Bast Remake Project

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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    progress indicator idea for the first post:
    Use the old ns_bast map sprite and color the parts which are finished <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I'm currious, how much longer, can't wait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • 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
    <!--QuoteBegin-Kouji San+Mar 4 2004, 04:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 4 2004, 04:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm currious, how much longer, can't wait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, considering that blueman told me that he had 75% done of his assignment and Insane was almost finished with his part too. We just have to wait for Zazi... and I was thinking of giving his part to quaz, he's been very fast.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Was the lighting in feedwater fixed? I remember seeing a screenshot here that didn't look as good or at all similiar to the original feedwater hive.
  • 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
    Yes, that was just testing.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Keep the revolving door!!!

    <i>Ah sure, a mobile tram sounds fine until the comm starts smashing onos with it</i>

    Hmm, well not if you made so a.) the comm can't control it b.) you give the tunnel some space near the end, so you can't get crushed (as easily). If you were to have the tram mobile, it should be stoppable anywhere along it's route rather than just at either end (func_tracktrain or momentary_door).

    Problems with a movable tram:
    - seems a bit silly and unrealistic if it just moves between those two stations (so at the refinery end maybe put a closed tunnel or something)
    - moveable brush entities generally suck in Half-Life in multiplayer.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Movable tram just sounds way too problematic. Can you still build in tram tunnel? If so, what happens when the tram impacts a building? Would it be instagibbing structures or would it just stop? Would it be possible then for the comm to trap it between two turrets or something similar? What if a building was low enough to fit under the tram? Could aliens cancel a phase gate by putting the tram on top of it and then camping and chewing the marines as they phase in and get stuck in the tram? And then the comm wouldn't be able to select the phase through the tram to recycle it even!

    I think I see why there aren't a lot of movable things in NS aside from doors and occasional elevators. When so much relies on placing structures about, having the map change on you is just a bad thing! I'll have to continue to campaign for a darker and more run-down tram tunnel which is less marine-controllable.
  • 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
    edited March 2004
    The MS will be having some changes that have been asked forever, like the CC on a place which isn't a death trap, the MS res moved onto a better place where it's not obstructing the way to the revolving door. The MS vent is gone right now. But it may come back in 1.04 style, and maybe with a door like now (without gap) on the other end. But if it gets removed, I don't think anyone will miss that vent, it made the MS a real nightmare.

    The revolving door spins <b>a bit faster</b>. Although that kind of "special" exit makes the MS a bad strategic place, I'm thinking of moving the MS and giving it more... normal entrances/exits. I don't want to break the map, so this would be the last thing I want to do.

    Refinery is going to be a less bit open and with more obstacles, since we moved the res closer to the hive to prevent the aliens that start on that hive having Databank access as starting res we are considering to move closer the back part.

    Also, the hive is easily shootable from very far away, we're going to fix this too also allowing gorges to easily heal the hive.

    Tram tunnel will have more cover for aliens, we understand the big problem that a <b>LONG</b> corridor is, so we're doing something.

    We have been thinking of expanding Engine and adding a second entrance. But you'll get more info about that when we get to the tweaking stage.

    By the way, we are close to the end of the first stage: Remaking. Quazilin is doing now Zazi's assignment. I haven't got anything new from blueman, so I assume he still has 75% or more of tram tunnel. And Insane told me EM Drill shaft would be done soon.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Edit: I almost forgot, pic of the revolving door.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    I like what I'm reading Mendasp. And that revolving door looks nicer then the original somehow, could be the lighting or did you change it a little bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    [edit]
    bah typos <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited March 2004
    Just realised detail textures would work well on Bast, due to the amount of stretched texturing.
  • 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
    I would like to point out that we have used 215 entities, and we haven't done heavy entity optimization yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    And about the detail textures, well, it would be interesting to see how it looks on bast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-BobTheJanitor+Mar 4 2004, 09:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 4 2004, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Movable tram just sounds way too problematic. Can you still build in tram tunnel? If so, what happens when the tram impacts a building? Would it be instagibbing structures or would it just stop? Would it be possible then for the comm to trap it between two turrets or something similar? What if a building was low enough to fit under the tram? Could aliens cancel a phase gate by putting the tram on top of it and then camping and chewing the marines as they phase in and get stuck in the tram? And then the comm wouldn't be able to select the phase through the tram to recycle it even!

    I think I see why there aren't a lot of movable things in NS aside from doors and occasional elevators. When so much relies on placing structures about, having the map change on you is just a bad thing! I'll have to continue to campaign for a darker and more run-down tram tunnel which is less marine-controllable. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You could just make it be one of those elevators, except sideways, so if you push the button at the feedwater side of the tunnel the tram moves there.
    And you could fill the whole place with a no build zone.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    the lighting in that picture looks far too bright compared to the original, is that going to be fixed?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Align+Mar 4 2004, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Mar 4 2004, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You could just make it be one of those elevators, except sideways, so if you push the button at the feedwater side of the tunnel the tram moves there.
    And you could fill the whole place with a no build zone. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, but then you lose a siege point for feedwater. Unless you want to try and siege from tram maintainence, with skulks raining down on your head and a lerk gassing eternally from the vent. While the new build distance keeps you from being able to drop more than one siege...
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    I get the feeling the build distances will be reduced soon enough...
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited March 2004
    To me, bast has always seemed like an excelent mix of open and closed areas (refinery, atmos, engine vs. feedwater, corridors, and vents). Also, bast had a nice balance between dark and bright areas (atmos light pillar, marine start lights, etc). Hopefully you will keep it so -enough light still? IMO, this where nancy team went wrong; they did not add any bright areas to the map, still keeping it (together with Lost) at the bottom of my favorites list. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    (So keep the airlock bright, and feedwater dark <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Two words say it all:

    <span style='color:red'><span style='font-size:21pt;line-height:100%'><u><i><b>DAMN NICE</b></i></u></span></span>
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-Edgecrusher+Mar 4 2004, 10:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Mar 4 2004, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the lighting in that picture looks far too bright compared to the original, is that going to be fixed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm pretty sure that's just Mendasps gamma settings.At least I don't remember Main Aft Junction being that bright.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Hiho guys..Nice topic. very nice topic..I want to know whats about this all!

    Explain me, Is this the ns_bast project to remake the map?
    Oh if it is so then i have 1 bug for u to think about : NS_Bast's water-hallway is a bug(Dont needed)

    Aliens can go and swim under the hive and hide in the water. Specially gorges can build defense chambers and been there underwater until Aliens won because marines Can't shoot underwater and it's hard to build a siege.
    Thats all i can say about bast. No! wait 1 more thing : Delete the damn readyRoom it's sux..It's too green and plz make a better orange or red or something like that way.

    Whos the leader of the project? I hopes bast out so fast-i can-say-bast (joke)

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • 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
    edited March 2004
    <!--QuoteBegin-Nz-Nexus+Mar 5 2004, 12:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Mar 5 2004, 12:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hiho guys..Nice topic. very nice topic..I want to know whats about this all!

    Explain me, Is this the ns_bast project to remake the map?
    Oh if it is so then i have 1 bug for u to think about : NS_Bast's water-hallway is a bug(Dont needed)

    Aliens can go and swim under the hive and hide in the water. Specially gorges can build defense chambers and been there underwater until Aliens won because marines Can't shoot underwater and it's hard to build a siege.
    Thats all i can say about bast. No! wait 1 more thing : Delete the damn readyRoom it's sux..It's too green and plz make a better orange or red or something like that way.

    Whos the leader of the project? I hopes bast out so fast-i can-say-bast (joke)

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Read the FAQ. First post on this thread.

    But I'll give you just one answer: I am the leader of the project. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Also, I took that pic from the latest compile, I was testing some RAD settings to make it a bit brighter. Well, that, and the fact that everyone tells me my pics look brighter than ingame... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    suggestion for an simple tweak of the tram dilemma (if it hasn't been adressed already):

    put the damn Tram itself (the car thing) near the middle of the tunnel! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    optional: you could break it up, like it derailed or something...

    this would effectively divide the tram tunnel into 2 sections, without actually dividing it... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    whaddya think?
  • 2d-chris2d-chris Join Date: 2003-06-08 Member: 17123Members
    good work guys, looking mint <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> altho i dont play ns...ill check this map out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-CaCa+Mar 5 2004, 03:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaCa @ Mar 5 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> suggestion for an simple tweak of the tram dilemma (if it hasn't been adressed already):

    put the damn Tram itself (the car thing) near the middle of the tunnel! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    optional: you could break it up, like it derailed or something...

    this would effectively divide the tram tunnel into 2 sections, without actually dividing it... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    whaddya think? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think it's a good idea and worth trying, but im not on the ns_bast remake team <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    still you got my vote...
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh if it is so then i have 1 bug for u to think about : NS_Bast's water-hallway is a bug(Dont needed)

    Aliens can go and swim under the hive and hide in the water. Specially gorges can build defense chambers and been there underwater until Aliens won because marines Can't shoot underwater and it's hard to build a siege.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Building underwater in the tunnel is completely fine. The alien team cannot win from that position; all it does it draw the game out a little longer. It is dead easy to build some seiges, or heck; you could even suit up a team of heavies and send them in with knives (yes I've seen it done) because you'll have every resource node on the map.
  • LagDemonLagDemon Join Date: 2002-11-18 Member: 9269Members
    edited March 2004
    Without siege(which will always work if you can figure out where to put them), the only other way to clear out that tunnel is with medspam. After all, heavies can only last so long before DROWNING, and only a gorge with zero foresight doesnt drop some offense chambers to defend them. If the gorge was smart enough to drop enough D chambers, the net damage you can do with a knife turns out to be less than zero anyways, so siege really is the only way. Still, its a fun exercise in siege placement. I think the best bet, is to have 2 weldable switches, one at each end of the tunnel. When both are activated, have the tunnel drain itself of water.
  • 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
    edited March 2004
    <!--QuoteBegin-LagDemon+Mar 5 2004, 09:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LagDemon @ Mar 5 2004, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Without siege(which will always work if you can figure out where to put them), the only other way to clear out that tunnel is with medspam. After all, heavies can only last so long before DROWNING, and only a gorge with zero foresight doesnt drop some offense chambers to defend them. If the gorge was smart enough to drop enough D chambers, the net damage you can do with a  knife turns out to be less than zero anyways, so siege really is the only way. Still, its a fun exercise in siege placement.  I think the best bet, is to have 2 weldable switches, one at each end of the tunnel. When both are activated, have the tunnel drain itself of water. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I actually want to give this a try. I was thinking something similar.

    Also, the idea for adding cover to tram tunnel with the little train itself is excelent too.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited March 2004
    <i>Delete the damn readyRoom it's sux..It's too green and plz make a better orange or red or something like that way</i>

    Please die. The idea is not to turn Bast into another eclipse/veil clone.

    Also I always found the aliens last stand in the water tunnel to be one the unique fun features of this map. It would be a shame to lose it.

    Hell, anyone thought about putting a 'hidden' res node only accessible from the water (ok that may be too much) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Well...Well...Well...Someone knows about the release date for ns_bast?

    How much are ns_bast done? Okay.

    yes here i got a bug again : U know the marine-start. The elevator and the shaft are on someway boring and ugly..It would be better if someone made a fence around the shaft(Elevator hole). I falls allways down there. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • 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
    Ok, please, how in the friggin hell is that a bug?

    Stop staring at the roof, and you won't fall.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin-Mendasp+Mar 5 2004, 09:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 5 2004, 09:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-LagDemon+Mar 5 2004, 09:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LagDemon @ Mar 5 2004, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Without siege(which will always work if you can figure out where to put them), the only other way to clear out that tunnel is with medspam. After all, heavies can only last so long before DROWNING, and only a gorge with zero foresight doesnt drop some offense chambers to defend them. If the gorge was smart enough to drop enough D chambers, the net damage you can do with a  knife turns out to be less than zero anyways, so siege really is the only way. Still, its a fun exercise in siege placement.  I think the best bet, is to have 2 weldable switches, one at each end of the tunnel. When both are activated, have the tunnel drain itself of water. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I actually want to give this a try. I was thinking something similar.

    Also, the idea for adding cover to tram tunnel with the little train itself is excelent too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol, I suggested this very idea on page 1 of this thread

    <i>
    on IRC in #nspt we were just talking about being able to drain the water out the tunnel between Refinery and Feedwater for a nice tactical siege location</i>


    Nice to see you're going to give it a try.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'm liking what I see. Keep going. Oh and people, try not to post "Ownage" etc. or why you think the map is good and should be remade, people did that in Nancy forum and it took up about 30pages in total <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . Try some constructive criticism or area/picture specific feedback to help the team out.

    <a href='http://www.unknownworlds.com/forums/uploads//post-4-1078430087.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1078430087.jpg</a> <- Change that Floor Plase, hurts my eyes. Also, it doesn't lgo too well with the other textures surrounding it.

    Hmm really should keep track of this thread, I've missed alot, heres a suggestion.

    I'd also like to see the "N Corridor" come in to play a bit more too, if able.
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