After much editing, fixing and more editing tweaking and other stuff, Kouji_San has released Beta 3! The map itself is very large, And gives the player the feeling of being small. This is Achio revised, The creator of this map started this map ages ago to fix many of the things wrong with the original Achio. The overall layout is roughly the same, but the size of the map is smaller. Also everything has been tweaked to resemble an actual space ship, with levels (or decks). The hallways bend around architecture which would be located on the different levels, but extend into the lower of higher levels.
Overall, Kouji_San gave the lighting a complete revision. With the use of more contrasting and more colorful lights. This was to counter the washed out look the old Achio had.
Most important additions/fixes: New gameplay addition: Hives Based Bacterium Lockdown Resnodes, information included in readme New gameplay addition: Alien only trough wall teleporter at aft engine, information included in readme 5 new weldables (total of 6) Port ION-Cannon has an initially marine only resnode due to weldable Fixed siege issue at Port Material Displacement Core
The first image below will show you the mini map, the rest for the map previews.
________________________________________________________ |Achio Revised | | | |Map author information: | | | | Name: Martin "Kouji_San" Borgman | | Location: The Netherlands, Hoogezand | | Msn: firstname.lastname@example.org | | Email: email@example.com | |_______________________________________________________ | Game type: Classic Layout: Semi "horizontal" symmetrical: Hallways and some rooms would be slightly different due to being on different levels, it'll try to simulate a true battleship layout. Map class: Serious Size: Large Env_gamma: 1.6 Resnodecount: 12 - 3x Hive based resnode, bacterium lockdown - 1x Initially marine only, due to weldable - 2x For Doubleres - 6x Troughout map Note: This is the new and improved version of ns_achio_v1b3. This map is based on the old map, but other then that it's completely rebuilt from scratch. Some of the layout location has roughly remained the same, lot's of the old areas have also remained but have had a total style revision. Not only that, this map is smaller then the old version. Yet I've managed to get some new "never seen before" areas in Achio. I’ve tried even more to lay the emphasis on Achio being a huge battle ship with the use of lot’s of exterior views. This map also has the 2 button door, which has to be opened either by two marines, two aliens or a smart gorge with it’s spit ball. However in this map this will open up a true double res, the one in the original Achio had only one resnode and one already accessible close by. Anyway, I hope you enjoy this version of the map, also I’m always in for feedback on the layout or other improvement/bugs I can fix. Remember to have fun! Achio revised development thread and links to the old version on the forum: http://www.unknownworlds.com/forums/index.php?s=6402060270056947712&showtopic=91668 Instructions: To install the map into your steam directory, just extract it in your "Steam\SteamApps\your-account\half-life\ns" directory. Have fun \o/ - Kouji San Releaselist: v2b3 (version 2, beta 3): Releasedate, Dec-19-2006 IMPORTANT: New gameplay element, Hive based resnode, bacterium lockdown! How it works: At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the ability to lock the marines out from using these resnodes by pressing a button located on the node. For the marines to be able to build on these nodes once locked out, they have to push the same button. There will then be an electric bolt sound, making it seem the marines are running a current trough the button into the bacterium. After 4 seconds the bacterium locking down the resnode dies and releases the node after another 3 seconds. This is ilustrated by an animation (lowering of the bacterium while reveiling more of the resnode). Which looks pretty cool if I do say so myself Only aliens are able to quickly disable and enable the resnodes. The gorge is able to build on locked and unlocked resnodes (a lucky bug I guess, which slipped in tounge.gif), it will in fact only have effect on the marines. Note: The bacterium lockdown nozzles have a new icon and a modified infested skin texture. I have used a modified version of the aliennode sprite, which will be displayed at the node in a similar fashion as a weldable (only not rendered trough walls). In addition to this they will also have an icon on the minimap. New gameplay element, alien only trough the wall teleporter! A trough the wall teleported at Aft Engine. This is a glowing green crystal (func_button) on the wall which can be used every 5 seconds. It will only teleport aliens in a similar fashion as the Movement Chamber. On the wall the teleporter is indicated with a infestation sprite animation. Also on the minimap there is a hidden passage which indicates where the teleporter it's target is. I added this because there was a new siege location at the new hallway around back of Main Computer. And the larger aliens didn't have a feasible way of getting there to do something against it Additions: - Added credits in the Readyroom, from the current and previous version of Achio - Added the fighter model from the old Achio, but increased it's size by 150%. It's located in Loadingbay. With this there is now more cover for the aliens. I personally thought it was lacking some cover for the smaller aliens to attack the marine start - Removed the hallway from Cargo Transfer S1-A into Pressure Fluctuation Monitoring. Added it's twin on the port side of the Main computer. It has a hallway into the Messhall. Both Pressure Fluctuation Monitoring are connected by a new area called Flow Control. This will open up an alternative route towards the right side of the map for the marines. Decision based on a remark made by StixNStonz, guns4back2school forums: "The right 1/3 of the map is practically inaccessible for marines" - Added a resnode in Port ION-Cannon. It was supposed to be an initially marine only, weldable node. I had it working in the test map for entities I use, but copy-pasting this same weldable resnode into the full version of the map somehow makes it possible for the gorge to build on it. This wasn't possible in the test map. So instead I made Port ION-Cannon only accessable trough a weldable --> as a result making the resnode initially marine only. - A weldingpoint for the door north of Port Skylight - P1, this weldingpoint opens the door, vent and bacterium blockage into port ION cannon. And also enables the building on the Port ION-Cannon resnode. The vent can be closed or opened with a button near the bacterium blockage, which is only accessable once the marines have welded the door inot Port ION-Cannon. The button has a 5 seconds reset delay - Another exit into the Port ION-Cannon from the Port Generator hive to give the larger aliens better access to the siege point in Pot ION-Cannon - Vent from Port Generator towards the hallway south of the Material Displacement Core - A weldpoint/ladder from the lower Loadingbay exit hallway towards the T-juntion south of Messhall, opening up a faster way to get into the Messhall for the marines at the cost of a welder, in case the aliens have locked down Messhall (Decision based on a suggestion made by StixNStonz, ns forums) - A weldpoint into the Starboard Generator, the security door from Skylight - S2 into the broken hallway - The window at Main Bridge now actually has a glass texture, previously it was just a clip texture (found by StixNStonz, ns forums) - Due to the fact that I've kept the runtime entity count down, I've added some chairs in the Main computer and Main Bridge. This was already planned, but I removed them when I fixed some clipping errors and simply forgot the put them back in Bug fixes: - Fixed an invisible wall clip bug at one of the U turns in the hallway from Mess Hall towards Loadingbay - Fixed a stuck issue in the Port Generator hive underneath the hive, between the generator and the slope towards the resnode - Found an overlapping brush in the roof of the dropship - Added the missing parts in the landing gear of the dropship (spotted by StixNStonz, ns forums) - Weird glass bug in Skylight P1 (spotted by StixNStonz, ns forums). It's now partially fixed, the bug is still visible from one certain angle (found by StixNStonz, ns forums) - Fixed a light texture bug in Starboard engine, the top blue light strip wasn't aligned properly in the center (found by StixNStonz, ns forums) - Lowered the water a little bit in Water Cleansing, sometimes the waves made it render trough the floor at the Starboard Generator entrance Changes: - Added a 1 second delay to the elevator buttons at Loadingbay - Bilebomb/lerk barrier at the top of the Loadingbay elevator has been added, so the aliens don't have a direct view and can't bilebomb/spore the marine start directly (Decision based on a remark made by Kobayashi, guns4back2school forums) - Due to a broken siege area near Port Material Displacement Core (found by Kobayashi, guns4back2school forums) I repositioned the hallway a little bit more south. The ladded alcove has remained in the same location, but due to the relocating of the Port Generator Hive, this has now also been fixed - The two north Main Computer ventilation exits have a weldable option from the inside of Main Computer, closing them both for the duration of the round - Realigned infestation textures in Aft Engine - Slightly increased the size of the sprites from the particle system outside the ship at Skylight - S2 - Clipbrushed the small ledge at the space door in Loadingbay (spotted by StixNStonz, ns forums) - Increased the speed of the elevator in Loadingbay from 75 to 200 (suggested by StixNStonz, ns forums) - Changed the textures of the top right computer console in Main Computer, they are now monitors and indicators instead of consoles (Decision based on a suggestion made by StixNStonz, ns forums) - The lights at the security doors troughout the map now have red or blue light, indicating their locked status (the weldable doors are closed and have a blue light) - Moved the two middle consoles in Main Bridge further onto the sloping "ribs", this give more room for the player to move around the RT - Added more detail and lights at the stairs in Main Bridge - Changed the Water Cleansing breakable drain into a weldable. Did this because only the marines have an edge when the water is drained and to make it more clear that it's drainable - Moved the security doors near the two ladders at the both exit hallways of Aft Engine. To save some clipnodes and leaves, due to the addition of some new hallways. As a result the port ladder in that hallway has been moved behind the closed door (in fact removed from the map) - Clipbrushed the pipes in both maintenance hallways from H-Junction to both generators - Removed the ladder alcove south of Main Bridge to gain back some clipnodes/leaves - Made a 90 degree turn in the east hallway into ION-Cannon, it now enter the ION-Cannon in between the two ION charging units. This is to make it easier for the aliens to enter the area when marines are sieging the Port Generator Hive - Rotated the Port Generator 90 Degrees, as a result of this some hallways have moved around as well in this area. - Addition of a hallway into the hallway of Port ION-Cannon from Port Generator, the bigger aliens are now able to give a faster response to sieging from Port ION-Cannon - Made a small revision of the hallway textures trougout the map, they are now more varied and have less faces - Removed the ladder alcove in Cargo Transfer S1-A - Removed some security doors all over the map to save clipnodes and leaves due to all the additions - Changed the hallway from the H-junction weldable door into Water Cleansing. Done this to fix a clip hull bug and lighting error, which appeared in beta3. It wasn't in beta2. However with no idea on how to fix it, I simply changed the hallway and it was fixed. I love bugfixes like that - Changed a skybrush texture in a ship hull texture at the top exit of Loadingbay
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