Co_phobia Layout

MendaspMendasp I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
edited September 2003 in Mapping Forum
<div class="IPBDescription">opinions?</div> Well, since I have almost ready ns_phobia (just have to do some rooms and corridors), I have started to plan its co_ version, and well, I thought I would post the layout here, and see what do you think about it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

As you can see, I'm not very good with 2d art <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Edit: err, the text is a little blurry due to the jpg compression, but it's not too hard to read <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I feel its small and too open for marines. I imagine a co_ map as 2/5 the size of an NS map.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    You've basicly got a figure 8 layout there, which is a nice, simple layout. Prehaps too simple, it's really too early to tell :/
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    nah, you can work with it. just add a bunch of vents and extra passageways that aren't featured in phobia,
    it'll be good.
    i think it maybe hard to judge co_ layouts until some of us have actually played it.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i find co_ maps soo diferent to normal NS maps. I like the layout, but i think we should change our minds. We can now have multilevels in the map. Maybe rearranging your layout a bit would work, if not, itll be a bit simple imo.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    It's a bit hard, because without playing, this is like when we had NSTR heh, I think I made it a little <b>too simple</b>, but, yes, level-over-level could add some more complexity, hmm we'll see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Make the level curve in half with that layout, with the aliens spawn on top.

    This would be really cool, complex, yet small as well.
  • Drewbar99Drewbar99 Join Date: 2003-05-19 Member: 16505Members
    jus as u guys said, the co_maps have to be like most other Deathmatch type games, small, compact but must have that certain feel that u can go anywhere on the map.
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