Co_Bluebay feedback

CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
edited February 2007 in Mapping Forum
<div class="IPBDescription">Public playtests</div>Name: <!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->Co_Bluebay<!--colorc--></span><!--/colorc-->
Update date: <!--coloro:yellow--><span style="color:yellow"><!--/coloro-->12.02.2007<!--colorc--></span><!--/colorc-->
Status:<!--coloro:green--><span style="color:green"><!--/coloro--> 100% <!--colorc--></span><!--/colorc--> <!--coloro:red--><span style="color:red"><!--/coloro-->( Public playtests )<!--colorc--></span><!--/colorc-->
Realise Version:<!--coloro:green--><span style="color:green"><!--/coloro--> final <!--colorc--></span><!--/colorc-->
<!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->DOWNLOAD: <!--colorc--></span><!--/colorc--> <a href="http://rapidshare.com/files/16212318/co_bluebay.zip.html" target="_blank">Co_bluebay</a>

MIRROR: <a href="http://www.vh2.nl/maps/co_bluebay.zip" target="_blank">Co_Bluebay</a> ( THX RoCity)


<!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->To do list:<!--colorc--></span><!--/colorc-->
- fix bugs/balance changes found by playtesters
- more schudeled playtests


<!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->Notes:<!--colorc--></span><!--/colorc-->
The map is currently in its final stage. Bug fixing and balance changes are both being discussed with my playtesters. The map is small with three rooms joint by corridors (Marine start -> War Room <- Hive) Initial tests have proven that it plays very well in three on three games (however Im quite confident it will play just as well in larger games thx to Hive 2 Community for tests in beta version).
The plot is simple but twists away from the usuall "Aliens invade marine ship/space station/ect... concept".
I think that its about time the marines bite back. This time its the alien ship thats being invaded. The marines have already established an outpost and brought in supplies (such as the armoury, crates, ect...) and now begin their investigation of the strange vessal. To make the map look more alien I created some custom textures such as the hieroglyphs, monitors (which are the maps main theme) and more....
I Would be gratefull for a mirror of this map or any sended demos recorded during your testplays (carnagee@o2.pl).

<!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->Screenshots:<!--colorc--></span><!--/colorc-->

<a href="http://www.slibe.com/image/195239b4-co_bluebay0007/" target="_blank"><img src="http://www.slibe.com/imagestumb/195239b4-co_bluebay0007.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/fcd9ec2a-co_bluebay0009/" target="_blank"><img src="http://www.slibe.com/imagestumb/fcd9ec2a-co_bluebay0009.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/c0150221-co_bluebay0010/" target="_blank"><img src="http://www.slibe.com/imagestumb/c0150221-co_bluebay0010.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/444fe3f5-co_bluebay0020/" target="_blank"><img src="http://www.slibe.com/imagestumb/444fe3f5-co_bluebay0020.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/b61470e4-co_bluebay0011/" target="_blank"><img src="http://www.slibe.com/imagestumb/b61470e4-co_bluebay0011.jpg" border="0" alt="IPB Image" /></a>
<a href="http://www.slibe.com/image/e4fb72ce-co_bluebay0018/" target="_blank"><img src="http://www.slibe.com/imagestumb/e4fb72ce-co_bluebay0018.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/a138d86c-co_bluebay0023/" target="_blank"><img src="http://www.slibe.com/imagestumb/a138d86c-co_bluebay0023.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/4b73b53b-co_bluebay0016/" target="_blank"><img src="http://www.slibe.com/imagestumb/4b73b53b-co_bluebay0016.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/068e3dca-co_bluebay0025/" target="_blank"><img src="http://www.slibe.com/imagestumb/068e3dca-co_bluebay0025.jpg" border="0" alt="IPB Image" /></a><a href="http://www.slibe.com/image/712e3d9a-co_bluebay0005/" target="_blank"><img src="http://www.slibe.com/imagestumb/712e3d9a-co_bluebay0005.jpg" border="0" alt="IPB Image" /></a>

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Special Thanks to: <!--coloro:lightblue--><span style="color:lightblue"><!--/coloro-->
Maxx!!, Waxx!!, Zamma, Legian, Lobo (For urging me to start mapping)<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->

Comments

  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    edited February 2007
    I like what i see on the screens, but i cant see much.. you should brighten them up a bit....
    I did a run through your map and imo it is too dark. Id espacially like to see more blue lighning in it (cause of the name <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />)

    You absolutly have to reduce r_speeds in your map, almost in every location, the count was over 900 in some points, 1200 was the maximum i found after 2 minutes search...
    I made some screens to show you.
    <a href="http://img413.imageshack.us/my.php?image=cobluebay0002ue6.jpg" target="_blank"><img src="http://img413.imageshack.us/img413/4223/cobluebay0002ue6.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img261.imageshack.us/my.php?image=cobluebay0000zd7.jpg" target="_blank"><img src="http://img261.imageshack.us/img261/9954/cobluebay0000zd7.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img185.imageshack.us/my.php?image=cobluebay0001ff6.jpg" target="_blank"><img src="http://img185.imageshack.us/img185/7267/cobluebay0001ff6.th.jpg" border="0" alt="IPB Image" /></a>
    I must especially compliment your marine start, it looks really awsome. I'd advice you to reduce r_speeds and raise the general light level.
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    edited February 2007
    Hola
    I have been running your alpha map on 2 servers, ive tweaked waypoints for my bots and it make for some great karnage. As for pvp game play its a liitle to open with little cover for aliens or a vent into the marine area which would help. Looking forward to a beta





    PS :Its one of the brighest maps ive seen <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
  • RoCityRoCity Join Date: 2006-12-06 Member: 58930Members, Constellation
    edited February 2007
    Looks very new and stylish.!! impressive

    <a href="http://www.vh2.nl/maps/co_bluebay.zip" target="_blank">http://www.vh2.nl/maps/co_bluebay.zip</a>
    Tnx to LtCmdBirdman for uploading it on the server!

    You can play the map here: 1281.171.74.23:27015 [www.VH2.nl]Public Wub Server 3.2 beta 2 [FF on]
    Ask a donator or admin.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Im not good at lowering w_polly count must read some more faqs <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> i have mapped in Doom, Duke Nukem 3D, Quake etc. So it wasnt hard to map in hammer but all the engine indepedent stuff is new to me i must make some research to develope some lowering r_speeds skills <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. About the gameplay i would be greatfull on any comments i will try to think of a vent to marine start. Maxx!! (my first betatester) told me about marine start being to big but i had to test it and find out for my self. It is so big becouse i wished that fades and onoses could easly manover there. Any demos would be nice to carnagee@o2.pl
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2007
    Some small tips perhaps:

    - pipes, DON'T let them touch walls if they are not touching the void
    - strange angles will break up walls, adding to w-polies
    - looking from one room towards another without any wall in between them (visblockers) will add to w-polies

    Also have a look at <a href="http://nemesis.thewavelength.net/index.php?c=205&o=75" target="_blank">Object viewer</a>. This tool will allow you to open up your compiled map in a modelviewer environment. THe nice thing about this is that you can easily see where the compile tools break up your walls into many parts (adding to w-polies)

    Just open your map and set the renderer to flatshaded. This will help you see the problem areas much better then half-life's gl_wireframe 1/2 command
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    edited February 2007
    this map is awesome and totally sexy hawt. I love darker maps and believe there should be more of them. After all marines have a flash light!
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