Ns_penumbra for dummies

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Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Oooooooookay.

    What corners are you referring to in the picture? There are none at all. The corridor continues onward past the last 'light circle' and up the ramp out of view.

    Also, if every wall and corner was pitchblack, then why make anything but flat 90 degree walls with featureless texturing? I could copy a Wolf3d map and you wouldn't know the difference.

    I've played Bast, and it's surprisingly well lit throughout. There's very few dark spots which can completely conceal a player model, and you can see almost every corner and wall. The only places to hide are behind/under/above the architecture so that you're obscured from view. If Bast scared you then it'd be the result of all the routes the players can use to flank unwary opponents. You could easily get lost in those vents.

    Being forced to use the flashlight to navigate a map is not the route to take. The flashlight should be for checking out little corners, alcoves and tight areas, not for finding your way around. If you can't make out the silhouettes of the walls, floors and ceiling then it's too dark in my opinion. I've played on old Vampireslayer maps that were too damn dark and it gave me headaches from all the squinting.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--Yamazaki+April 10 2002,16:27--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ April 10 2002,16:27)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Being forced to use the flashlight to navigate a map is not the route to take. The flashlight should be for checking out little corners, alcoves and tight areas, not for finding your way around. If you can't make out the silhouettes of the walls, floors and ceiling then it's too dark in my opinion. I've played on old Vampireslayer maps that were too damn dark and it gave me headaches from all the squinting.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    i'm with you!
    just i think the rooms(some,like the 5^) are a little empty
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I have to agree with the theory on dark maps, they tend to be a lot less fun if you have to work hard to make out what you can see. squinting at a map just to navigate really sucks.
    A mixutre of light and dark areas allows an advantage to both sides, which is a benifit to all and give a good balance to the map.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    This is the beatiful thing about ns.  I see no infestion so I'll assume that the ss's came from the marine side.  Aliens have not yet gotten to the marine side of the map.  Lights are still working.  Walls are not damanged.  There is no need for anything to be messed up.  The colors are warm becuase before all the alien stuff happened people lived there.

    I would love to see the Alien side of the map.  With infestion comes the 'dark, scary' look so many of you want.  Yama knows what he is doing and im 100% sure he will have all the dark coners for bobs to hide in, on thier side!  Why would a marine allow a dark corner on his side of the space station.  I sure wounlt.  Most the mappers here has there maps fit to the side of the map you are on.  We have only seen one side of his map, only 50%.  Lets not critisie for the map not being dark enough.  Wait untill we can see the alien side.

    <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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