I'd lose the fog... since it's usable only for some users and not others.
As for the striplights, throw some light_spot ents on 'em <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
r_speeds come into play when you can see a lot of the map at once... basically (from what I understand) the more polys you can see, the higher your r_speeds. A place like your sewer - a long, straight tunnel - is gonna have pretty high r_speeds unless you can break it up (a possibility is to have vertical height changes large enough to break visibility - e.g. the floor in one part is higher than the ceiling in another).
I like the layout, seems very complex and i'd suggest that you put in signs or stuff like different colored lines (as in the first HL levels) along the walls to provide a little help for those poor marines <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Don't worry 'bout big mama. she'll make her way thru <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
- The northern hive looks too far away. The hives should be roughly equidistant from the marine start, otherwise the marines will always explore one of the other areas first, which would give the aliens an advantage when they started at the northern hive. - Alien vents. I think you have too many of them in the lower left, near the crew quarters. If you just had one leading in and one leading out, I think that would be better. Level 1s running around in vents don't really need all those choices (trust me, though I see why you did it this way). - Alien hive connectivity. The aliens spend a lot of time going between hives. It would be nice if somehow the aliens could travel more quickly between hives, but your circular layout may prevent this. Just a though. - The warehouse looks difficult to defend, maybe you want to cut down on the number of entrances and exits there? It just seems like a place the marines would want to be able to hold, because it's so near their CC. - I'd be interested in seeing your resource node placement.
Thanx for the critics. Guess i should follow your advice since you're the man of the mod <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I just registered the map at nsworld and named it "ns_labrats". Paradoxal eh? More shots later.
(God, what have I thrown myself into <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> )
Comments
As for the striplights, throw some light_spot ents on 'em <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
(and i know about the fog only working in opelGL)
someone here knows a little more about vis blockers?
But to cheer you up I got some pics for you right here:
I like the layout, seems very complex and i'd suggest that you put in signs or stuff like different colored lines (as in the first HL levels) along the walls to provide a little help for those poor marines <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
That is if her dimensions are <128x128x128...
As for the layout, I have a few crits:
- The northern hive looks too far away. The hives should be roughly equidistant from the marine start, otherwise the marines will always explore one of the other areas first, which would give the aliens an advantage when they started at the northern hive.
- Alien vents. I think you have too many of them in the lower left, near the crew quarters. If you just had one leading in and one leading out, I think that would be better. Level 1s running around in vents don't really need all those choices (trust me, though I see why you did it this way).
- Alien hive connectivity. The aliens spend a lot of time going between hives. It would be nice if somehow the aliens could travel more quickly between hives, but your circular layout may prevent this. Just a though.
- The warehouse looks difficult to defend, maybe you want to cut down on the number of entrances and exits there? It just seems like a place the marines would want to be able to hold, because it's so near their CC.
- I'd be interested in seeing your resource node placement.
Overall, great work.
I just registered the map at nsworld and named it "ns_labrats". Paradoxal eh? More shots later.
(God, what have I thrown myself into <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> )