<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There should be at least two exits leading out of the base and it should be relatively defensible. There should be no alien only routes into this area unless they can be secured relatively early in the game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wonder how caged got in...
In any case, the map is looking great. Keep up the good work, I love the "feel" of the map so far, especially the marine section and the research section.
<b>Note: seems this forum won't let me pst more pictures (although they are stored on another server), so I had to post Links. Sorry for that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--></b>
First I got an updated overview for you, so you can see how work is progressing. Also you may note that there were now spotlights added. However vents have not been implemented yet, but I have quite a clear thought about where to place them. <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_overview.gif' target='_blank'>Overview</a>
Here is a picture of the reworked "Central Corridor". The supports were deleted and lighting completely changed. <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_1.gif' target='_blank'>Central Corridor - Shot #1</a>
Another view on the "Central Corridor". The entrance to the right leads to the room connecting "Air Lock", "Central Corridor" and "Crew Quarters".. I have no name for that room, yet... maybe somebody comes up with a nice idea? <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_2.gif' target='_blank'>Central Corridor - Shot #2</a>
This shot is from the "Crew Quarters". I think about adding some small details sich as name signs at the doors. And some stuff for cover. Also there will be a vent leading to the "Crew Quarters". <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_3.gif' target='_blank'>Crew Quarters - Shot #1</a>
Another shot from the "Crew Quarters". As said before some details are still missing, but I'm quite pleased with the looks so far. <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_4.gif' target='_blank'>Crew Quarters - Shot #2</a>
Last but not least I thought you might be interessted in some shots of the Ready Room. I think it reflects quite well the mood of the map itself. Only the infestations on the Aliens entrance is still missing, but has a low priority roght now. <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_5.gif' target='_blank'>Ready Room - Shot #1</a>
And another one... last one for this time. <a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_6.gif' target='_blank'>Ready Room - Shot #2</a>
great work so far! but the rooms are too high and too big imo... u still need playtester? maybe we could arrange something... now i have time (too much time, never had that much time)
I really like those spot lights what properties did you use on them? The map is looking really good .. it just needs some detail in the open areas.. something that the players have to go around or can hind behind <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Wow, some parts of this map really look incredible! Very nice useage of Textures and lighting (especially the new look of the central corridor looks great).
I don't really understand why some people are complaining about the ceilings being too JP-firendly. Having a look at the changes we will experience with 1.1, it may be better to call these ceiling lerk-friendly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I agree that some rooms still need some more cover, but I really like the rather "open" design of some rooms. Hera uses a lot of "open" rooms, too, and is very playable... I think the key here is to use different levels of hight, so Aliens are easy to hit, but Marines have to use longer ways from one corner to the other. Maybe the mapper had something like this in mind... at least this is the way I see it (Always try to look at the bright side <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
However I still miss vents in this map, or the Aliens will have a hard time defending/attack key locations. Also I have read nothing about weldables. I know that for example eclipse plays fine without any welding points, but one or two of them really can increase gameplay a lot.
<!--QuoteBegin--Hypergrip+Apr 14 2003, 04:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hypergrip @ Apr 14 2003, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got some comments about the Res-Nodes being too far away from the Marine Start. Personally I think this is quite fair, because Marines can build RTs right from the Start, Aliens have to save res for them first... any comments on that are welcome.
Hyper <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As a general rule, it is often not a good idea for a mapper to take ballance changes into their own hands. The two res nodes outside the marine spawn really do need to be moved much closer, otherwise relocation will be encouraged much more. (nothing kills atmosphere like building a bace in an infested hive room).
As for some of the cargo area pictures, the rooms seem a little too open. This makes skulk attacks much weaker, which can result in the marines being able to go where ever they want to in the map. The large size meens you will also need to scale you wall textures to be bigger, so they repeat less then they do now. However, I have a "fear" or large open area when I make maps, so you can feel free to make the large rooms. Just make sure there is cover and hiding spots for skulks.
The screenshot with the wall blocked off by falling tiles looks nice, yet I saw that your framrate went down from it's (max?) of 72, to 60ish. While framerate isn't the best way to judge when a map is lagy, it would be a good idea to have this blocked off hallway surrounded by solid vis blockers on each side, to prevent it from causing and increase in r-speeds over a large part of the map.
Anyway, good luck with your map. Try to add more things to your hall ways so they don't all seem so dull and have the cut-n-past feel.
Hypergrip, I was looking at the last layout image you posted and noticed something. I don't know about the intended dimensions of your map vs. the layout image, but I'd suggest you pay attention when making the Repair Hangar area, since it looks like it could be a possible double-siege spot. Imagine sticking a TF on the "bottom" side of the room, building a siege at the "top" side and then building another in the hallway "below" the Repair Hangar itself.
Maybe I'm just being delusional but that just popped into my mind while looking at the layout. The map itself looks very pretty. I hope you'll be able to finish it.
So far I think the map looks really good. But one thing I think you could add is a room or two that are made so that the aliens have an advantage. The halls and rooms seem too bare wich would meen clear lines of sight for the marines. The skulks would not have enought time to get to the marines before being shot. To fix this you could add some obstructions in the halls and rooms. I think this would make the map more balanced. Keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Scinet+May 24 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scinet @ May 24 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope you'll be able to finish it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> ha, i know him cause he's in my clan and i can tell u hes workin more on that fething map than on his study <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wonder how caged got in...
In any case, the map is looking great. Keep up the good work, I love the "feel" of the map so far, especially the marine section and the research section.
<b>Note: seems this forum won't let me pst more pictures (although they are stored on another server), so I had to post Links. Sorry for that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--></b>
First I got an updated overview for you, so you can see how work is progressing.
Also you may note that there were now spotlights added.
However vents have not been implemented yet, but I have quite a clear thought about where to place them.
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_overview.gif' target='_blank'>Overview</a>
Here is a picture of the reworked "Central Corridor".
The supports were deleted and lighting completely changed.
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_1.gif' target='_blank'>Central Corridor - Shot #1</a>
Another view on the "Central Corridor".
The entrance to the right leads to the room connecting "Air Lock", "Central Corridor" and "Crew Quarters".. I have no name for that room, yet... maybe somebody comes up with a nice idea?
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_2.gif' target='_blank'>Central Corridor - Shot #2</a>
This shot is from the "Crew Quarters".
I think about adding some small details sich as name signs at the doors.
And some stuff for cover.
Also there will be a vent leading to the "Crew Quarters".
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_3.gif' target='_blank'>Crew Quarters - Shot #1</a>
Another shot from the "Crew Quarters".
As said before some details are still missing, but I'm quite pleased with the looks so far.
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_4.gif' target='_blank'>Crew Quarters - Shot #2</a>
Last but not least I thought you might be interessted in some shots of the Ready Room.
I think it reflects quite well the mood of the map itself.
Only the infestations on the Aliens entrance is still missing, but has a low priority roght now.
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_5.gif' target='_blank'>Ready Room - Shot #1</a>
And another one... last one for this time.
<a href='http://www.et.fh-osnabrueck.de/~std9323/plato_017d_6.gif' target='_blank'>Ready Room - Shot #2</a>
Comments, suggestions and tips of course welcome.
Hyper
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Very nice useage of Textures and lighting (especially the new look of the central corridor looks great).
I don't really understand why some people are complaining about the ceilings being too JP-firendly.
Having a look at the changes we will experience with 1.1, it may be better to call these ceiling lerk-friendly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I agree that some rooms still need some more cover, but I really like the rather "open" design of some rooms.
Hera uses a lot of "open" rooms, too, and is very playable...
I think the key here is to use different levels of hight, so Aliens are easy to hit, but Marines have to use longer ways from one corner to the other.
Maybe the mapper had something like this in mind... at least this is the way I see it (Always try to look at the bright side <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
However I still miss vents in this map, or the Aliens will have a hard time defending/attack key locations.
Also I have read nothing about weldables.
I know that for example eclipse plays fine without any welding points, but one or two of them really can increase gameplay a lot.
Solaris / Sonja
Personally I think this is quite fair, because Marines can build RTs right from the Start, Aliens have to save res for them first... any comments on that are welcome.
Hyper <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As a general rule, it is often not a good idea for a mapper to take ballance changes into their own hands. The two res nodes outside the marine spawn really do need to be moved much closer, otherwise relocation will be encouraged much more. (nothing kills atmosphere like building a bace in an infested hive room).
As for some of the cargo area pictures, the rooms seem a little too open. This makes skulk attacks much weaker, which can result in the marines being able to go where ever they want to in the map. The large size meens you will also need to scale you wall textures to be bigger, so they repeat less then they do now. However, I have a "fear" or large open area when I make maps, so you can feel free to make the large rooms. Just make sure there is cover and hiding spots for skulks.
The screenshot with the wall blocked off by falling tiles looks nice, yet I saw that your framrate went down from it's (max?) of 72, to 60ish. While framerate isn't the best way to judge when a map is lagy, it would be a good idea to have this blocked off hallway surrounded by solid vis blockers on each side, to prevent it from causing and increase in r-speeds over a large part of the map.
Anyway, good luck with your map. Try to add more things to your hall ways so they don't all seem so dull and have the cut-n-past feel.
Maybe I'm just being delusional but that just popped into my mind while looking at the layout. The map itself looks very pretty. I hope you'll be able to finish it.
ha, i know him cause he's in my clan and i can tell u hes workin more on that fething map than on his study <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->