I still want to add a particle system or something, I think it's exactly what it needs, but cba to do it right now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Those yellowy white ns2 lights are too bright i think, they're kinda smudging out all the other light colours which is a shame.
It looks quite cool but i'm worried about how those pillars in the second shot will play. Look like they could be the type of thing a blinking fade is going to hit and it could turn into a mineshaft kinda thing. Maybe some sort of cool holo laser thingy to hold it up which you could walk through would work better. *shrug*
<!--QuoteBegin-Mr.Ben+Aug 20 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Aug 20 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It looks quite cool but i'm worried about how those pillars in the second shot will play. Look like they could be the type of thing a blinking fade is going to hit and it could turn into a mineshaft kinda thing. Maybe some sort of cool holo laser thingy to hold it up which you could walk through would work better. *shrug* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That room is like 3 corridors, except the central one is useless (that room has no crates now). Well, I'll keep it for now and we'll see how it plays if I finish it some day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-eric_t+Aug 20 2004, 11:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eric_t @ Aug 20 2004, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> did not. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Please, remove your avatar. I sent you a PM about this.
I wouldn't want to report something as stupid as this.
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Map looks good. Love the blue lights. Could be toned a tad but that's just me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Other than that there's nothing to complain about. Keep it up Mend!
Also, sorry for offtopic. But, Eric.. Please remove the avatar. I know how much hard work Mendasp put into it.
It seems a tad emtpy. While there might be pretty lights, it feels empty, wanting. The pillars in the cargo room with the boxes arent really my taste. Seem kind of odd in fact. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Nice empty cold feel although rather a tad too blue. I can't help but wonder with all the high up glass areas that aliens will overlook across alot of the map and even catch some high r_speeds (and low fps) views when looking around?
Seems a bit too grey though, looks like you're continuing the sava theme but without the pipes. Bring back the chnky pipe technique!
Before I continue mapping, I'd like to know if there's anything wrong with this layout (the res nodes are just telling that the room has a node, not the exact position)...
ps: paint rocks (you should have seen tyr's layout <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)
<!--QuoteBegin-Tequila+Aug 20 2004, 09:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Aug 20 2004, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-eric_t+Aug 20 2004, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eric_t @ Aug 20 2004, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i didnt get a pm. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Eric, don't be an arse.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thats from Skool Daze! The old spectrum classic!
Also there are res nodes too far away from the marine spawn compared to the <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->s. You need a res node on the center exit out of marine spawn to balance that.
Center <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> seems to easy to get to the right than the left. Remove an entrance... preferably the one on the left on the right hand <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->.
Otherwise I'd say that its good to go.
Also I love using the hive icon instead of the word hive, makes people pay so much more attention to a post
I'd tend to agree with the idea of the hives having too many exits (or more that some have more than others, making them easier to attack and harder to protect).
I think the res nodes are OK apart from the left hive. It has one RT right next to it and 2 pretty much average distances away (it looks like you've got most RTs at a similar distance from MS/nearest Hive). I don't know where would be good to relocate it to, maybe somewhere more central but not too near the other central RT (if that's at all doable!). Then again you could just remove it, a 9 res node map is perfectly playable. You can feel perfectly justified by removing an RT if you know it will even out the gameplay (who's knows it could create some really close res battles -stockpiling resources- -HA train vs 2Hive Onos/Fade defenders- mm tasty!).
I think that at the moment the middle of the map might not get enough play, as all the RTs are scattered around the outside of the map. If it were possible to move some RTs a bit further towards the middle while maintaining roughly the same distance from the teamstart it should encourage confrontations more evenly throughout the map. For instance, the top-right RT could be moved diagonally down and to the left, the Rines would have to get through 2 (instead of 3 corridors) to get to it, and the aliens 2 (or one and a vent). Even so, if someone were to gorge to get that RT they'd probably die putting it up, or have to retreat back through the corridors as a gorge, or ungorge to go through the vents.
It's nice to promote 'risky' tactics in games, the outcomes of which can turn a match one way or the other depending on who's got the skills (and the balls) to go through with them.
One last thing, the box-room between the right and center hives... Surely it's not going to be an all-in-one double-hive-lockdown siege room... is it?
You have kept the ceilings (for the most part) clear of obstructions, and as a skulk/lerk player, i thank you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I say put in some obstructions, do anything to break up that ugly ceiling.
Note that raising the ceiling would be enough, as long as you either break up the texture or get it further above the player so they don't see it most of the time.
id say run beams across from the support collums but put the beams at the hieght the ceiling is right now then raise the ceiling a bit so there will be a slight gap between the ceiling and the beams (hope you understood what im trying to say)
Very nice job on that latest room Mendasp. I am impressed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It keeps a rather Bast feel, which in my taste is one of my favorite maps.
Once request. Put in thinks that make life difficult for marines, e.g lifts and of course, rotating doors. I see a lot of beauty in that map, but for game play, everything looks a little average.
Comments
I still want to add a particle system or something, I think it's exactly what it needs, but cba to do it right now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Those yellowy white ns2 lights are too bright i think, they're kinda smudging out all the other light colours which is a shame.
Seriously though, freakin beuatiful stuff there Mendy. Keep it up!
That room is like 3 corridors, except the central one is useless (that room has no crates now). Well, I'll keep it for now and we'll see how it plays if I finish it some day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You stole his avatar! D:
Please, remove your avatar. I sent you a PM about this.
I wouldn't want to report something as stupid as this.
Eric, don't be an arse.
Other than that there's nothing to complain about. Keep it up Mend!
Also, sorry for offtopic. But, Eric.. Please remove the avatar. I know how much hard work Mendasp put into it.
Seems a bit too grey though, looks like you're continuing the sava theme but without the pipes. Bring back the chnky pipe technique!
ps: paint rocks (you should have seen tyr's layout <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)
Eric, don't be an arse.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thats from Skool Daze! The old spectrum classic!
Also there are res nodes too far away from the marine spawn compared to the <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->s. You need a res node on the center exit out of marine spawn to balance that.
Center <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> seems to easy to get to the right than the left. Remove an entrance... preferably the one on the left on the right hand <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->.
Otherwise I'd say that its good to go.
Also I love using the hive icon instead of the word hive, makes people pay so much more attention to a post
I think the res nodes are OK apart from the left hive. It has one RT right next to it and 2 pretty much average distances away (it looks like you've got most RTs at a similar distance from MS/nearest Hive). I don't know where would be good to relocate it to, maybe somewhere more central but not too near the other central RT (if that's at all doable!). Then again you could just remove it, a 9 res node map is perfectly playable. You can feel perfectly justified by removing an RT if you know it will even out the gameplay (who's knows it could create some really close res battles -stockpiling resources- -HA train vs 2Hive Onos/Fade defenders- mm tasty!).
I think that at the moment the middle of the map might not get enough play, as all the RTs are scattered around the outside of the map. If it were possible to move some RTs a bit further towards the middle while maintaining roughly the same distance from the teamstart it should encourage confrontations more evenly throughout the map. For instance, the top-right RT could be moved diagonally down and to the left, the Rines would have to get through 2 (instead of 3 corridors) to get to it, and the aliens 2 (or one and a vent). Even so, if someone were to gorge to get that RT they'd probably die putting it up, or have to retreat back through the corridors as a gorge, or ungorge to go through the vents.
It's nice to promote 'risky' tactics in games, the outcomes of which can turn a match one way or the other depending on who's got the skills (and the balls) to go through with them.
One last thing, the box-room between the right and center hives... Surely it's not going to be an all-in-one double-hive-lockdown siege room... is it?
<img src='http://mendasp.thezazi.net/mapas/ns_selene/ns_selene7.jpg' border='0' alt='user posted image' />
Other than that, lovely.
~ DarkATi
Note that raising the ceiling would be enough, as long as you either break up the texture or get it further above the player so they don't see it most of the time.
Other than that, big win, go finish it.
It keeps a rather Bast feel, which in my taste is one of my favorite maps.
Once request. Put in thinks that make life difficult for marines, e.g lifts and of course, rotating doors. I see a lot of beauty in that map, but for game play, everything looks a little average.