<!--quoteo(post=1778103:date=Jul 13 2010, 04:05 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jul 13 2010, 04:05 AM) <a href="index.php?act=findpost&pid=1778103"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow, you are on fire, aren't you?
Is this before or after the 40% ? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha Psy. It's still at 40%. Once I finish the alien start it'll be at 50%, as I have 3 tech points left and equal parts connecting pathways. It's hard to stomach that I'm not even half done though, lol.
4 new pics up on the <a href="http://mapprogression.tumblr.com" target="_blank">blog.</a> They are revisions/additions to previous areas. I'll have a major new tech room update this weekend most likely.
All done, looking pretty, finally have the alien and marine start done. Please take a look at the blog/pics and post your feedback. There's 14 new pics up of the area and 3 addition screens I added to my previous post of revisions of some areas. Here. We. <a href="http://mapprogression.tumblr.com" target="_blank">GO!</a>
<!--quoteo(post=1780656:date=Jul 19 2010, 01:35 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jul 19 2010, 01:35 AM) <a href="index.php?act=findpost&pid=1780656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your map reminds me of this ad, <img src="http://dalemackey.files.wordpress.com/2009/05/joke0121.gif" border="0" class="linked-image" />
We can see there is in, around and beneath your level although colour variation is required.<!--QuoteEnd--></div><!--QuoteEEnd-->
The AS and MS are the only areas that use the lava orange. There is industrial orange all through-out the level because of it's theme, as well as blue highlights. Generator core will be a completely unique color scheme. Double node is an administration area and will have a clean white theme.
Currently no tech point in the map has the same look, and they won't, here is proof:
Love the room design. Really looks like it should suit alien gameplay. Also I dont' know how you did it but those rocks about to be dropped into the lava look freaky and alien cause of the way the are coming out of the tubes... but they're just rocks. Crazy.
Haha. I added a quick top-down snapshot and a short blog entry of the map layout if anyone cares. Get it <a href="http://mapprogression.tumblr.com" target="_blank">here.</a>
Could you perhaps add some indications on the top-down-view where the techpoints and respoints are placed and which routes are accessible for marines/big aliens ? Im a bit afraid that the grid of hallways is a bit too dense as theres nearly every room connected with each other. The maps size seems to be like NS1 - i like it.
Awesome map in the making, keep up the good work! the amount of time thats gone into this would be astronomical! Cant wait to have a stroll around it :D
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
Only suggestion I can think of Slycaster... Don't use the lava as a primary light source, what I mean by that is add some extra lights around the room as if there is no lava. It looks nice, yes, but it doesn't feel realistic/practical to me to design a room and go, yeah the lava will light it... no need for a light switch. This could help break up the dark ceilings some. maybe i'm just being too picky.
if you choose to keep the room neat and with lava as the main source of light, i don't really see that being a problem. it leads to a unique room, and it looks great...
maybe if the room was more dilapidated and ruined, with flickering lights or fallen debris, the lava as the sole source of light would make more sense. i dunno, map looks great though!
We don't know how to make flickering lights yet, so this option is still being "played with."
<!--quoteo(post=1781043:date=Jul 20 2010, 10:43 AM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Jul 20 2010, 10:43 AM) <a href="index.php?act=findpost&pid=1781043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you choose to keep the room neat and with lava as the main source of light, i don't really see that being a problem. it leads to a unique room, and it looks great...
maybe if the room was more dilapidated and ruined, with flickering lights or fallen debris, the lava as the sole source of light would make more sense. i dunno, map looks great though!<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
Is this before or after the 40% ? :P
Is this before or after the 40% ? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha Psy. It's still at 40%. Once I finish the alien start it'll be at 50%, as I have 3 tech points left and equal parts connecting pathways.
It's hard to stomach that I'm not even half done though, lol.
Time consuming bugger.
Edit!
<img src="http://farm4.static.flickr.com/3076/3237495883_39b58bbbf9.jpg" border="0" class="linked-image" />
All done, looking pretty, finally have the alien and marine start done. Please take a look at the blog/pics and post your feedback. There's 14 new pics up of the area and 3 addition screens I added to my previous post of revisions of some areas. Here. We. <a href="http://mapprogression.tumblr.com" target="_blank">GO!</a>
<img src="http://dalemackey.files.wordpress.com/2009/05/joke0121.gif" border="0" class="linked-image" />
We can see there is in, around and beneath your level although colour variation is required.
<img src="http://dalemackey.files.wordpress.com/2009/05/joke0121.gif" border="0" class="linked-image" />
We can see there is in, around and beneath your level although colour variation is required.<!--QuoteEnd--></div><!--QuoteEEnd-->
The AS and MS are the only areas that use the lava orange.
There is industrial orange all through-out the level because of it's theme, as well as blue highlights.
Generator core will be a completely unique color scheme.
Double node is an administration area and will have a clean white theme.
Currently no tech point in the map has the same look, and they won't, here is proof:
<b>Iridium Extraction (Lava/Smooth yellow)</b>
<img src="http://i.imgur.com/JYgAa.jpg" border="0" class="linked-image" />
<b>Dig Site Entrance</b> (Deep pink/white with Blue)
<img src="http://i.imgur.com/gQzIv.jpg" border="0" class="linked-image" />
Waste Disposal (Lava/Industrial orange)
<img src="http://i.imgur.com/1xG9r.jpg" border="0" class="linked-image" />
<img src="http://www.f-up.net/annoying/pics/orange.jpg" border="0" class="linked-image" />
regards =)
maybe i'm just being too picky.
maybe if the room was more dilapidated and ruined, with flickering lights or fallen debris, the lava as the sole source of light would make more sense. i dunno, map looks great though!
<!--quoteo(post=1781043:date=Jul 20 2010, 10:43 AM:name=Commie Spy)--><div class='quotetop'>QUOTE (Commie Spy @ Jul 20 2010, 10:43 AM) <a href="index.php?act=findpost&pid=1781043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you choose to keep the room neat and with lava as the main source of light, i don't really see that being a problem. it leads to a unique room, and it looks great...
maybe if the room was more dilapidated and ruined, with flickering lights or fallen debris, the lava as the sole source of light would make more sense. i dunno, map looks great though!<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice work man, really.