Very good, I like the multi-leveled structure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I was gonna say it looks like a rip off of ayumi, then i saw yer sig. Hehe, nice work. But i hate co, so, umm, make another ns map with that theme like KFS did. I love the style.
Love what Im seeing! The yellows acompany the festation texture which really creates some great atmosphere. As teq said, the multi levels work really well, also encouraging better gameplay and simply creating interesting architecture.
Keep it up. Also, I love professional screenshots, with the name in the corner etc. really does show a map in a whole better light.
Just wait until this one is gonna be official too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--Jimmeh+Dec 16 2003, 04:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimmeh @ Dec 16 2003, 04:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking nice, but is there an armoury on it or are you just not adding one? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> There's supposed to be an armory on the "yellow circle" in the middle of the marine start. But since I don't have the server files for 3.0 yet, I can't create a combat game, so the armory won't show up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
Definitely a beautiful map. The ceiling (pointed out as an error) looks good and intentional, though the floor bit does look like an alignment glitch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sad to say, I can't help but think ether is going to play *extremely* Marine-biased; with all those long, empty corridors and open rooms, it's a shooting gallery. I can't help but imagine what always used to happen on ns_nancy outside the Subspace Array Hive, and in most of the pre-fab halls.. Marines setting up shop on one end and effectively turning anything that happens to come down them into mucilage.
Perhaps it'll be less of an issue on a co_ map, but it's unlikely... one of the most effective Marine tactics at the moment is the wall of lead. Getting at the end of a long corridor and just sending bullets down it, camping out until they've levelled up to around shotguns or enhanced armor. In short, adding cover/breakpoints would be a valuable thing to consider. Haven't noticed any ventways either.. can only assume Ether will have a vent structure?
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
GOD! This is really good Drunken.Monkey. You say it sucks, why? This is totally lovely all over! Hope it makes it to the official level! Btw, congrats with the official ns_ayumi!
I hope this one comes as a ns_ map too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> A full scale map of this would rox
The textured lights are nice, but the textures themselves are very bright considering the surrounding area; making the whole texture look like a light, not only the bulb itself.
Not sure if entity count is an issue here, but to make the bulb light up only, and not the whole texture, try making a seperate texture and black out the surrounding area of the bulb in photoshop, add it over the original texture--(not lighted of course) then use ADDITIVE, and FX 255, and try different settings like Distort to give it that Florecent bulb feel.
Strangely, not in any NS map I've found has there been a florecent lightbulb HUMMMM sound added to the sound pack, but this would be a super nice touch.
Comments
The yellows acompany the festation texture which really creates some great atmosphere.
As teq said, the multi levels work really well, also encouraging better gameplay and simply creating interesting architecture.
Keep it up.
Also, I love professional screenshots, with the name in the corner etc. really does show a map in a whole better light.
Could we get a couple more shots for the marine start?
The MS is one of the most important parts of any map.
- Kar
Just wait until this one is gonna be official too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
There's supposed to be an armory on the "yellow circle" in the middle of the marine start. But since I don't have the server files for 3.0 yet, I can't create a combat game, so the armory won't show up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
release it i wanna see wot the map looks like after i smear some vets againts the walls
Sad to say, I can't help but think ether is going to play *extremely* Marine-biased; with all those long, empty corridors and open rooms, it's a shooting gallery. I can't help but imagine what always used to happen on ns_nancy outside the Subspace Array Hive, and in most of the pre-fab halls.. Marines setting up shop on one end and effectively turning anything that happens to come down them into mucilage.
Perhaps it'll be less of an issue on a co_ map, but it's unlikely... one of the most effective Marine tactics at the moment is the wall of lead. Getting at the end of a long corridor and just sending bullets down it, camping out until they've levelled up to around shotguns or enhanced armor.
In short, adding cover/breakpoints would be a valuable thing to consider. Haven't noticed any ventways either.. can only assume Ether will have a vent structure?
It is dead sexy.
The cold blue light on the grey steel... well.. im a sucker for that!
Awesome!
and those yellow-gold lights in the floor are secksy !
Hope it makes it to the official level!
Btw, congrats with the official ns_ayumi!
Before I'm forced to like, pimpslap you.
A full scale map of this would rox
The lighting is also very good.
The textured lights are nice, but the textures themselves are very bright considering the surrounding area; making the whole texture look like a light, not only the bulb itself.
Not sure if entity count is an issue here, but to make the bulb light up only, and not the whole texture, try making a seperate texture and black out the surrounding area of the bulb in photoshop, add it over the original texture--(not lighted of course) then use ADDITIVE, and FX 255, and try different settings like Distort to give it that Florecent bulb feel.
Strangely, not in any NS map I've found has there been a florecent lightbulb HUMMMM sound added to the sound pack, but this would be a super nice touch.
Keep up the great work!