Co_tempest (review)

CirceCirce Join Date: 2003-01-30 Member: 12937Members
edited June 2005 in Mapping Forum
<div class="IPBDescription">peace</div> <b>co_tempest</b>
by Martin 'circe' Flett
last update 21/06/2005

Map submitted for review & playtesting:
<a href='http://dux.interlopers.net/co_tempest.zip' target='_blank'><b>download</a></b> (thanks to dux)
<a href='http://olmy.woosah.org/stuff/co_tempest.zip' target='_blank'><b>mirror</a></b> (thanks to Olmy)


There are a few minor bugs and glitches in this build, if there's enough interest I'll revise it to bring it up to scratch. I'm quite happy with the map itself, although at the end I did run out of leafs & ended up simplifying and culling large areas of the map, which was slightly painful.

Screenshots:

<img src='http://img104.echo.cx/img104/6976/cotempest00065ms.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/5859/cotempest00089lp.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/1061/cotempest00186rx.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/4741/cotempest00289lg.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/8499/cotempest00464jn.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/9231/cotempest00587ue.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/1343/cotempest00337oz.jpg' border='0' alt='user posted image' />

<img src='http://img104.echo.cx/img104/6145/cotempest00301yt.jpg' border='0' alt='user posted image' />

peace

Comments

  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members
    looks nifty,wonder how it plays...
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    i absolutely love that hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    well done on the map.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <img src='http://img104.echo.cx/img104/1343/cotempest00337oz.jpg' border='0' alt='user posted image' />

    I love every shot except this one. I really don't like those lights pointing up the wall. They don't look like they have any reason to be there, and feel like extraneous tacky mood lighting in what is supposed to be an industrial setting. I'd put some spotlight looking lights recessed into the wall and pointing at the areas that people are actually walking in rather than at the ceiling.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Wow that looks really really good. If it plays as good as it looks you'll make it official. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • CirceCirce Join Date: 2003-01-30 Member: 12937Members
    Thanks for the crit moultano, does everyone else agree about that section?
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i like that section, the floor texture looks a bit stretched though
    some steam in there somwhere woud be kind of cool to, looks kind of empty
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Looks really nice but the sky doesn't match the light_environment. I <3 those hive particle systems btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited June 2005
    <img src='http://img104.echo.cx/img104/8499/cotempest00464jn.jpg' border='0' alt='user posted image' />

    One more thing. I love this shot, but I'd throw a different texture on the angled brushes going up towards the white fan lights in the center.

    I concur with Olmy about the skybox too. Blue skies don't make orange light.

    Edit: Oh ya, and that hive is teh shizzle
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    edited June 2005
    First i like to say that map is reaaalllyyy nice it has what it needs no 4 walls rooms. ITs like few maps in one.you didnt stick to one theme, On start hited me w_polly count. W_polly is like 800-1200 every ware its ok but it lags on my comp.
    I walked on i found few stuff that i think you should change.First the map is very tightly (no Onos). The red light flickers but the object isnt it looks strange.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    edited June 2005
    In some eras you have put so many crates and you didnt put any in the others. You should put them in places where is not much to do more and to open space like this room.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    edited June 2005
    Put some crates here for better skulk ambushing.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    You could make some ramps not stairs stairs block and ramps will lower your w_polly count.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Last this ceiling looks bad. To simple. About game play dont know have to test it i will put your map on my server and reply when we play some. Map is realy great i like the ready room and hive its hard to belief that this is Hl1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Congrats...
  • CirceCirce Join Date: 2003-01-30 Member: 12937Members
    ok, thanks for the criticism everyone.

    if anyone who runs a server could put the map in the rotation to get some play feedback, that would be wicked.

    i think i agree with most points made:-

    -crates: i can quite easily add a few more obstacles to the map, maybe not crates, but it has to be kept very simple because im at 99.5% leaves at the moment.

    -hom: the monitor error is one of a handful of leaf portal errors, ill fix these when i can & work out just whats going wrong at each.

    -rspeeds: rspeeds are a little bit higher than average, if this proves to be an obstacle to anything, like the map being considered officially i guess i could refine these.

    by the way, there's a little easter egg in the map somewhere, but please don't post any pictures of it yet ;>
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Quick walkthrough (SORRY, BAD PIC COMPRESSION AND NOT GAMMA CORRECTED SCREENS):

    Forgot this NULL texture?

    <img src='http://naigel.nl/images/co_tempest0000.jpg' border='0' alt='user posted image' />

    ROFL AT THE DOOR!!!

    <img src='http://naigel.nl/images/co_tempest0001.jpg' border='0' alt='user posted image' />

    This would look better if they were 1 unit brushes... actually against the original texture (this goes for the entire room):

    <img src='http://naigel.nl/images/co_tempest0002.jpg' border='0' alt='user posted image' />

    The map could need more sounds to throw in that extra ambience. And it was a pain in the **** climbing up the walls and get to the ceiling. You have come up with nice hiding spots though, I like it. And I like your amount of detail, the map looks great.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-Circe+Jun 21 2005, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Circe @ Jun 21 2005, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks for the crit moultano, does everyone else agree about that section? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Spotlights would be nice, but not neccessary. Imo the uplighting is OK but not as a yellow light onto an overly-stretched yellow/black texture. Some shade of orange might be a better choice.

    @Carnage's posts:

    - I don't agree with the stairs to ramps idea, although it wouldn't be the end of the world if you did decide to change it.

    - Crates there might not neccessarily be a good idea. If that's a siege room, possible relocation point or phase gate section you might want to leave it empty to ensure that everybody doesn't get clogged up in the scenery. Think about where Aliens/Marines are coming from when you place the crate, for instance don't obstruct a leap-line from the entrance closest to a Hive by throwing in crates that are supposedly meant to help.

    <!--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-->You should put them in places where is not much to do more and to open space like this room.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Crates should not be added purely for style purposes to avoid the hypothetical situations mentioned above.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Crispy+Jun 22 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jun 22 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Crates there might not neccessarily be a good idea. If that's a siege room, possible relocation point or phase gate section you might want to leave it empty to ensure that everybody doesn't get clogged up in the scenery. Think about where Aliens/Marines are coming from when you place the crate, for instance don't obstruct a leap-line from the entrance closest to a Hive by throwing in crates that are supposedly meant to help. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Err, it's a combat map, so I don't think you need to worry about siege rooms or relocation points or whatever. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Great looking map btw.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Heh, fair enough, but still think about whether Aliens want to Leap/Blink/Pancake around or whether a crate is really needed.
Sign In or Register to comment.