co_squader

SkackySkacky Join Date: 2005-06-05 Member: 53189Members
<div class="IPBDescription">New map heh</div>Hello everybody
Here's my new map co_squader.

This map is 2k faster than co_mandaris. It's an underwater basement situated near Mandaris station.
The runtimes are equal on both sides, 20 seconds MS to Hive. 2k faster than co_mandaris <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />.

Here are some pics and a download link.

<img src="http://suribang.ovh.org/joomla/images/screenshot/co_squader_v1a10013.jpg" border="0" alt="IPB Image" />
Ready Room.

<img src="http://suribang.ovh.org/joomla/images/screenshot/co_squader_v1a10006.jpg" border="0" alt="IPB Image" />
Living Quarters.

<img src="http://suribang.ovh.org/joomla/images/screenshot/co_squader_v1a10016.jpg" border="0" alt="IPB Image" />
Central Corridors.

Note that some areas on the screens are outdated, some of the areas showed are modified a bit..

Download link : <a href="http://perso.orange.fr/temposite/co_squader_v1a1.zip" target="_blank">Ici</a>

Enjoy.

Comments

  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I have to admit you seem to have a consistent artistic style which is identifiable as you in your maps.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Lol, everybody say that, I just try to map as better as I can <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Looks slightly odd, like the water in the ceiling has no purpose no reason for being or getting there?

    Where the sky is on screen #3 try putting the water texture again so it looks like there is water outside and not just on the windows.

    Nice clean and consistent, other than the weird water placement.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    <!--quoteo(post=1636512:date=Jun 29 2007, 11:51 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Jun 29 2007, 11:51 AM) [snapback]1636512[/snapback]</div><div class='quotemain'><!--quotec-->
    Looks slightly odd, like the water in the ceiling has no purpose no reason for being or getting there?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, I know it's a bit weird, but it adds a strange feeling to the map. I personnaly like it a lot.
    Thanks <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    looks much like co_sava, maybe because same textures but whatever its very nice and all the aquarium/water system
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I have to agree with Thaldarin on one point.

    <!--quoteo(post=1636512:date=Jun 29 2007, 05:51 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Jun 29 2007, 05:51 PM) [snapback]1636512[/snapback]</div><div class='quotemain'><!--quotec-->
    Where the sky is on screen #3 try putting the water texture again so it looks like there is water outside and not just on the windows.

    <!--QuoteEnd--></div><!--QuoteEEnd-->

    The 3rd picture has a "Sky" texture on the "Skybox" This makes it look as if the water is only on the windows, and is then encased in sky. Change the "Sky" texture so you have a "Water" texture as the "Skybox".

    This will look like the map is then underwater, not just encased in water.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Well, I don't see really what you two are trying to say, probably because my english is bad. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    If I understand correctly, I could put that water texture just under the sky texture, so in-game it will look like there's a surface, no ?
    I'll probably don't reply this thread for one week, cause I'm moving elsewhere. But I'm still working on that.

    I played it yesterday, the map is pretty balanced and fun. The next step is to put decoration like flooded corridors, water leaks, outdoors details and something if I'm inspired.

    Oh and yes, when I first built the map, it wasn't meant to look like co_sava, but when I was on the middle of the development, it looked really like co_sava. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1636796:date=Jul 1 2007, 12:45 PM:name=Skacky)--><div class='quotetop'>QUOTE(Skacky @ Jul 1 2007, 12:45 PM) [snapback]1636796[/snapback]</div><div class='quotemain'><!--quotec-->
    If I understand correctly, I could put that water texture just under the sky texture, so in-game it will look like there's a surface, no ?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2007
    Try and get "<a href="http://collective.valve-erc.com/index.php?doc=1057998335-32647500" target="_blank">Poor Man's Shiny Floors</a><!--coloro:white--><span style="color:white"><!--/coloro--> ™<!--colorc--></span><!--/colorc-->" into the map (I did that once on ns_achio version 1 prior to the revised version, related <a href="http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/watercleansing.jpg" target="_blank">screenie</a> @ the puddle near the door)

    Easy to do, just keep an eye out for the 2x r_speed increase though! Also I think some of those areas could do with a hint of blueish glow, not that much but just so that it is noticeable yet not over dominating
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    I added this to customfactor, seems to be clean, and easy to run around, while looking good
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Its marine bias, however, this can be fixed by a what seems to be a simple move of one of the halls.

    The hall with the S pipe in the roof is to much in the middle, if you move this 256-320 units it will take the main focus of the bias away, you should also look at more nade defense for the hive spawn points as well.
  • WhiteKnight1WhiteKnight1 Join Date: 2005-01-10 Member: 34765Members
    Definate marine advantage.

    Their spawn is only accessible by 2 long, see-through corridors where a high level of blocking takes place between attacking aliens and retreating aliens.
    The defending marines need only to spam bullets and nades down into these corridors to cause massive damage to aliens...

    When attacking their base, your basically on the defensive anyway as you are forced into the lowered area whilst defending marines are on the higher ground. But this is the exact opposite for the alien hive area? The marines are given a higher ground area (stomp proof i might add) from which to attack spawning aliens and the hive.

    The whole map seemed cramped as there was always onos jams and fades hitting eachother as they tried to attack and retreat at the same time...

    There are far too many things that players get stuck on while trying to attack marines, objects that look pretty but cause players to hit them and stop moving and become easy targets.

    <b>Non-gameplay issues:</b>
    There seems to be almost no difference in lighting in the entire map. Each area is as bright as the last and there are no dark areas for aliens to ambush marines from.

    The constant *water* sound also starts to get irritating after a while, are you able to lower the overall volume of the water sound so that it is still audible, but only when there is no fighting?
    A large majority of the server ended up "stopsound"ing to get rid of the noise.


    Overall, The map looks nice and is very unique in its design.
    With a few fixes and tweaks i think it is very promising.
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