Just Finished My Map Co_pipes1

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited April 2004 in Mapping Forum
<div class="IPBDescription">http://home.iprimus.com.au/tomas82</div> hi guys, ive finally finished my first ever ns map, thanks to all the people that helped with my problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

i havent had a chance to really test it with more than 3 players, most of the time its fairly even, there are wide open areas but plenty of hidy holes and vents for aliens but who knows until its played with a atleast 4 vs 4,

one thing that will make it harder for marines though is that there are two ways into the hive (4 ways including vents) but one of the main ways (the shortest path)is blocked by a weldable door, and until marines weld that open (takes about 1 minute with one welder)they are stuck going the long way around in the long elevator.

I tried to come up with something about spawn camping marines spawn- youll notice the doorway behind the armour and left of the comm chair in the screen shot, all of the marines start behind the door and when they are ready to go out they hit the button and door opens, on that note, ive put in a push function so that aliens cannot get into that room, and the room is also sloped so marines wont be stomped if they stand a little further back, the marines can wait in there safetly for more marines to spawn if they like and go out as a group, ofcourse this leaves the comm chair vunerable.
spawn camping its not as big a problem for aliens, since its hard for marines to continuesly run into the hive, but i have put in enough spawn points to keep marines guessing and the hive is quite large to camp.


<b>i have screenies and a download at this link </b><a href='http://home.iprimus.com.au/tomas82/' target='_blank'>http://home.iprimus.com.au/tomas82/</a>

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Hmm, the map is too blocky and the textures are just badly aligned. I like the first screenshot though. But if that's a normal hallway... it's too small (I first thought it was a vent above a hallway, but looking closely it could be the hallway). The lighting is also kinda boring, try adding some other color lights or create atmosphere using some spot lights.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Architecture.....B+
    Lighting...........D-
    Textures...........C-

    Creativity(overall)........B-

    -------------------
    The Architecture is sound, i see some average designes, but needs more detail

    The lighting desperatly needs some help. Texture lighting is your friend.

    The Textures are pitiful, a lot of patchwork that could be re-done with different textures and alignment ... i dont think most of the walls/floors are alighned. Change things up and this would go awesome with the architecture.

    Creativity is good. Expand a bit more, detail, lighting, etc... and this could be really good.
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    I'll have to agree about the texturing, looks more like a siege map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    But hell, great for a first effort
  • DaveLDaveL Join Date: 2004-04-02 Member: 27672Members
    Like Shen said, the lighting needs some work. the map is a bit too green in my opinion.

    Other than that its not bad. Pretty good for a first
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    Its a great start, it definately could use some work. The lighting is lacking contrast and it makes the map look bland. The architecture is nice but the blandness of lighting/texture takes away from it. Since it is a co_map the entrance into the hive is less important though that could cause some serious problems with stomp and web, take this into account.

    The idea of marines spawning out side is a great idea, just besure the line of site fom there is not overpowering. Perhaps have a trigger_push or something the affects the marines too so that they can't camp with the door open. I like how you are really taking initiative to make your map play better (spawn camping wise) and designing it acordingly.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--QuoteBegin-Naigel+Apr 2 2004, 02:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Apr 2 2004, 02:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, the map is too blocky and the textures are just badly aligned. I like the first screenshot though. But if that's a normal hallway... it's too small (I first thought it was a vent above a hallway, but looking closely it could be the hallway). The lighting is also kinda boring, try adding some other color lights or create atmosphere using some spot lights. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    actually you were right, that is a vent above a hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    yeah texturing is a bit plain in the main room but i figured id see if it even plays well before i spend another 3 hrs aligining the textures adding in lights etc.

    Ive also had a problem getting the texture lights to work, they simply dont work for me
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