Co_tempest (review)
Circe
Join Date: 2003-01-30 Member: 12937Members
<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
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
well done on the map.
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.
some steam in there somwhere woud be kind of cool to, looks kind of empty
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
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.
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 ;>
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.
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.
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.