a walk through.. There were things that I didn't realize were an issue until we actually played it, let me refresh my memory and see if they've been addressed.
GiGaBiTe
QUOTE (Invader Scoot @ Jun 3 2005, 12:27 PM)
QUOTE (GiGaBiTe @ Jun 3 2005, 02:39 AM)
lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

gj with the changes btw

Gigabyte, I have an amd 64 3500+, no funds are necessary. wink-fix.gif Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.

how long does it take you to compile the map? i can do the old rmf in about 45 minutes. and i have an Athlon XP 3000+. of course its fullbright /*sigh
Invader_Scoot
QUOTE (GiGaBiTe @ Jun 3 2005, 09:17 PM)
QUOTE (Invader Scoot @ Jun 3 2005, 12:27 PM)
QUOTE (GiGaBiTe @ Jun 3 2005, 02:39 AM)
lets start the "get invaderscoot an athlon 64 system" fund so he doesnt have to wait 10 years for fenris to compile >.<

gj with the changes btw

Gigabyte, I have an amd 64 3500+, no funds are necessary. wink-fix.gif Also, I was going to release it Wednesday, but I had a couple of real embarrassing problems in the map so I delayed it a day.

Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.

how long does it take you to compile the map? i can do the old rmf in about 45 minutes. and i have an Athlon XP 3000+. of course its fullbright /*sigh

The map takes around 2 hours 15 minutes, and taking 45 minutes compiling a map WITHOUT vis or rad is kinda slow...

Zunni I'm awaiting your feedback.
GiGaBiTe
the reason the old map is fullbright, is cause it breaks the clipnode limit >.< and by alot too.

was going to see if i could compile it so that there would be a classic unmodified fenris for people that liked the old 1.0 version, and didnt have to worry about sinking into the floor with onos, but that didnt work heh.
Crispy
Good work on finally getting this finished, I know you guys put a lot of work into this.
Invader_Scoot
v007, AKA v01, will probably be released next week. I am trying to just fix everything that's broken, make some last optimizations for the commander, and then do some last balancing. This will be probably the last public version if the map goes into testing by the NS playtesters to get it ready for a possible inclusion with v3.1.

CODE
Ns Fenris v01 - Unreleased
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 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.
Invader_Scoot
QUOTE (Zunni @ Jun 3 2005, 07:35 PM)
QUOTE
Zunni, the marine start ladder is gone, and I've reworked the ladder in the top left hive. As for a second hive that needed a double upping on ladders, I don't think you mentioned that to me.


Let me take a walk through.. There were things that I didn't realize were an issue until we actually played it, let me refresh my memory and see if they've been addressed.

Were they addressed Zunni? I'm trying hard to get a lot done in v01 so that a v02 won't be needed until much after.
Invader_Scoot
v01's changelog so far is quite a mountain, and I haven't even tested v006 yet. biggrin-fix.gif It probably won't be released until next week.

CODE
Ns Fenris v01 - UnReleased
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".
  - The elevator to the right of Cargo Entry Routes, which used to be named "Cargo Module A", is now "Cargo Module A Elevator".
o Added more clip brushes around the resource node at EMP - Chamber so that it's harder to fall into the trigger_hurt.
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).
kolokol
Looking like testing is going well. Looking forward to playing this.
GiGaBiTe
its probably just me, but the map doesnt tend to "flow" well anymore. probably because i keep getting lost X.x

but could you do something about those annoyingly bright buttons, they are bothersome.
Invader_Scoot
Buttons are pretty much gone in the next version, and I would've had the next version up already if clipnodes didn't decide to rear it's ugly head.

Merkaba is helping me go over it, I might have the map ready by the weekened.
Invader_Scoot
Only one small bug is keeping me from releasing the map right now, I'll recompile tonight and release tommorrow.

QUOTE
Ns Fenris v01 - To Be 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 Added more clip brushes around the resource node at EMP - Chamber so that it's harder to fall into the trigger_hurt.
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 And more that I didn't feel like mentioning.
Invader_Scoot
Download Ns Fenris v01 - Released 6 / 25 / 05
Mirror 00: Ns Fenris v01 - Minimaps with location names included in this mirror.
Mirror 01: Ns Fenris v01 - Thank you NSArmslab!
Moconnor
I <3 U!! 4.0_
Invader_Scoot
Map still has not yet been playtested, and I won't be releasing a new version until that gets done.

So far I have a few things in mind to do:
1. Fix the func_buttons targetting the elevators. For v01 I had remade all of those buttons and forgot to check the toggle flag sad-fix.gif , so when people hit the button while the elevator is already moving causes it some problems.
2. The vent weldables... need to go. The blackness that should be seethrough has bothered me long enough. This is not a fenris problem, as all the func_weldables are set to solid 255. I will probably make the weldables similar to the vent that connects with marine start.
3. Some areas, specifically Vent hive (top right) needs to be either raised, or I need to hit the minimum verticle limit on the left side of the map for the com chair.
4. Cover may still be needed in some areas, but I'll wait on the playtesters to decide that.
GiGaBiTe
just texture the func_weldable in the null texture, or invisible texture so it cant be seen, then make a seperate func_wall_toggle for the grate.
Invader_Scoot
This map's development has been cancelled until further notice.
Invader_Scoot
As noted in the edit that I made today to the first post in the topic, here are working links for the map's latest release (ns_fenris_v01) and it's latest overview.

ns_fenris_v01: ScootGaming
ns_fenris_v01 overview: ScootGaming
GiGaBiTe
I want my secret room back in the map >.>
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