Ns_selene

24

Comments

  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    Looking good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> keep it up.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Mendasp+Jul 31 2004, 02:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jul 31 2004, 02:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> picture

    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.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    It looks very NS-ish, keep up the good work!
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    <b>=O~~~~~~~~~~~</b>
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Lovely blue. I like you, you are like braveheart. Well enough, the map is good.

    Seriously though, freakin beuatiful stuff there Mendy. Keep it up!
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    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*
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--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-->
  • eric_teric_t Join Date: 2004-03-18 Member: 27393Banned
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-eric_t+Aug 20 2004, 09:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eric_t @ Aug 20 2004, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cool. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You stole his avatar! D:
  • eric_teric_t Join Date: 2004-03-18 Member: 27393Banned
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--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.
  • eric_teric_t Join Date: 2004-03-18 Member: 27393Banned
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--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.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 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.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    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-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    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!
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Tbh his door spins the other way D:
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    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-->)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited September 2004
    <!--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
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    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?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <img src='http://mendasp.thezazi.net/mapas/ns_selene/ns_selene7.jpg' border='0' alt='user posted image' />
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    This new shot = win. Although i would perhaps suggest integrating the suppport beams into the ceiling.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I hate yellgrey textures... gah.

    Other than that, lovely.

    ~ DarkATi
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    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-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    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.

    Other than that, big win, go finish it.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    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)
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    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.
  • JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
    I love the look of the map, its just beautiful.

    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.
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