Ns_unknown
ssjyoda
Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
<div class="IPBDescription">pretty much final</div> Been hard at work, long time.
I know ns world isn't the best, but free hosting for my map.
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=386' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=386</a>
zip is there.
12 pics. scroll down a lil.
I know ns world isn't the best, but free hosting for my map.
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=386' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=386</a>
zip is there.
12 pics. scroll down a lil.
Comments
The RR could be better though.
Yeah, I know the RR needs a lil work, but thats my last concern really.
any comments?...
Oh, anyone know ho to do a weldable door like done in hera. Weld the button then the button becomes active. I had it, but it doesn't reset each round.
moconnor
I want the button only active after the weldable is done. Now, i can do that with the master multisource and global. But I don't know how to reset the global each round. This door im tryin to make is exactly the same setup as in ns_hera by archiving, where ya gotta weld the button to get access to it.
green - hive
light blue - CC
yellow - rt
orange - ladder/elevator
In SS 5 (Static Discharge), it looks like you can walk off the bridge and fall onto the pipes on the right. If that happens it looks like a marine will be trapped between the angled pipe and the angled wall. I can't tell if the angles are 'slippery steep' but if they are, I don't think a marine or gorge will be able to get out of there.
That's the only big issue I see, here are some suggestions.
I'd say that the entry way on that SS needs some features. The texture on the arch is boring when repeated that far around.
In SS 4, Pentagon Interchange, I'd say throw in a flashing error light somewhere. The door is jammed, maybe the closest screen in the area is flashed "DOOR MALFUNCTION" or there's a red blinker on the ceiling. A horn would be cool too.
In SS 2, Ventilation A-1, the part of the ceiling that makes a Y looks barren. I'm also worried about being able to move cleanly over the floor as a walker.
SS1, Looks great just the way it is.
SS 6, the big circle above the left hallway attracts attention. *shrug* It's not bad or good, it just kinda says "look at me". The pillars in that hallway need a different texture then the wall at the end.
SS 8, Sweet!
SS 9, Lose the crates. How'd they get there? How will they be taken away? They're funking up your floor on the left.
SS 10, Add a control panel or access hatch onto/near the pipe. On the wall that the pistol is touching, I'd say change the texture on the narrow door jam surface.
SS 11, Huygen hive, That's Bleeping Big! looks like fun
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I have a few concerns though. The hallways and rooms all seem very large - which is a decided marine advantage.
The other concern is merely 'for looks.' I think you should add a fade model to the glass tube by the alien door in the RR, and a marine model in the other tube.
Umm, i know its an odd style, but i usually make that style of pillar, the sides same text as the wall its on.
It is big in places, it used to be a lot more open and such. But I think ive helped out the aliens by allowing easy blinking and lerking, and I think a nice vent system.
In static discharge you do not get stuck.
The door that u said put a sign on, it welds open, the weldable looks kinda cheezy, i know, but it can always be changed.
Those big crates are in CARGO HOLD, and there is a big door on the side of the room.
Huygen is a very big room, 2 levels, a ladder on one side and an elev on the other. And a big wall in the middle as you see, I couldn't really think of a better way to break up the r_speeds too much.
This map has been in long long preduction, got turned down for 2.0 and 3.0 cause of a poor layout and large areas, both which I think has been changed, I pretty much redid half of the map. Deleted and rebuilt. Since then I've had very nice playtests and positive feedback.
I thank whoeva resurected(spelt wrong i know) this.
A large, professional looking map in classic NS style - CHECK IT OUT