Ns_survival Beta 3.1
DjBourgeoisie
Join Date: 2003-08-28 Member: 20300Members
Hey guys, I finished my latest build which I hope is the final map layout and rt placement of my map so I can begin finishing up the detailing etc. Please check it out and gimme some feedback (yes I know many here dont like the red skulls in readyroom) NOTE I have not finished using all of the textured lighting yet so some things are not illuminated, some hallways might seem a bit bare atm, and there are a few rough spots, which I am still thinking of ideas to impliment. But have a look <a href='http://www.m00farm.com/cop/map/ns_survival(beta3.1).zip' target='_blank'>http://www.m00farm.com/cop/map/ns_survival(beta3.1).zip</a>
Thanx in advance. -Dj
Thanx in advance. -Dj
Comments
Sorry... but no.
Now on to the good stuff! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> The ambient sounds are amazing. They really make me feel that this is a huge, tall hallway and that that really is a pipe, not just a polygon on a computer screen. The shuttle at the marine start is another neat idea, and the openess of some areas makes a good break from the cramped conditions of most areas on the other official levels.
I especially like the fan here:
Sorry... but no. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ill take that with a grain of salt being your one out of 100 so far who have actually played the map... Yes I am aware of the detail lacking in areas (see original post), this is more to show the layout etc. Keep that in mind before posting.
edit Plz, I dint post screens for the reason I want comments about the layout only. I already stated this is not detailed, or finished lighting. This always happens, people cant seem to resist commenting on how a map looks and seem to ignore the layout <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Well, you should expect this. You should NEVER post a thread asking for layout specific comments with a link to download a map that you have not finished detail wise. As people will totally ignore you, and your requests for feedback on the layout and just lay into you about how it looks.
The rooms shown in those screenshots are flat and empty. There's no height variations, no cover to hide behind... basically nothing that would suggest it's a fun place to fight in.
The rooms shown in those screenshots are flat and empty. There's no height variations, no cover to hide behind... basically nothing that would suggest it's a fun place to fight in. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
*smacks forehead*
Jesus I am never posting in this forum again. Layout (look at the commander view and observe the map layout) LAYOUT, do you know what that is? Another term you might wanna look up in websters, BETA... For cryin out loud, who the hell in their right mind details each room fully as they go when developing a map? I guess I dont find pleasure in having to delete or modify hours of work spent on detailing, which is why its the last step in making a map. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> Forget it, just lock the thread, I'll stick with the gaming community I am involved in, its the only place I can count on for "real" feedback. I swear some people should have to pass an iq test before being allowed on the internet...
Me.
Edit: Oh, and if you can't take critizism, well, don't ask for it, it looks like you just want praise...
QUOTE (DjBourgeoisie @ Feb 5 2004, 01:02 PM)
who the hell in their right mind details each room fully as they go when developing a map?
Me.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ditto
Me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That isn't the point. Bourgeoisie doesn't and it's his map.
Bourgeoisie, try again when the map is finished. If you show undeveloped work, people will tend to assume it's the best you can do.
No, you plan the layout of some mad invention called "paper", or possibly some computer-based "digital paper", then make the map. Once you've got a layout down on paper, you can make the map using any method you please.
That isn't the issue here. My main problem is that from what I can see adding detail to this map isn't going to save it. Like that classic proverbial phrase states: "You can't polish a turd".
Please, prove me wrong. Come back in a few weeks or months with a fantastic version of ns_survival. Or just go back to the drawing board, and hone your skills.
A layout can be found in a top-down picture in noclip mode, or even from within hammer. If you want to check runtimes, you can do that on your own time.
You have nice details, like fans, steam, electricity..
but thats dissolved immediatley, when I look at the layout and architecture.
Its boring, dull and tedious.
You need eye-catching details and well....everything your map doesnt.
Im sorry, but its the truth.
Still, you have a basic shell of map.
As other people already said:
You do first the layout on paper, or paint, or photoshop, or whatever you want it to do. Show it to people so they tell you what they think the problems might be, etc. And then, you start mapping... It isn't all that hard, no reason to argue.
NS IS AN RTS.
Now, that has a very important consequence: maps aren't just big playgrounds with lots of cool detailing. If you think that, then go play bast, where there are three nodes that are within 15 seconds of a refinery spawn. Or go play mineshaft, where I've seen more annoying unbeatable U-Turn sieges than I care to remember.
When Bourgeoise wants opinions on layout, he wants people to tell him whether the aliens have access to too many nodes too quickly. Whether a node is a deathtrap like PSJ3. That's not something you can do on a piece of paper or in a map editor. It requires playtesting.
He obviously put a little effort into detail with comp screens and all. But Anybody can make a good layout and improve upon it's design. But pulling it off with detail is what makes the map. If I had the choice to test a semi-finished map compared to 16 boxes, what would I choose? The semi-finished map. You don't need to play the map to know if nodes are too close, and box's won't tell you much more then an overhead.
If he wanted to show a layout, show the overhead or the drawing of it. Theres no need to put up a playable version and then whine when you get criticsm that the rest of us would ALL expect if we did the same. You may think this forum is a shooting range, but go ahead and look at some of the other posts where people want comments on the beta's of their maps. Most of them get positive responses if the show some initiative and some promise. This one obviosuly isn't tickling anybodies fancy. The solution? Come back when you've actually got some work done on the map. Then we will test it and let you know what needs fixing.
I don't see why you would come on here and start talking to us as if we were idiots in the mapping field.
P.S - I thought most people did it room by room...
-also you people make it sound like he just spent a day on the map, might i ask again, have you even played this map, or are you blindly judging the map by the front page pictures?
But aesthetically, i'd go back to the drawing board. Now you have a working model, you can start work on the "real thing". Nothing hit me as being memorable or stunning looking at all. It's not the most abysmal mapping i've seen, someone else has that throne (*winks at the #nsmapping crowd*), but it certainly isn't the most eyecatching. It's all bland, the texture use, the architecture, the lighting.... everything. I can see you've obviously tried, but you need to try more.
Another thing that jumped at me was the lack of variety in height about the map. Every room seemed to be the same height as every other room or corridor, and heaven forbid finding a room with more than 2 different height levels in the same room!
As i said, this is a good solid base, but making it not look like crap, as far as i can see, is going to be a massive challenge.
*EDIT: As a little tip, try learning how to do effective realistic terrain and use vertex manipulation. The external rocks are so square they just look ridiculous, and the hive walls are so flat and the corners are so sharp... it could really benefit from using it.