ns2_junction

shakewellshakewell Join Date: 2006-11-01 Member: 58183Members
<div class="IPBDescription">Alpha 1</div>My map needs testing, so any feedback is appreciated!

Remember : alpha 1, so things are subject to change. Lots of dev textures, much more detailing to do, and there are a few pathing and clipping issues at the moment. Don't fret if you see into the void / skybox.

<img src="http://i53.tinypic.com/14vjvbs.jpg" border="0" class="linked-image" />

<img src="http://i52.tinypic.com/2dltd35.jpg" border="0" class="linked-image" />

Mediafire link: <a href="http://www.mediafire.com/?2j4rx7pz1ybzafo" target="_blank">http://www.mediafire.com/?2j4rx7pz1ybzafo</a>

Cheers

Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2011
    Hi shakewell. I did a quick run thru your map. Here are my first impressions:

    I like the overall lighting. They are simple, yet effective, and natural looking.

    Keep in mind that ARCs can shoot quite far. You'd want to move some of the RTs and Tech Points, so Marines can't take them out from the adjacent.

    While I like the spacious rooms, some of the rooms are rather too open, and favour Marines (which can be fixed later).

    The layout of the map feels confusing. It's better to figure out the layout first, and then work on the details.

    I left some annotations as I ran thru your map, which you may (or may not) find useful. (You can view them in game with the console command "displayannotations true")

    Best of luck with your map! I'd like to be able to play the finished version.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I'm writing this as I play.

    Marine Start looks fine as it, though it could be a little bigger. Lerk and Onos movement could be a pain in the Ass there, as in most other Areas. Also the entrances could be extended with short corridors, it almost feels like the next rooms are part of the marine start. Extractor points needs more detail. I also like that the node is not in the room itself, but it's are could also need more detail.

    The layout and room architecture is exciting though with many details applied could be very narrowing. I suggest keeping an eye for a tad bigger areas. It has a a nested charm, which is good, but too constant. Alien side seems much more open to the player and marine side kinda small in comparison. Extending the roof in most of the Areas should do it a favor.

    The Alien side of the Map seems very balanced is exciting to run through, though as stated previously the Rooms are to close together which makes sieging very easy and defending hard. Also I feel a little bit lost, you should create a clear waypointing system that guides the player besides the map. Looking at the map gives me a headache cause i can't find clear pathways to locations I need to visit.

    All in all it looks very promising!
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I dig your style dude! Not a lot of area where you can appreciate it fully yet, but I love what you did with junction.

    I see the consistency in your layout and geometry. When I saw the minimap I was in awe. It is very "confusing", I would rather call it shakewell! hahaha!

    I think its gonna be a good natural selection 2 map. I think a good NS2 map is one that forces you to adapt, make choices, that doesn't make it clear how you have to tackle the opposing team. With the new waypointing system I think it is good that maps are a bit confusing too, teams with good communication with their commander will really stand out.

    I don't find anything too this or too that. I like the idea that some places don't make it easy on you, as in the layout, force you to adapt. I'm sure you have your reasons for the way things are. And this game is called Natural Selection ay! Its about time the environments became ruff n tuff!

    This looks like an amazing map to come. Shake it well up! :D
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Looks a bit rough but yeah, with coming versions will be nice to see how it'll look.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Just took a look at your map, and I like the layout of your map.
    One thing I can tell you; the tech point on the right side of the map, is way too open. And too easily snipable for marines. You should do something to break the long line of sight in that room.
    Other than that, I like your use of doors, and the vent system so aliens are still able to get past them.
    Looking forward to further updates.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    I just wanted to ping you again on the map! How are things going and have you been working on the map at all?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    If you're still around, I'd love to see this map published on steamworks. Instructions here: <a href="http://www.unknownworlds.com/ns2/forums/in...howtopic=118717" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=118717</a>
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