AS-NaliColony

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Snuggs

Che, Mr. Obscure
Feb 20, 2002
7,498
63
on a giant weed tree
Update 2020


upcoming beta 2021

- i tried to fix the chain movers
- i made the collision radius of the chains much bigger now
- some texture stuff u won´t see
- i moved the first indoor defender spawns slighly towards the objective
- i changed the laser in front of to the trainstation area so defnders can now pass it.

- i brought my teleport effect to the nali planet back but reduced the travel time
- i added a sniper and a mini on the upcoming floor of the planetary tele
- moved the keg in the nali part to a building on the left.
- i lowerd the wind sound.
- i ajusted the lights in the first terrain
- added a small "cut scene" after the first objective. Hello Futurama :)
- added ambient sounds at several spots to give it a bit more immersion.
- many tweaks that should effect FPS in several parts.



Original post:


Hi,

i tried to keep my new map more basic.
that means it´s mostly linear and should be easy to understand/learn.

i think the start has a "ballistic layout", but it´s a "bit" longer than ballistic....

There are plenty of launches and trix possible.
possibilitys to sneak or bypass objectives...if defenders don´t sort the tacs.
like a sniper tower which attackers can breach.
some of the objectives are optional, just to enable a new attacker spawn.

as usual 4 maps i´m making or i´m involved...the map has some "not seen in AS be4 features"
like a sniper bunker that comes out of the floor when defender steps on the lift (thx thrash 4 the hint)
or security cams at the defender spawn.

also...the map has 2 different skyboxes which gives u the illusion that u move to a different planet in the map.


the 2nd planet is a kind of sniper heaven
the defenders can overview at least 90% of the area from the towers.
but the attackers should be able to get thru this "hell" cause i placed a rocketlauncher near their spawn, and there´s also keg and a armour in this area (beta tests will show if i need to "fine-tune" this)

also, the 2nd planet has 4 objectives, 1 of them is optional
the optional objective is in the tunnel to main castle...it enables a new spawn 4 attackers, and closes 2 defender teleporters !
this objective should be easy to get..maybe with a side on side double hammer from teleporter exit, or with a quick rocketlaunch (u´ll see and understand).

then u need to destroy 2 lil chains (at the top of the block) in 2 houses, 1 is far left and the other 1 is far right of the castle to open the room with the final objective

plz report any bugs u find here, cause i can´t find everything on my own


preview2

- rippers are gone...outside
- reduced geni HP
- changed belt to armour (crane)
- sniper nest has a laser like ballistic, switch is in the wall near the def. tele exit
- moved attacker spawns 4 "bomb" objective a bit back to give def. 2-3 seconds more to get in place
- the "bomb" obj. has Hhealth packs and ammo now
- added pads and shock ammo on the truck at the train
- planetary tele def. spawns moved
- added another switch to activate planetary tele
- the tele warp is gone
- final has 2 new buildings each side of the map --> destroy the chains above the block to open final tower

preview3

- added another spawn 4 attackers after "Bomb" --> Train
- added everywhere more ammo
- added a shock on the bridge in the water..4 attackers
- changed sniper tower windows to prevent "invisi player bug"
- changed laser at sniper tower
- changed collision radius of the final objective

preview 4

- moved 2nd attacker spawn more back to have a longer geni fight (double launches can be set at several points)
- added red n´blue flags on the chain buildings
- added a gate at the ramp to castle
- set a delay 4 the final doors
- made new signs 4 the defenders in the castle
- changed the water tunnel msg..it comes only 1 time, so watch out when u defend!
- the collision radius of the chains is now 25% bigger
- changed/added minor stuff u won´t c

preview 5

- tried to fix some fps issues at the train area
- fixed the 2nd def. spawn at planetary
- made collision radius of chains bigger
- added a teleporter 4 specs to planetary --> fly to the magnet of the crane
- added some zones to prevent some windows server crashs
- and some more..




to-do list

- need to change the F3 list
- fix the mover at the bomb
- make a "how 2" thread like i did 4 scarab


here some pics:

nali16.jpg


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nali15.jpg


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nali14.jpg


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nali12.jpg


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nali10.jpg


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nali11.jpg


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nali09.jpg


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nali07.jpg


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nali06.jpg


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nali05.jpg


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nali03.jpg


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nali04.jpg


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nali02.jpg


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nali17.jpg


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nali01.jpg




You can get the map here

ignore the .uz file!

SSMetal texture pack

JediKnight2 texture pack

i added only the "new 2 the community" files in the pack, cause it´s actually 34 mb....
if u miss files, plz download the O-MG map which u can find in this forum section 2
or u just join Dog Customs and vote the map, the re-direct should give u all needed files very fast
if u still miss files, plz report it to me and i will update the download.


p.s. : of course...the map has squids!
 
Last edited:
your obviously very talented in what you do :)
thanks for sharing it with us ungrateful peeps!
 
You know I always support your creations, mate; this one might be your finest :thumb:
 
Great work again m8, love the train ride :D

personally don't like the combined styles tbh (although both parts separately are kewl :P)
 
Went through the map with che a few days ago, loved it, well done che and anyone else involved :)
 
Have tried a couple of times to DL this map from our server, but my measly 150k download speed aint up to the task... roll on next week when I get 20m cable instead. Will DL manually later tho. :thumb:
 
since some think they need to be funny and piss me off in the only pug i play per week
and don´t give me the chance to play/test my new map in this pug...

i refuse to map anymore.