Co_futile
uffo
Join Date: 2003-05-03 Member: 16026Members
<div class="IPBDescription">revised</div> I decided re-release this co_ map with a major balance update. Made MS bit more onos friendly and added new entrance to MS aswell. Along with them I did some minor texture adjustmens and tweaks, hardly noticable tho.
<a href='http://www.chromeangel.co.uk/nsworld/uploads/co_futile_final_plus.zip' target='_blank'>co_futile - revised</a> - Let me know how it plays <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
You can check older screens from this <a href='http://www.unknownworlds.com/forums/index.php?showtopic=48714&hl=co_futile' target='_blank'>threat</a>
MS and overview pics are outdatet
And here's the new brushwork:
<a href='http://www.chromeangel.co.uk/nsworld/uploads/co_futile_final_plus.zip' target='_blank'>co_futile - revised</a> - Let me know how it plays <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
You can check older screens from this <a href='http://www.unknownworlds.com/forums/index.php?showtopic=48714&hl=co_futile' target='_blank'>threat</a>
MS and overview pics are outdatet
And here's the new brushwork:
Comments
I did, there's now 2nd armory in old CC's place
If you had your window's curtains open, lights turned on and sun shining straight to your screen, you'd notice they're gamma corrected <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
38.112.122.12:27015 FloridaXGamers.com - NSv3.0 beta 3 // GameLine.ca
38.112.122.12:27015 FloridaXGamers.com - NSv3.0 beta 3 // GameLine.ca <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks, I owe my gratitude <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I also added new armory behind the weldable door at the Hive.
<a href='http://www.chromeangel.co.uk/nsworld/uploads/co_futile_final_plus.zip' target='_blank'>download url</a>
and the screenies:
From what I see of your revised vents, they look A LOT better than the usual "square-block-sunk-in-the-wall" style.
Nothing wrong with that considering no buildings are built in the MS during combat, it just seems that he thought the crazy style of an upside-down RT was a problem.
actually, it's the skulks theet that made it go over 2100 ( andthey're exlcuded from epoly limit). True epoly count of that view is about 1800.
But I'll have to say, you've got the best vents of any map I've played!
edit/ meant "buddy"
if it'S tested it will be reviewd and published on both sides. but don't worry each map get two or three tries to get tested. so if you don't make it this tuesday, wait another week or two ;-)
Do only problem is there is too much to it for a combat map.
People on my server dont enjoy it as much. There are to many vents, under passes and coridors.
We also spent ages trying to work out what that glass thing is at the front of MS.
We like the map, its just to confusing.
Maybe have a map in the ready room. Like in ns_tanith.
It shows the over view.
Thanks
Station Server:-213.228.215.6:27045-----London,England
The "problem with the RT" might be this... notice how I'm "inside" the model.