Ns_darkcanyon2
Avitar
Join Date: 2003-09-11 Member: 20760Members
<div class="IPBDescription">new release...</div> Well here is version 2 of dark canyon... Here is what has changed.
...And as with all my maps dont waste your time flaming my threads... I don't care what most of you have to say. If this isn't your thing move along and be polite about it.. however from the number of downloads i receive, I know ppl like this sort of map.
PS: even if you are not a fan of unofficial maps you might want to try it out. The map is so balanced that most games last 1 to 3 hours and rushing early game to win has a poor chance for both teams.
<a href='http://www.avitar.net/dl/ns_darkcanyon2.zip' target='_blank'>DOWNLOAD</a>
Created/modified version 2 (took about 2 hours)
- text tips about map play added
- marine wall is now destructable on either side of the door
- the door is now operated by a single switch (instead of 2)
- more ledges
- rounded out many of the hard corners
- smoothed out lighting a bit for bad video cards (brightened too)
- added a few resnodes
- added some climbing blocks to help early game for marines / late game for aliens
- adjusted commander veiw height
- altered mini-map
- adjusted res files etc.
screenies:
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_1.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_2.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_3.jpg' border='0' alt='user posted image' />
...And as with all my maps dont waste your time flaming my threads... I don't care what most of you have to say. If this isn't your thing move along and be polite about it.. however from the number of downloads i receive, I know ppl like this sort of map.
PS: even if you are not a fan of unofficial maps you might want to try it out. The map is so balanced that most games last 1 to 3 hours and rushing early game to win has a poor chance for both teams.
<a href='http://www.avitar.net/dl/ns_darkcanyon2.zip' target='_blank'>DOWNLOAD</a>
Created/modified version 2 (took about 2 hours)
- text tips about map play added
- marine wall is now destructable on either side of the door
- the door is now operated by a single switch (instead of 2)
- more ledges
- rounded out many of the hard corners
- smoothed out lighting a bit for bad video cards (brightened too)
- added a few resnodes
- added some climbing blocks to help early game for marines / late game for aliens
- adjusted commander veiw height
- altered mini-map
- adjusted res files etc.
screenies:
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_1.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_2.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_darkcanyon2/ns_darkcanyon2_3.jpg' border='0' alt='user posted image' />
Comments
People don't always like everything they download, people download to see quite a few things, for example what makes the mapper tick and make a map like this, to see for themselves what the map looks like not screenies and so forth. So don't think its good just because you got say 400 downloads.
Also 'funmaps' for me are outdated. Your using a norma HL night sky and normal rock face textures, come to think of it, this reminds me of Amckerns boxy maps. Would be nice if you could create a map with real gameplay (similar to official/other custom maps like Hydrosity, Nirvana etc.) and make it aestetically pleasing, as thats how a mapper makes a good map, and thats the sort of thing we want in NS.
+ dust and a metalic texture.
first of all :
lighting is strange
the rock texture, hm...im a little high now..
1 the first pic i see that you are using light_spot..why if it is outside area?
light_environment??!
and at last welll, eeh..the map is looking very box-style.
psst, this was not a flame-comment cuz your map needs this, needs more updates well.
you types : (took about 2 hours) i say : be real dont deal, fix the map and u get good map.
other : the walls are very skulk-friendly in 1 & 2 screenies.
Yeah it's such a shame that mappers waste time building 'fun' maps and not developing their skills to produce playable, enjoyable maps.
That post was not necessary, I have also seen you post several unnecessary posts, many of them much like this one. Please stop, atleast include a few words to make it seem like the post has a point <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
edit:
BlackPlague, that is not constructive, nor is it necessary. If you feel that it sucks, then you should keep it to yourself unless you can express yourself in a better or more constructive way. How would you feel if you made a map and released it and someone started screaming to you that you were terrible, the map sucked and that you should stop mapping? Hmm?
1 comment
YOU SUCK! STOP MAPPING! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
LOLZ
He (I would assume, as would most people) would work harder to make better maps...
It doesn't <i>appear</i> like Avitar took balance into consideration while making the map.
I think Nexus summed everything up nicely -- just one suggestion though, don't use carve tool (second pic). It creates hideous after effects.
He (I would assume, as would most people) would work harder to make better maps... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, yes, but do you think it would actually help to scream at him without telling him how to improve his map? It wasn't exactly very nice either to barge in here and say that, especially as Avitar wrote in his post that he didn't want people to flame his map - if they disliked it they should ignore it.
I do not realise that putting up pictures of my map on a forum and asking for no negative replies is as stupid as the carve tool itself.
I do not realise that putting up pictures of my map on a forum and asking for no negative replies is as stupid as the carve tool itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Eh..
So anyway...
will people play a map that looks like onos leftovers? yes, if it plays well
will players prefer this map if it looks good as well? definately
/me downloads
(but please Avitar, consider some experimentation with theme, style and lighting)
Funmaps is allways the first maps what comes out from the author..Just funmap/s does the author on some way train for mapping, be better in mapping and think about all comments and really try to make it better, because Avitar, there is no attempt to make you mad saying: haha! map sucks,ye really baad work man.
No, we know that this never helps, just point the things out: lighting? textures, ah yes they need be fixed more. And the mapper going to be better and better for every map done. Well me self never finished really any maps self, but i know that allways the first maps u make is anyway however funmaps. And observe that funmaps dont stay long time on my harddisk. And funmaps is only for what i calls
FunPeople who like fuunmaps to have fun on them for fun.
I like more now serius maps and those maps is for serius persons who plays it serius. Serius sam..lol
Well,so Avitar if u making this funmap, make it fun for fun.
Be real dont deal.
But look more closely, he has discovered that light_spot creates a very nice effect, he can dampen the lighting somewhat according to the time of day and ..uh.. knows how to take good overviewing screens..
Well, according to the standards one is accustomed to, looking around in NS-forums, this map really has nothing to offer, but then again, the very same maps that competes with this, are made by highly skilled and hard working mappers with visions and ideas. Just keep that in mind. We are spoiled with amazing maps.
Kreedz jumpmaps is not especially difficult to make, contain complicated architecture nor is there especially dramatic lighting, but rest assured, should these maps start to find their way into NS (think flaytona), well, they would probably be JUST as popular as the jumpmaps for CS is.
I'm just waiting for someone to include a jumpmap as a readyroom somewhere.. say an co_ map for instance.
Funmaps is allways the first maps what comes out from the author..Just funmap/s does the author on some way train for mapping, be better in mapping and think about all comments and really try to make it better, because Avitar, there is no attempt to make you mad saying: haha! map sucks,ye really baad work man.
No, we know that this never helps, just point the things out: lighting? textures, ah yes they need be fixed more. And the mapper going to be better and better for every map done. Well me self never finished really any maps self, but i know that allways the first maps u make is anyway however funmaps. And observe that funmaps dont stay long time on my harddisk. And funmaps is only for what i calls
FunPeople who like fuunmaps to have fun on them for fun.
I like more now serius maps and those maps is for serius persons who plays it serius. Serius sam..lol
Well,so Avitar if u making this funmap, make it fun for fun.
Be real dont deal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nexus, hmm how can I say this, stick to short posts. Your English doesn't make sense (and if it does it puts most of us in hysterics) most of the time.
Funmaps is allways the first maps what comes out from the author..Just funmap/s does the author on some way train for mapping, be better in mapping and think about all comments and really try to make it better, because Avitar, there is no attempt to make you mad saying: haha! map sucks,ye really baad work man.
No, we know that this never helps, just point the things out: lighting? textures, ah yes they need be fixed more. And the mapper going to be better and better for every map done. Well me self never finished really any maps self, but i know that allways the first maps u make is anyway however funmaps. And observe that funmaps dont stay long time on my harddisk. And funmaps is only for what i calls
FunPeople who like fuunmaps to have fun on them for fun.
I like more now serius maps and those maps is for serius persons who plays it serius. Serius sam..lol
Well,so Avitar if u making this funmap, make it fun for fun.
Be real dont deal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nexus, hmm how can I say this, stick to short posts. Your English doesn't make sense (and if it does it puts most of us in hysterics) most of the time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
However if you dont have anything constructive to say, dont say anything at all.
U know that my english sucks, How does that help at all?
It doesnt
About this map, my only comment is this: Why not spend more time on it? Yes, it's a funmap. Yes it violates traditions and standards in terms of official ns gameplay to create a unique and (to some) interesting/enjoyable gaming scenario. In essence that's what every funmap does. Where does it say in all this that a funmap should be easier to make than a regular map? Why is it that there seems to be so much less effort per unit space when you compare a "serious" map to a funmap?
This generalization that people argue over doesn't come from some unfounded sense of superiority on the "serious" mapper's side. In this medium we judge each other by the visual quality of a screenshot. Gameplay is not considered because we are not playing each other's maps. In all fairness this may be a good map. I probably would never know because in my experience with it here, in this forum, I don't really care for it.
My reasoning here is this: If a mapper won't take the time to make it look good, what's to say they're taking the time to make it play well? Something necessitating huge open spaces aside I don't see why funmaps should be excluded from the common concept of good design.
Maybe we (the serious mappers) should start a project, and make a beautiful funmap. I think that people would prefer one funmap over another based off asthetic value, which makes a good looking map important. If anyone else out there wants to work on a good looking funmap pm me and we'll see who we can get doing this.
Maybe we (the serious mappers) should start a project, and make a beautiful funmap. I think that people would prefer one funmap over another based off asthetic value, which makes a good looking map important. If anyone else out there wants to work on a good looking funmap pm me and we'll see who we can get doing this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that is hella sound advice.
Maybe we (the serious mappers) should start a project, and make a beautiful funmap. I think that people would prefer one funmap over another based off asthetic value, which makes a good looking map important. If anyone else out there wants to work on a good looking funmap pm me and we'll see who we can get doing this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
that is hella sound advice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Basing a map on a gimmick such as the Christmas one, with NS textures and a proper layout etc. would be better than a "serious funmap".
Notes for the flamers:
In many cases all that details do is distract the eye...
Round lighting makes boxes look oval, letting you make simple effexts that don't lag your players.
many offical maps are overworked, copies of each other IMO that all have the same feel. ppl like fun maps because empisis is put on both 'balance' and 'fun' the core of gaming.
Simple is better in many cases.
...and that is the bottom line.
Few detailed maps such as ns_rampage and some official maps make use of the proper amount of detail gemotry.
PS: Taking a couple hours total to make a fun map does not mean I don't know the tools; mearly that I know enough to discriminate between when to properly use them and how often.