swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited December 2012
<!--quoteo(post=2047552:date=Dec 18 2012, 01:05 PM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Dec 18 2012, 01:05 PM) <a href="index.php?act=findpost&pid=2047552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only concern I've got is that Oxygenation and Security RT's seem pretty close together. Otherwise it's looking really cool and I can't wait to try it out.<!--QuoteEnd--></div><!--QuoteEEnd--> I would like to see two hallways from Gravity, going to each of the nodes, so marines have to walk back to Gravity and then to the other node. Right now it seems like you could quickly kill both nodes.
Also, great job on this map everyone! It's really awesome to see a community project like this succeed! :)
Hi, played jambi couple of times on our server and i like so far.
Found a little 'bug' there: if u build a drifter from the pipeline hive they cant leave the circular platform, maybe add a little ramp or something. This issue prevents aliens from having some early scout till they finished a 2nd hive (assuming they spawn in pipeline).
Also im playing on low settings and i have a feeling some of the rooms are a tad too bright when they are powererd. Maybe there could be a little more shadow in the corners, near ceiling etc.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited January 2013
<!--quoteo(post=2061609:date=Jan 17 2013, 09:09 AM:name=Magrath)--><div class='quotetop'>QUOTE (Magrath @ Jan 17 2013, 09:09 AM) <a href="index.php?act=findpost&pid=2061609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there going to be another project like this? I'd love to help.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well why don't we see how many people are interested in a new project? :) post here if you are interested.
I'd be happy to help out in the initial stages to get things going in the right direction. There a lot of things all of us in the team learned and these lessons would significantly speed things up in a new project.
(i probably won't do any actual mapping - maybe some grey boxing for concepts).
edit: It would be cool to see something a bit different in terms of gameplay - a bit more of a unique layout, perhaps some clever things with power nodes ( like a power room that is able to turn off power to 1/3 of the map) that kind of thing. Maybe even a smaller map to keep the action fast. Also it absolutely MUST have a diagonal lift like in ns_bast :) (even if it does move).
I am interested in taking part in the next map project, maybe for a res node room or something. Although I have limited Spark mapping experience I was fairly proficient in Hammer back in the day.
How is the second map project going? Have you guys started yet?
Don't think we have started, I've got a few ideas though - does anyone want to be the co-ordinator for this? I'm pretty crap at co-ordinating, plus being in GMT+10 doesnt help :P
First of all we should probably start a new thread - then we can start inviting people to the basecamp site again.
Teehee. I would like to participate but I'd rather not try to coordinate everyone
My mapping experience consists mostly of creating silly maps for combat mode. And by silly maps I mean small and relatively simplistic maps designed to break the mold and do something that people hopefully find unique and interesting after a few rounds on standard maps. http://steamcommunity.com/id/brianp/myworkshopfiles/?4920
Comments
I would like to see two hallways from Gravity, going to each of the nodes, so marines have to walk back to Gravity and then to the other node.
Right now it seems like you could quickly kill both nodes.
Also, great job on this map everyone! It's really awesome to see a community project like this succeed! :)
Found a little 'bug' there: if u build a drifter from the pipeline hive they cant leave the circular platform, maybe add a little ramp or something. This issue prevents aliens from having some early scout till they finished a 2nd hive (assuming they spawn in pipeline).
Also im playing on low settings and i have a feeling some of the rooms are a tad too bright when they are powererd. Maybe there could be a little more shadow in the corners, near ceiling etc.
Just my 2cents, keep up the good work.
Well why don't we see how many people are interested in a new project? :) post here if you are interested.
I'd be happy to help out in the initial stages to get things going in the right direction. There a lot of things all of us in the team learned and these lessons would significantly speed things up in a new project.
(i probably won't do any actual mapping - maybe some grey boxing for concepts).
edit: It would be cool to see something a bit different in terms of gameplay - a bit more of a unique layout, perhaps some clever things with power nodes ( like a power room that is able to turn off power to 1/3 of the map) that kind of thing. Maybe even a smaller map to keep the action fast.
Also it absolutely MUST have a diagonal lift like in ns_bast :) (even if it does move).
Although I have limited Spark mapping experience I was fairly proficient in Hammer back in the day.
Don't think we have started, I've got a few ideas though - does anyone want to be the co-ordinator for this? I'm pretty crap at co-ordinating, plus being in GMT+10 doesnt help :P
First of all we should probably start a new thread - then we can start inviting people to the basecamp site again.
My mapping experience consists mostly of creating silly maps for combat mode. And by silly maps I mean small and relatively simplistic maps designed to break the mold and do something that people hopefully find unique and interesting after a few rounds on standard maps. http://steamcommunity.com/id/brianp/myworkshopfiles/?4920
How soon do you think you'd be starting a new one?
someone just has to start one :P