co_mandaris

SkackySkacky Join Date: 2005-06-05 Member: 53189Members
edited June 2007 in Mapping Forum
<div class="IPBDescription">Phase two !</div>Hi everybody <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So, I finally released the beta 2 of my jewel, co_mandaris.
After tons of nights fixing bugs and making new things and balancing everything, this version is out <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
The private beta has been tested yesterday in 6vs6 and 7vs7, I think this playercount is optimal for this large co_ map. The map is pretty balanced, even if it needs some additionnal covers here and here.
So, I release this open beta here <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

Here is the download link :
<a href="http://perso.orange.fr/temposite/co_mandarisb2.zip" target="_blank">Download co_mandaris open beta 2</a>

Some screenies

<img src="http://perso.orange.fr/temposite/co_mandarisb2_0.jpg" border="0" alt="IPB Image" />
The ready room has been enlarged.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_1.jpg" border="0" alt="IPB Image" />
The External Overlook has been totally rebuilt.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_2.jpg" border="0" alt="IPB Image" />
A new room.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_3.jpg" border="0" alt="IPB Image" />
The classic Cavern.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_4.jpg" border="0" alt="IPB Image" />
The Loading bay, the same than before.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_5.jpg" border="0" alt="IPB Image" />
External view of the center of the map.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_6.jpg" border="0" alt="IPB Image" />
The new Hive !

<img src="http://perso.orange.fr/temposite/co_mandarisb2_7.jpg" border="0" alt="IPB Image" />
Another Hive access, with covers and a duct.

<img src="http://perso.orange.fr/temposite/co_mandarisb2_8.jpg" border="0" alt="IPB Image" />
The Tarjas, thanks Kouji_San for the lighting scheme !

<img src="http://perso.orange.fr/temposite/co_mandarisb2_9.jpg" border="0" alt="IPB Image" />
The Marine Spawn

Juste one thing : Cloaked Aliens are the best in the map <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

<b>Thanks :</b>
Hurry
Fcp
Master-Poda
Kanish
Darkwing
DiFFtY
Ragnareb / BeBer
Cide

Everyone that I forget !

Comments

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    edited June 2007
    Just did a little burn through it, very nice! The organic feel to it is comes through with the rich auditory experience! (On that note though, the "ocean sounds" probably should be closer to the windows. It's sort of strange hearing the ocean coming from behind me when I look out the window!) The screenshots sort of give the impression that the lighting might be bland (screenshots do make it hard to convey the flow of a room), but really, it's very "outdoorsy" lighting when you play it, I like it a lot in action so good job there!

    My only other thing is that glass hallway, (long way home?) the rock wall looks kind of stange all square like that. Maybe if you could slope and de-boxisize that wall (like other areas of the map). A really nice job everywhere else, but that one section sort of broke the illusion!

    About the only other thing I'd suggest, is if you ever have the time, since you've got some nice waterfalls to work with, maybe try mixing some particle systems in with them? I've always wanted to try to use the particle system to help make halflife-engine waterfalls look a little bit more natural. (The splashiness of it anyway.)

    All in all, very nice work!
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Thanks for the reply, BigD <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    I see for the square-ish rocks, I'll try to fix that. And for the waterfalls, I'll see later too, searching ideas <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Any other comments ? Don't be shy <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Haven't had a chance to download it, but the only thing I spotted from the pics is that the Marine spawn looks awfully cramped. I really like the fact it's has a unique setting though.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    In reality, the Marine Spawn is a bit more open. Here's an overview if you want to see.

    <img src="http://perso.orange.fr/temposite/co_mandarisb2_overview.gif" border="0" alt="IPB Image" />

    The MS is the room and the two corridors thingies.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I dont know why I never mentioned it before, but looking at the overview it's obvious: the MS has one entrance to the CC and Marines spawn behind that entrance!!! This has gotta be hell for retreating khaara (especially Onoses)!
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Well.. I remember a game when I was Marine, there were two Oni at MS, and we managed to push them out of the MS. If you look the exits of the two corridors, there is a large, long corridor and a kind of big room for the other side. So it's pretty easy to push them out if you have a good team.
    And, oh, I forget to mention that, but the Marines not only spawn in the little room, they spawn also in the two corridors. It's impossible to fit 16 team_starts in this little room ^_^
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Well, to tell ya the truth, with a big map like this, I wonder if that sort of choke point like that wouldn't be for the better anyway. You can kamikazee the base, and if you die, should have time to re-evolve before they come knocking on your door again anyway (because in combat, unlike classic, you <i>can</i> just re-evolve right away anyway. And if marines are being pressured that bad, a good block kill could give'em a chance to break out. I'm curious to see how this would play.
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    edited June 2007
    yeah rainforest theme, or??? Really detailed it is great
Sign In or Register to comment.