Natural Selection: Combat

Natural Selection: Combat

Re: Natural Selection: Combat Posted by Hornpipe2 on Fri Sep 19th 2003 at 12:37am
Hornpipe2
636 posts
Posted 2003-09-19 12:37am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
If you haven't been checking out www.natural-selection.org (or don't work for them in the first place), they've posted some information on a new game mode they're trying to create for short games with few players.  Apparently it's going to need some new maps for testing and for the initial release with version 2.1.  If you guys are stuck for projects I highly suggest submitting some maps to them.  (They updated the Mapping Guidelines with a few ground rules about Combat maps, so be sure to read those...)  Sounds like a good concept for an already great game.  I'd help out if I didn't suck at architecture... or weapon placement... or texture design... or lighting... you get the idea.
Re: Natural Selection: Combat Posted by Orpheus on Fri Sep 19th 2003 at 1:03am
Orpheus
13860 posts
Posted 2003-09-19 1:03am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
KFS is our local authority on NS stuff, if you have questions, you might direct them at him..

 

as for your lack in mapping experience.. get used to it, we all suffer some level of deficiency..

but between us all, we compensate each other, assuming they want/desire compensation of course..

stick around, the snarkpit has a reputation for creating some of the best HLDM mappers on the net..
Re: Natural Selection: Combat Posted by Hornpipe2 on Fri Sep 19th 2003 at 1:16am
Hornpipe2
636 posts
Posted 2003-09-19 1:16am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Yeah... I dunno, I might take a crack at it.  Depends on how good the default ns.wad textures are, really.  I love this game to death, and I'd really like to make some maps for it, so I'll see how it turns out.

Be prepared for co_wasted, some sort of crash-landed infested scoutship type map thingy deal.  Whatsit.
Re: Natural Selection: Combat Posted by KungFuSquirrel on Fri Sep 19th 2003 at 1:48am
KungFuSquirrel
751 posts
Posted 2003-09-19 1:48am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Flay and I are working on establishing the groundwork for NS:C. I've already got a map underway (started yesterday) and we'll hopefully be playtesting this weekend if all goes well. I've never worked this fast in my life. :biggrin: Quite a rejuvenating experience.

I imagine I'll be helping to establish the guidelines for these as I'm (as far as I know) the first contributor working on one... Anyway, the style is developing pretty well, and I think it's got some solid potential.

Keep an eye out for some new NS textures, too. I won't give timeframes, though. :razz:
Re: Natural Selection: Combat Posted by Hornpipe2 on Fri Sep 19th 2003 at 2:04am
Hornpipe2
636 posts
Posted 2003-09-19 2:04am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
KungFuSquirrel said:
Flay and I are working on establishing the groundwork for NS:C. I've already got a map underway (started yesterday) and we'll hopefully be playtesting this weekend if all goes well. I've never worked this fast in my life. :biggrin: Quite a rejuvenating experience.

I imagine I'll be helping to establish the guidelines for these as I'm (as far as I know) the first contributor working on one... Anyway, the style is developing pretty well, and I think it's got some solid potential.

Keep an eye out for some new NS textures, too. I won't give timeframes, though. :razz:
Cool.  Can you answer a few questions for me though?  Most of these are probably really really premature, but anything else you can tell me would be great.

Perhaps most importantly, how should I try to play test this map (if at all?)  Or should I just get the architecture and stuff down, and then you can hook the mappers up with some sort of map development kit down the line so we can tweak all the stuff?  (note to self: find out if NS will let you play without a command chair entity or three hives)

Also, any ideas on what to do with vents?  I'd be worried skulks would hide out in them just to ensure their team respawns when the timer goes off...

And what's the recommended distance from marine spawn to hive?  Thirty seconds?  Sixty?  (I'm sure this is all yet-to-be-determined information, but anything you could tell me would be helpful)
Re: Natural Selection: Combat Posted by Cash Car Star on Fri Sep 19th 2003 at 3:05am
Cash Car Star
1260 posts
Posted 2003-09-19 3:05am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I have a half made NS map that was rushed into the previous submission pool. I then abandoned it. Anyway, I think I may try fixing it up a bit for use as a CO map.

I'm trusting you to push it through for me KFS :biggrin:
Re: Natural Selection: Combat Posted by KoRnFlakes on Fri Sep 19th 2003 at 7:34am
KoRnFlakes
1125 posts
Posted 2003-09-19 7:34am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
ooh while were at it, Did nay send colony in for the next official release?