//Install (Steam users only) To install these files, you find your Half-Life folder and click on it. Then click extract and your done. Everything will install on its own. Added: Source folder. King Source Since this is Final Versions for a while the source is out for everyone to take things out, not replace and call your own work. The skeleton of the map (map layout) is not to be used for that would be takin' stright from me, but you can take anything out and use somewhere else. //ns_Kingofthehillv038.bsp + ns_Kingofthehillv038.rmf 6-01-04 Compiled on NSA terms only, Bug Balance fixing about Aliens spawning too close to Marines on start, and two bunkers were unable to fire upon each other directly. //ns_Kingofthehillv037.bsp + ns_Kingofthehillv037.rmf 5-25-04 Compiled for NSA only, same as version 3.6, so the files will stay together in another zip file for the public. :D //ns_Kingofthehillv036.bsp + ns_Kingofthehillv036.rmf 5-23-04 Alright, I've been lazy in the past few days adding onto the credits (been rushed) Captain's Night was coming close, and this map was betain' for it. Fixes: Took out some buttons in the marine bunkers. Added KH buttons to open both doors (With text to tell which one does what); added doors and a bigger vent from Heavy Cargo South, to Light Cargo South; Added a Bridge to centralize the map around the bunker more, Added a partical system to make it look like its raining (if it works, haven't tested); Added a trench to KH so marines/aleins can get in without being bombed alot; added ladders to the sides inside KH to keep from camping the top of the elevater; Bunkers were resized somewhat to look more modern and much more useable, (the top floor looks the same as the bottom floor); Comments: This has been a great time building KOTH, but it seems that I've built it just right finally, and now I have to wait on HL2 before I convert it for anything else. I might make it Combat as well, so that'll be real cool, not sure how I'll do it, but it'd be cool eh? :D //ns_Kingofthehillv035.bsp + ns_Kingofthehillv035.rmf 5-21-04 Few bug fixes, and added a way to tell buttons apart. DONE! Yes KOTH will not be worked on from now on until a new NS comes out and/or HL2 comes out. So stick around NS and you might see another version for your fun :) //ns_Kingofthehillv034.bsp + ns_Kingofthehillv034.rmf 5-20-04 Changes Happened, and There is alot. //ns_Kingofthehillv033.bsp + ns_Kingofthehillv033.rmf 5-17-04 Know Problems: NONE!! HAAHAHAHA Its awsome :-p (I hope) Added: ALOT, you'll get to see whats up :D Fixes: TONS! //ns_Kingofthehillv032.bsp + ns_Kingofthehillv032.rmf 4-3-04 Known Problems: The see through textures don't work for some reason in many areas. I will be fixing this in due time, The Change of Texture on the Biggest Bilboard doesn't show up, use your flashlight in order to see it, The marine side doors to KH are explotable by opening from the outside. Fixes: The auto open doors now auto close, Lights have been added to the Op's building, a crack in the Marine Start bunker to let fire inside so you can't hide in there forever. Added: I've added doors to both sides of KH to make battles come out in waves and such. Gameplay fixing coming soon on Marine side doors //ns_Kingofthehillv031.bsp + ns_Kingofthehillv031.rmf 3-31-04 The Letter has been removed because I am still here. So Y'all that read it, don't worry about it. New: 1 Building in the RR, More Detail everywhere, Tank in KH, More guns on KH, Sky hole in marine hallway. Known Problems: There are three, the clouds don't work, the rain doesn't work, and the lightning light is gone; so only the sound is there, at a distance; marine start door can be seen through the wall, breakable on KH breaks like glass still. Fixes: Took the lightning light out because of hlrad problems, Fixed the Train so that it goes all the way to the end of the track now, (it was moved 200+ pxls or so) Fixed the textures on the bilboards, increased the max capacity for compiling with texture, now 6 mbs, (Mapper must change, will not compile under default anymore) Trench under train has been modified to allow clients to move around between the tracks, Ladder textures have been fixed so that they look better, Marine start has a very useable bunker instead of an open bunker, Textures through out the map have been fixed, the vents now break in metal instead of glass. Notes: The new building that just came in this version (3.1 beta 5) is called the OP's building. The building beside it is called Club Skulk; formally named after the skulk because of the model inside of it, The last building that looks like a barn has no name, or function yet; If y'all would like to be part of the making of KOTH, give me a name and function for the barn and you'll be added into the Hall of Contributers. Who knows, you might get something out of it? - Wolfenstein (Mapper) //ns_Kingofthehillv03.bsp + ns_Kingofthehillv03.rmf Letter to all who download the map from NSA included: Dear NSA and all Regs... (doc) [nsp/maps] New: Mines, Bunker Towers, larger KH, more space in the Security grounds, moved light cargo south hive farther east, moved whole map around to fit area, lengthened the RR, created the New room, billboards (incomplete), Lengthen Train (not working right for some reason), Clouds, thunder, rain, lightning, fog system (1/8th done). Known Problems: Clouds, rain, thunder, and lightning systems might not work right. If they begin to cause any problems, I will have to fix them (will have to anyways) Smaller Towers might be hard to fire up. KH slightly harder to enter, new room has no light, or sound, but can be entered. Fixes: Some more lag issues. Leaks in the map. All the transparents look duller now for better viewing (was 255, now 200). Furture: KOTH3.1 is under constrution, it will bring back all the detail, add the correct billboards, fix the train, try to get the new room better things. //ns_Kingofthehillv02.bsp + ns_Kingofthehillv02.rmf New: Machine Gun sound for the map guns, sound to all the cannons but the stugs. And the ns_siege005_006c6 sound folder [Many of you know what its for] Alright, I've added alot of things, and many guns. I had to take out some detail on the cannons because they were generating way to many poly's for the view. Marine start at 3 points gets 1000-3000 poly's at one time, [750 is safe max on the solider's view] I've tried as much as I could, but Marine start has a bad leak from the CC looking towards King Hill. Stragy to avoid this is to build all on the other side of Marine start toward the two new hallways. Known Problems: Vents are starting to get bigger and are becoming harder and harder to navigate around. The button on the door right after the first Arch hallway past the two Red Cargo rooms towards King Hill is hidden in the wall on the other side, press your use key on the wall to get it to open. MG60's aren't easy to use because they could get stuck on you if you don't know what your doing. In the top of King hill, you can hit the door button before welding open from the bottom up. Problem Might seen: All the steam everywhere is getting bigger and bigger, I've altered the steam to have so many particals in one view, and since then I haven't gotten any lag from it [only from looking at all the poly's at King Hill] If it causes you trouble, don't battle at King hill. [Comm can not see steam so it might be a plus] Comm can't build in King Hill anymore. He can only see the roof and the top deck of King hill. Fixes: Added the 4 stug cannons back, made it impossible to lock yourself in King Hill, or Marine start. Much of the lag in Red Room South was taken away when adding the heavy cargo needed in the room. Reduced much of the lag throughout the map, more complex vents have been added, and the 2 marine Hallways from Marine start to King Hill [Bigger fights two ways] Made it easier on the solider's view to King hill when they're outside of it. Aliens can get into King Hill as well now. Future Addons: More complex vents, 2 or 3 more hallways from Alien side to King Hill [so Onos doesn't have to go one way to get out of two hives] Secert hallways from King Hill to and part of the map. Weldable blast doors with damage ablity [so you don't lock yourself in there] More Detail like normal. And a Bigger Ready Room (slowly getting bigger over time) //ns_Kingofthehillv012.bsp + ns_Kingofthehillv012.rmf Hopfully this is the last patch for version 1 before I continue. I worked on the r_speeds, and have added the nsa.wad file now. Work done by Cookie, NSA Logo created by Al Gorge. http://www.nsarmslab.com/ Known Problems: Sometimes still laggy in areas. Fixes: Taken 4 of the Stug cannons out, taken the stair case out, and added walls to block many views to speed up the r_speeds. Changed the walls to sky's in RR, and gave the train(s) speed of 176. Added: Ladders, Walls, some detail, House in RR, NSA logo. Ave Compile Time (Full): 1 Hour 45 Minutes. //ns_Kingofthehillv011c2.bsp + ns_Kingofthehillv011c2.rmf Alright, this is release number two, as you can see from the version number, its 1.1c because I had some problems with my computer, and alot with the version as I compiled through time. I have changed the way you get into King Hill, or known by location name Security Bunker by adding weldables to the doors. The hole in the roof is much harder to break through giving much needed time for the marines to get in. Known Problems: Glass may be a little hard to see through Lights might be too bright, but you guys wanted it :) The weldables for the doors at Security bunker don't have to be welded to be opened. (Later fix) The Train model will stop early to the poligone version of the train (just hit the button to send it back, and hit F4 (Fix somehow, not sure, Open for feedback) mp_tournamentmode 1 must be on in order for the cannons to deal damage (Fix is unknown until 3.0) The Sparks on the red columns spark at the same time, and sprite doesn't show up (going to add in next version) Fixes: Comm can see now Doors to Marine start are only opened from inside. Cannons are easier to be used by skulks with the glass in front All Cannons have unbreakable glass that can be seen through Known Problem that is an exploit - Fades and Lerks can fire through glass. Please do not do this, or the admin will remove you from the server Comm can see through the top of the roof, but not through doors. The middle of the bunker is slightly harder to see for comm. Mini Map is built for this version and for all versions now. Two doors for Marine start now. Cannons deal 1.4x damage now (closely) Marine start cannons are more accurate, but are slowed from 2 ROF to 1 ROF (ROF = rate of fire) Future Addons: Machine guns Light being less harsh on eyes more Diverse lighting Properly working Train - Plus train turnning on point instead of only going one direction (If any help, I'll take some help on how to tell the train to turn) More Rooms, and Hallways Marine Start is getting 2 more Hallways in due time Map is moving around alot, more leveling around the area. More Detail (Constant) Hopefully Working cannons without mp_tournamentmode 1 command. //ns_Kingofthehillv010.bsp + ns_Kingofthehillv010.rmf I'm giving out both the bsp and rmf so many of you mappers out there can really learn some cannon work I've done, and how alot of this map works. I truely see alot of hope in many mappers out there. I am, myself, a noob too. this map took me 12 hours to compile, and 7 days to build. Started the day before Christmas Eve, and this is my Full project as a Christmas present to NSA. (NS Armslab) You can download more work from all NSA members from www.nsarmslab.com (right now down, release date will be Jan 1st) We would like you to join our forums on the web site, at www.nsarmslab.com/forums I myself hope you enjoy this map. I worked hard at making it a heavy combat map (even tho NS3.0 isn't out yet) and givin' the marines are great start for a long lasting intense battle field. I will have a story for this map plus this map is only 1 of much more coming. I am hopping to build a full story line. Non-Linear game play Plus a non-linear Story. This will be a large project for me, but will be a well worth one. //Prerelease talk that gave me more joy over the work I do: //Take note in Spoony :) Bless him. [17:09] its a well done map, a few bugs to fix, and maybe a few rooms to add and it will be awesome, I can't wait for wolf's v2 =) [17:09] but i can be wrong [17:09] Hey Ryan :) [17:09] wolf [17:09] awesome map [17:09] some minor bugs tho [17:09] Thanks ^_^ [17:09] Where at? [17:09] I want to know as much as you know :) [17:09] like turrets built on the marine start cannon bunker sink through the floor (on the ramp this is) yet can still be built and shot [17:10] frustrating get hit through the floor with turrets -( [17:10] Ahh [17:10] also lots of people are having problems getting it to show up on the maps list when creating a server [17:10] I did too [17:10] :-p [17:10] but I just went into a random map and did the map command [17:11] I don't know how to fix that "not showing up on map list problem" does anyone know how to fix it? [17:11] I love the big circle bunker, but there needs to be like an RT in it or something [17:11] so its really important [17:11] ok :) [17:11] Awesome map. [17:11] I was gunna put the Rts in there too [17:11] I need to build 3 major things then :) [17:11] Don't the cannons fire kind of slowly though wolf? [17:12] i wanna d/l it but i dont know how i would play the map [17:12] * Meh|CoD is now known as Meh [17:12] two maps for it, and the name on the list [17:12] yeah, need more RT's in the map, and maybe a few more rooms and halls [17:12] Hold on I wanna play more on that map. brb. [17:12] 6 is too few [17:12] Meh, you go to any random map like ns_bast type in changelevel ns_kingofthehillalphav1 and it'll change [17:12] lol [17:13] ok spoony :) //Credits: // Order in who helped me first Wolfenstein - Mapper Qwerty Urd Spoony LordDemon Ryan (Came in on the end again to help build it) Meh Al Gorge BigBull Dark Soul .5ive IRS Barret Homer007 Chrono (hobbit) Corn (Cornmandor) -Much more which I can not remember- -Nick names added by request of contributer- If I have missed your name, or miss spelled your name, leave me a message on: Of if you have feedback, contact me on one of the either items below: Aim: KusinWolf E-mail: wolf@nsarmslab.com IRC: #nsarmslab (Channel I idle in) I thank everyone that has helped me make this work, and have given me some of their time to do this. Map founder: - pvt. Wolfenstein