The layout changes and such still seem good enough to me (...I'm still confused as to why someone would design a command center with doors, but then also have a completely open area to enter through as well - maybe they're just crazy in the future). The stairs in Bio make it a much nicer hive. I also like the fact there's not a clipping problem by laser drilling, heh.
I'd like to comment on the lighting as well, which is pretty bright and all (fine with all that), but like someone commented on, the walkway over the molten metal/lava is too yellow, and it doesn't seem as if it's coming from underneath the player as much as it really should (the ceiling is comparatively very bright there).
<!--quoteo(post=1601143:date=Jan 23 2007, 09:00 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Jan 23 2007, 09:00 AM) [snapback]1601143[/snapback]</div><div class='quotemain'><!--quotec--> So basically you disagree with the over brightening just to keep competitive gamers happy that they can easily frag their aliens? <!--QuoteEnd--></div><!--QuoteEEnd--> doesnt matter how dark the map is intended to be if i can make my ns overbright, so that i can easily frag aliens and be happy
almost all players that have really gotten into the game use some kind of method to make their game look brighter; making the maps themselves overall brighter would just ease the learning curve and make the game more fair for new players
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
"over"bright maps are simply the result of goldsrc... Wasn't intended to work like this, but nothing can be done against client side brightness tampering :/
<!--quoteo(post=1601905:date=Jan 26 2007, 03:57 AM:name=TOmekki)--><div class='quotetop'>QUOTE(TOmekki @ Jan 26 2007, 03:57 AM) [snapback]1601905[/snapback]</div><div class='quotemain'><!--quotec--> doesnt matter how dark the map is intended to be if i can make my ns overbright, so that i can easily frag aliens and be happy
almost all players that have really gotten into the game use some kind of method to make their game look brighter; making the maps themselves overall brighter would just ease the learning curve and make the game more fair for new players <!--QuoteEnd--></div><!--QuoteEEnd--> There's a difference between tastefully well lit and over bright. Tanith is the former, this map is the latter.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
most people wana be able to SEE where they are going, and when u have fast skulks running around, its kinda necessary. my only gripe with this remake is the lighting. the original was primarily white with accents.. this one, u reversed the primarys and accents in a lot of places.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Beta 7 released, see first post for all details<!--sizec--></span><!--/sizec--> [/bigredtextofdoom]<!--colorc--></span><!--/colorc-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
i see you fixed some lighting problems.. now i just see u have the red and green texlights are still over powering. oh, and some places are very dark, the vents under bio i cant navigate, lazer drilling is very dark. otherwise i like the whole thing, just the lighting is bugging me. no one in reality lights a room red.
I have a balance suggestion. You know that vent right next to Marine start?
I've seen an issue there where a Gorge will spit at the Very Edge of the MS start RT he can see from there. It hits on his side, but Marines Cant see the gorge spit hitting the RT, and if you watch the gorge, the spit is hitting the edge of the vent. (edit: The RT gets damaged all the same, but theres no way for marines to tell unless they walk up to the RT)
Maybe moving the vent one way or the other, so that it shows more of the RT(lowering the ceiling there, maybe?) or raising it enough so that the RT cant spit at period? Or even moving the RT, maybe switching it with the boxes that are in the corner of MS.
<!--quoteo(post=1602399:date=Jan 28 2007, 11:25 AM:name=G4B2S-Wired)--><div class='quotetop'>QUOTE(G4B2S-Wired @ Jan 28 2007, 11:25 AM) [snapback]1602399[/snapback]</div><div class='quotemain'><!--quotec--> I have a balance suggestion. You know that vent right next to Marine start?
I've seen an issue there where a Gorge will spit at the Very Edge of the MS start RT he can see from there. It hits on his side, but Marines Cant see the gorge spit hitting the RT, and if you watch the gorge, the spit is hitting the edge of the vent. (edit: The RT gets damaged all the same, but theres no way for marines to tell unless they walk up to the RT)
Maybe moving the vent one way or the other, so that it shows more of the RT(lowering the ceiling there, maybe?) or raising it enough so that the RT cant spit at period? Or even moving the RT, maybe switching it with the boxes that are in the corner of MS. <!--QuoteEnd--></div><!--QuoteEEnd--> Good find, it's really on the extreme edge. I will fix this for final version.
<!--quoteo(post=1602388:date=Jan 28 2007, 04:35 PM:name=ssjyoda)--><div class='quotetop'>QUOTE(ssjyoda @ Jan 28 2007, 04:35 PM) [snapback]1602388[/snapback]</div><div class='quotemain'><!--quotec--> i see you fixed some lighting problems.. now i just see u have the red and green texlights are still over powering. oh, and some places are very dark, the vents under bio i cant navigate, lazer drilling is very dark. otherwise i like the whole thing, just the lighting is bugging me. no one in reality lights a room red. <!--QuoteEnd--></div><!--QuoteEEnd--> its not dark for me, check youre settings
<!--quoteo(post=1602408:date=Jan 28 2007, 04:54 PM:name=Menes)--><div class='quotetop'>QUOTE(Menes @ Jan 28 2007, 04:54 PM) [snapback]1602408[/snapback]</div><div class='quotemain'><!--quotec--> Good find, it's really on the extreme edge. I will fix this for final version. <!--QuoteEnd--></div><!--QuoteEEnd-->
Glad to hear it, thats been on my nerves for a long time.
Oh yea, another thing - I havnt been able to confirm this in the new version(I'll try to in a bit) but in the hall north of Laser drilling, in the original Origin, players cant get to the end of the hallway. theres like an invisible block there. If its still there, can this be fixed? XD Of course if you recreated this map from scratch its probably not there
<div align="center"><img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> Congratulations for this making it in to v3.2! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /></div>
Even if I dont play this game anymore, it still makes me happy knowing that one of the best maps was finally finished. Great job menes, now i'll have to try it.
Comments
I'd like to comment on the lighting as well, which is pretty bright and all (fine with all that), but like someone commented on, the walkway over the molten metal/lava is too yellow, and it doesn't seem as if it's coming from underneath the player as much as it really should (the ceiling is comparatively very bright there).
So basically you disagree with the over brightening just to keep competitive gamers happy that they can easily frag their aliens?
<!--QuoteEnd--></div><!--QuoteEEnd-->
doesnt matter how dark the map is intended to be if i can make my ns overbright, so that i can easily frag aliens and be happy
almost all players that have really gotten into the game use some kind of method to make their game look brighter; making the maps themselves overall brighter would just ease the learning curve and make the game more fair for new players
doesnt matter how dark the map is intended to be if i can make my ns overbright, so that i can easily frag aliens and be happy
almost all players that have really gotten into the game use some kind of method to make their game look brighter; making the maps themselves overall brighter would just ease the learning curve and make the game more fair for new players
<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a difference between tastefully well lit and over bright. Tanith is the former, this map is the latter.
[attachmentid=35508]
I've seen an issue there where a Gorge will spit at the Very Edge of the MS start RT he can see from there. It hits on his side, but Marines Cant see the gorge spit hitting the RT, and if you watch the gorge, the spit is hitting the edge of the vent. (edit: The RT gets damaged all the same, but theres no way for marines to tell unless they walk up to the RT)
Maybe moving the vent one way or the other, so that it shows more of the RT(lowering the ceiling there, maybe?) or raising it enough so that the RT cant spit at period? Or even moving the RT, maybe switching it with the boxes that are in the corner of MS.
I have a balance suggestion. You know that vent right next to Marine start?
I've seen an issue there where a Gorge will spit at the Very Edge of the MS start RT he can see from there. It hits on his side, but Marines Cant see the gorge spit hitting the RT, and if you watch the gorge, the spit is hitting the edge of the vent. (edit: The RT gets damaged all the same, but theres no way for marines to tell unless they walk up to the RT)
Maybe moving the vent one way or the other, so that it shows more of the RT(lowering the ceiling there, maybe?) or raising it enough so that the RT cant spit at period? Or even moving the RT, maybe switching it with the boxes that are in the corner of MS.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good find, it's really on the extreme edge. I will fix this for final version.
i see you fixed some lighting problems.. now i just see u have the red and green texlights are still over powering. oh, and some places are very dark, the vents under bio i cant navigate, lazer drilling is very dark. otherwise i like the whole thing, just the lighting is bugging me. no one in reality lights a room red.
<!--QuoteEnd--></div><!--QuoteEEnd-->
its not dark for me, check youre settings
<img src="http://www.geocities.com/jazzx79/Comparison.jpg" border="0" alt="IPB Image" />
Good find, it's really on the extreme edge. I will fix this for final version.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Glad to hear it, thats been on my nerves for a long time.
Edit! Nevermind, this is fixed, good job XD
<a href="http://www.unknownworlds.com/forums/index.php?s=5939130561111007232&showtopic=100545" target="_blank">Current v3.2 Changelog</a>