11th Hr Update
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">pics inside</div> Some pictures of new and updated areas in 11th Hour. I hope to have a new public build ready for Saturday.
1) Water Hive, revamped
1) Water Hive, revamped
Comments
The marine spawn is execellent! No need to make it darker. Looking at the ss of the marine spawn you may think it is bland but once some IPs, an armory, etc is down you will not even notice. I rather have plenty of room to build my base rather than eye candy that would interfear with my buildings/give the aliens a place to hide in my base.
Please remember this is for TESTING, there will probably be another build tomorrow to deal with whatever the testing shows up.
Game 1: Marine Victory (long game)
Game 2: Alien Victory (long game)
Game 3: Marine Victory (long game)
Game 4: Alien Victory (long game)
Game 5: Alien Victory (skulk rush)
Game 6: Marine Victory (lmg rush)
Game 7: Alien Victory (long game)
It seemed very well balanced. Everyone enjoyed it. I don't think any more vents will be required, but they couldn't hurt. Also, there are no weldables, which is not a problem, but it wouldn't hurt to add a few. The new Marine spawn room design is a huge improvement over the last build, and the redesigned hallways are very nice as well. The map feels much more balanced, and much more completed. I look forward to placing it in my map cycle.
There was one thing I noticed, and that was when the Aliens built OCs near the CC, the CC was not hurt at all. I am not sure if this is a map problem or not, but I think it is worth looking into.
If needed, we can run another test build tomorrow, or whenever it is ready. Great work ChromeAngel!
i really like what you're going for; the gameplay is unique and interesting.
Game 8: Marine Victory (long game)
So all in all, it was 4 Marine wins to 4 Alien wins. Pretty darn balanced if you ask me!
Nice map.
<a href='http://www.joshbeeler.com/phpBB2/viewtopic.php?t=66' target='_blank'>http://www.joshbeeler.com/phpBB2/viewtopic.php?t=66</a>
Everyone is welcome to join us.
Although the ready room has an interesting layout, it is boring. I suggest spicing it up.
EDIT: the names of the locations are also pretty dull. I suggest more discriptive names.
example, instead of "Ramp Hive" have "Something access Ramp Hive"
i'm sorry i'm talking to "the" girl so i am OUT of zit!
Well. The only time I got a chance to play it was on a server that had cheats on. So I won't comment.
So needless to say... I want this map. Mirrors. Now. Please. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
The new marine spawn looks great! Much better than the dark tiny version I played way back in the first release. 4 wins to 4, eh? This I gotta see...
I played the map last night - its HUGE! And very dark, which is nice (although almost too dark in places). My only real complaint about it is there are absolutely <i>no</i> vents for skulks anywhere in the map. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
We at <a href='http://www.clanvicious.com' target='_blank'>-= Clan Vicious =-</a> feel the same way. As a fade coming up from the bottom of some of these, your hive is dead before you can get up there. Other then that, the map looks good. Maybe a few more catwalks along some or those huge walls. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Gorges shouldn't be trying to defend (no weapons), Fades can Blink and if you've got an Onos your more likely to be on the offensive then defending.
Excuse? Maybe.