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View Full Version : BETA RELEASE: HDN_Silo_Omicron



cyNickal
5th June 2006, 18:34
This is finally available for beta release, despite a month lapse that i don't wanna repeat... anways... here's the download link! :D

DOWNLOAD HDN_Silo_Omicron (http://www.cynscorner.com/images/maps/Nuclear/SiloOmicron.zip)

**UPDATE IMAGES 20/JUNE**
Screenshots31 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30031.jpg)
Screenshots32 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30032.jpg)
Screenshots33 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30033.jpg)
Screenshots34 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30034.jpg)
Screenshots35 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30035.jpg)
Screenshots36 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30036.jpg)

My laptop is not the best in the world for gfx power so forgive the fps lol :)
Results for the latest compile can be found here
(http://www.cynscorner.com/images/maps/Nuclear/omg.txt) look at vis:D
* Re-made the terrain for the outside, still needs work but i hope its more pleasing :)
* Removed the water from the marine staring point in the caves, boosted FPS and gives a reason for more IRIS to arrive on the scene :P lol

**UPDATE IMAGES 08/JUNE**
Screenshots17 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30017.jpg)
Screenshots18 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30018.jpg)
Screenshots19 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30019.jpg)

Screenshots:
Screenshots1 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30000.jpg)
Screenshots2 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30002.jpg)
Screenshots3 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30003.jpg)
Screenshots4 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30004.jpg)
Screenshots5 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30005.jpg)
Screenshots6 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30006.jpg)
Screenshots7 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30007.jpg)
Screenshots8 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30008.jpg)
Screenshots9 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30009.jpg)
Screenshots10 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30013.jpg)
Screenshots11 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30014.jpg)

Leaving comments and bug reports here would be cool!
Thanks to all!

P.S Take a guess as to how long the VIS calculations take :P
P.S.S There's also an Easter that's dedicated to 'Renegade' if you can find it... hehe ;)

hutch
5th June 2006, 18:49
wow it looks great ill try it!
Ill start a west coaste server up on this map in a sec
*edit* server problems ill try to have it back up tonight :/

WatchMaker
5th June 2006, 19:16
Looks pretty good. And my guess... 1 hour 32 mins.

Dead Inside
5th June 2006, 19:22
Now on Smokey's H:S Beta 3 Server #4 - Custom Maps + PS OFF! - 212.227.38.42:27018.

Mirrored here (http://www.deadweb.co.uk/download/hidden/maps/SiloOmicron.zip)

Isolation
5th June 2006, 19:40
Looks great. The texturing in particular is quite nice... and I don't envy your compile time, which I'd have to assume was almost long enough to make you think it crashed a few times.

Xtrm2Matt
5th June 2006, 22:37
Hi there,

I've added your map to the "OpticalGaming.com Custom Maps Only PS=OFF|RANDOM=OFF (72.232.107.13:32015)" server.

Regards,

Matt

Veon
5th June 2006, 23:17
Ok, its pretty fun but I have some feedback here (Yes, alot of it is negative)

- The chimneys ontop of the metal house looks stupid, they have no hole! Silly!
- There's some kind of bug where you fall through the displacements by the car, making it impossible for the hidden to kill you but you can still kill the hidden
- What's with all the funky colors? It makes my eyes bleed like jesus on a cross (No religion bashing, please)
- All the colorful sprites makes me think my marine is on LSD.
- It's too dark. Just because you want simulate night it doesnt need to be pitch black.

Theres no reason for all those colors, use light_spot and keep it white and red. I dont think a silo would put up Purple, Teal and all kind of funky colors, keep it realistic. And white/slight yellow for flouruscent lights. And cut down on the lightglows, they just look stupid. I think I just got serious permament damage on my eyes and a chronic headache. I don't know if you're trying to kill FPS as much as you can or what other purpose the lightglows and spot_lights fulfill, but they need to go.

Thanks.

Just being honest, dont take it personally.

MiasmicAnomie
6th June 2006, 04:38
1. You can get underneath the map, by going by a set of stairs in the outside area. The hidden can hit people through the ground, and actually pounce up through the ground to be back inside the map.

2. I think the big cargo containers down inside should have their ends marine clipped. In b3 this will mean no one can go inside them, but in b4 it will let the hidden in & out but prevent hordes of marines from camping in them.

3. You've got an ammo box in there, that's really meant for ovr_ maps.

4. Some of the hallways are too short - if you jump you hit your head on the roof.

5. The hook - if the hidden pigsticks it, it freaks out and won't stop moving.

Other than that, at first glance, I like it.

cyNickal
6th June 2006, 09:19
- Theres no reason for all those colors, use light_spot and keep it white and red. I dont think a silo would put up Purple, Teal and all kind of funky colors, keep it realistic. And white/slight yellow for flouruscent lights. And cut down on the lightglows, they just look stupid. I think I just got serious permament damage on my eyes and a chronic headache. I don't know if you're trying to kill FPS as much as you can or what other purpose the lightglows and spot_lights fulfill, but they need to go.

-*- lol, ok, i get ya message ;). The purple light is coming from the sky, that'll go away with my daylight experiments. Realistic would look a lil too boring in my tastes... i'll try to balance it out some more cus i do see what your saying :) The lightglows will also die down a lot on the outside, i'll get some results asap! :)

- The chimneys ontop of the metal house looks stupid, they have no hole! Silly!

-*-Fixed-*- I was wonderin if someone would notice hehe... Now they hollow!

- It's too dark. Just because you want simulate night it doesnt need to be pitch black.

-*-Resolving-*- It is too dark, I'll hav to resolve this with some sunlight experiments...

1. You can get underneath the map, by going by a set of stairs in the outside area. The hidden can hit people through the ground, and actually pounce up through the ground to be back inside the map.

-*-FIXED-*- I forgot about that hole, thanks for pointing it out! :)

2. I think the big cargo containers down inside should have their ends marine clipped. In b3 this will mean no one can go inside them, but in b4 it will let the hidden in & out but prevent hordes of marines from camping in them.

-*-FIXED-*- I was thinkin the same thing myself, I've 'sealed' the lower containers but left the upper containers hollowed, not so many marines will be able to hide and i doubt many will want to bother tryin to get up to them.

3. You've got an ammo box in there, that's really meant for ovr_ maps.

-*-Fixed-*- Removed.

4. Some of the hallways are too short - if you jump you hit your head on the roof.

-*-Stays-*- If the Hidden wishes for easy kills then the Hidden can try to lure the marines into the more open areas. If the Hidden can't wait then the Hidden will have to enter the more dangerous and tightened locations :]

5. The hook - if the hidden pigsticks it, it freaks out and won't stop moving.

-*-Fixed-*- I was wondering about this since I started converting and designing Omicron for The Hidden. Great for Single Player, not so great for Multiplayer :( ... Removed.

Whatever issues you all point out they will all be read and thought about :)
Thanks for the input so far recieved!

SilverDogg
6th June 2006, 10:26
i thought some corridores was a bit too empty. like the ones upstairs when you go out of the silos. empty and stale =/

and isnt there supposed to be only one jimmeh-poster?

MiasmicAnomie
6th June 2006, 15:28
-*-Stays-*- If the Hidden wishes for easy kills then the Hidden can try to lure the marines into the more open areas. If the Hidden can't wait then the Hidden will have to enter the more dangerous and tightened locations :]

That's all well and good, I'm for the stated goal. However, I wasn't referring to pouncing. I hit my head on some of the corridor roofs when jumping, when I was a marine. One was the corridor between the inside and outside that has downslopes/upslopes, and there was at least one other corridor that was so short I'd hit my head and stop when jumping.

Limiting the amount of space the hidden has in certain areas is good, but if I'm a marine and trying to move, jump away, etc. having the hallway be so short I hit my head on the roof and stop is going to give the hidden an advantage, not a disadvantage. I'm not asking for a huge, easily pouncable hallway, I just want enough room to not hit my head when I jump as a marine. :)


Also, I noticed a few spots in the downstairs area with the cargo container where there's either a leak in the roof or the textures just don't quite line up.

Felf
6th June 2006, 20:41
any chance of an ovr version of the map? (as well as, not instead of.) It always strikes me that there aren't ever enough ovr games playing.

cyNickal
8th June 2006, 11:11
**UPDATE IMAGES 08/JUNE**
Screenshots17 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30017.jpg)
Screenshots18 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30018.jpg)
Screenshots19 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30019.jpg)

Made night time into daytime and fixed errors, bugs and grievances.
Also adding details to the less developed areas :)

Anymore guesses for how long it takes for CSG to compile? I've dropped it a lil bit since i last asked :P

The.ViruS
8th June 2006, 12:59
Im sorry but I really dont like the outside due to the light. You need to tweak some of that. Inside looks good though.

scratch
8th June 2006, 14:27
Flourescent lights don't cast two cones of light, looks quite odd. And as Virus stated, you should change the outside lighting to a somewhat more neutral lighting. Three different light colors (red, green, white) do indeed look out of place. You could also consider removing the outdoor lights, as other than eye candy they are not useful at daylight.

Veon
8th June 2006, 15:21
as other than eye candy they are not useful at daylight.
More like eye soar.

Seriously, remove the lights or change them into something neutral like red or yellowtanned because teal and stuff just makes me cry.

Felf
8th June 2006, 19:04
the new screens look nice, but couldn't you have done something more interesting with the walls? like a mountain side or summat - high on one side, with a fence on the other. I dunno. They just look boring. And don't try to spice them up with shubary or anything - it won't help i don't think. just... change them. How would the IRIS get here anyway?

cyNickal
20th June 2006, 19:21
**UPDATE IMAGES 20/JUNE**
Screenshots31 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30031.jpg)
Screenshots32 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30032.jpg)
Screenshots33 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30033.jpg)
Screenshots34 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30034.jpg)
Screenshots35 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30035.jpg)
Screenshots36 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30036.jpg)

My laptop is not the best in the world for gfx power so forgive the fps lol :)
Results for the latest compile can be found here
(http://www.cynscorner.com/images/maps/Nuclear/omg.txt) look at vis:D
* Re-made the terrain for the outside, still needs work but i hope its more pleasing :)
* Removed the water from the marine staring point in the caves, boosted FPS and gives a reason for more IRIS to arrive on the scene :P lol

Veon
20th June 2006, 19:46
Screenshots34 (http://www.cynscorner.com/images/maps/Nuclear/hdn_silo_omicronv30034.jpg)



Hooray! Good lightning, it doesn't make me cry anymore

Felf
20th June 2006, 20:48
zoh my god it's... daylight :eek: :p