Ns_altair Feedback Thread
Grendel
All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<div class="IPBDescription">Give useful feedback here</div> OK.
1) Specific descriptions of problems are wanted. List the problem and the reason why it's a problem, even if it seems obvious to you.
2) Respect the author of the map and his work. Flaming will just get you into trouble. Respect the purpose of the thread. Off topic posts on this thread will be deleted without warning or explanation.
3) Since NS_Altair is currently in development, unless you have played the most recent version (i.e. the one that comes with B6) then I'm afraid your feedback is not going to be helpful.
If mappers want other threads made, hassle me on IRC about it since my PM box on these forums is broken.
1) Specific descriptions of problems are wanted. List the problem and the reason why it's a problem, even if it seems obvious to you.
2) Respect the author of the map and his work. Flaming will just get you into trouble. Respect the purpose of the thread. Off topic posts on this thread will be deleted without warning or explanation.
3) Since NS_Altair is currently in development, unless you have played the most recent version (i.e. the one that comes with B6) then I'm afraid your feedback is not going to be helpful.
If mappers want other threads made, hassle me on IRC about it since my PM box on these forums is broken.
Comments
2) Top hive is very alien unfriendly. I had a helluva time trying to take it back as onos.
3) Rooms are too bland. What sells a map is atmosphere, altair's rooms all look the same.
4) Sewer network should be shown on minimap, nuff said.
5) The hive with the pit should have a wider walkway, at the very least. I've owned onoses on that thing with one shotty.
6) The bottom hive should be easier to defend, too many long hallways, not enough vents.
Think of it this way, when you're giving poor feedback, it's like you saying that you want me to make a pie and you don't want it to be burned. You're saying you want me to make the map better but not make it suck. You really haven't told me anything that I can use.
When you give me specifics, you're telling me what kind of pie you want. You may not like that the middle isn't important enough to the way the map plays so you suggest moving the resource node from Phi into Station Monitoring and moving the node near parts room into parts room so that you can't attack the node from such a long distance.
Do you see the difference?
maybe i can find some guys to playtest...
but ill surely see what i think can be done
TAK: I think you're playing the b5 version
Router Box: If you can give me something specific like where you are having FPS issues I may be able to do something about it. With out specifics, there's really very little I can do.
Edit:
If you don't give me specifics to work with, you're wasting my time, and your time.
It was before i got my new motherboard, and it was everywhere. Just being on that map doomed me to 9 fps. I've heard other people say the same thing. Sorry, i really wish i could tell you what the problem is. On my new mobo, which clearly doesn't have pipeline issues, the map runs fine. So it might just be attributable to sucky hardware, but the other maps ran fine which is why i'm saying something.
See the CAL-NS forum for examples.
KFDM has been AMAZING. Just wait untill you see the new Altair, pretty much everything thats wrong with the current build is fixed or being fixed.
Keep up the good work KFDM.
See the CAL-NS forum for examples. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<span style='color:orange'>Of course malibu you are willing to put your time and effort into making an official NS map... no? Then be nice.</span>
*snip*
</span>
Its fun...
Its fun... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The movement of the arm also makes the comm's view sway back in forth if you are looking at it. It's relaxing.
I really like how this map is different from the others.. its all twisted and dark..
GJ, to the creator of this map.. you've created a very unique playground <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
And that it's so huge - it takes a while to get around for the searching party.
Some vents and corners i just dont go in as alien because even the flashlight cant help see into them. I like my gamma low to get the full atmosphere of the map, but having extend dark areas is a problem. If anything, i think some skulk/lerk sized completely black shadows would be a benifit for setting up ambushes and stuff, but hallways without any light can just be annoying.
So show off your textures, use a little more light.
Show off your brushes, use a little more shadow.
If it makes sense, do both, adding more lights, but never just blanket a room, and dark spots will add atmosphere and hiding spaces, as long as they arent big enough for like squads of marines.