co_radium
Shoot_me
Join Date: 2002-11-15 Member: 8696Members
CO_RADIUM - Updated (05 / 18 / 09) - DL link: <a href="http://aybnetwork.com/co_radium_beta.zip" target="_blank">DOWNLOAD BETA</a>
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- Got both paths mapped out. Working on the smaller air duct paths for the skulks and lurks.
- Working on the weldable points for lights, vent hatches, etc.
- Lower path is ... shorter than the upper path... might use doors to make up for the difference. Upper level is not "multi-level" though so hopefully this won't be a huge problem.
- Need to add ambient sound effects
Map Layout:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_radium_layout.jpg" border="0" class="linked-image" />
I just finished comparing this map to a few other CO maps, might be a problem, but this map is going to be a bit on the large side for CO maps. It takes roughly 30-40 seconds to get from one team location to the other. Once I get a few more vents mapped in and at least the lights weldable finished I'll throw a test compile together and post it here.
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Well, I've gotten both the spawns mapped out, r_speeds so far are within the limits.. and all the sections look like they're going to fit together! This map is hopefully going to be a bit more simple than the last one I started working on... a while back (which I've found the source files to, so I'll finish that one later when time permits). The theme I'm going for is an aging, but retrofitted battleship/destroyer.
The name for the map is subject to change.. kinda randomly picked it off the periodic table. Not sure if it has already been used.
Some random ideas I have for this map:
The hallways and rooms closer to the alien spawn area will start out or remain dimly lit.
I plan on using weldable points to restore the lighting in the hallways primarily (and maybe a few rooms close to the hive). All weldable points for lighting will most likely be located near the hive.
Areas closer to the hive will have simpler walls and ceilings (for skulks and lurks) with more abundant passageways and overall shorter rooms/paths/hallways/etc.
Spawn points for the aliens will be more "scattered" about the hive spawn area (but not outside the infested rooms).
The infestation is concentrated in the medical area of the ship.
Depending on the overall amount of time it takes to get from one side of the map to the other, I might use phasegates (unlockable via weldables).
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0068.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0066.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0067.jpg" border="0" class="linked-image" />
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- Got both paths mapped out. Working on the smaller air duct paths for the skulks and lurks.
- Working on the weldable points for lights, vent hatches, etc.
- Lower path is ... shorter than the upper path... might use doors to make up for the difference. Upper level is not "multi-level" though so hopefully this won't be a huge problem.
- Need to add ambient sound effects
Map Layout:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_radium_layout.jpg" border="0" class="linked-image" />
I just finished comparing this map to a few other CO maps, might be a problem, but this map is going to be a bit on the large side for CO maps. It takes roughly 30-40 seconds to get from one team location to the other. Once I get a few more vents mapped in and at least the lights weldable finished I'll throw a test compile together and post it here.
------------------------------------------------------------------------------
Well, I've gotten both the spawns mapped out, r_speeds so far are within the limits.. and all the sections look like they're going to fit together! This map is hopefully going to be a bit more simple than the last one I started working on... a while back (which I've found the source files to, so I'll finish that one later when time permits). The theme I'm going for is an aging, but retrofitted battleship/destroyer.
The name for the map is subject to change.. kinda randomly picked it off the periodic table. Not sure if it has already been used.
Some random ideas I have for this map:
The hallways and rooms closer to the alien spawn area will start out or remain dimly lit.
I plan on using weldable points to restore the lighting in the hallways primarily (and maybe a few rooms close to the hive). All weldable points for lighting will most likely be located near the hive.
Areas closer to the hive will have simpler walls and ceilings (for skulks and lurks) with more abundant passageways and overall shorter rooms/paths/hallways/etc.
Spawn points for the aliens will be more "scattered" about the hive spawn area (but not outside the infested rooms).
The infestation is concentrated in the medical area of the ship.
Depending on the overall amount of time it takes to get from one side of the map to the other, I might use phasegates (unlockable via weldables).
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0068.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0066.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0067.jpg" border="0" class="linked-image" />
Comments
Of the (mostly) finished sections:
Alien spawn/Hive room:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_tarrant0000.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0065.jpg" border="0" class="linked-image" />
Leading to the hive room:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_tarrant0004.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0053.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0061.jpg" border="0" class="linked-image" />
Hallway (1st path) - Starting state/lights off:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_tarrant0002.jpg" border="0" class="linked-image" />
Hallway (1st path) - After func_weldable is triggered/lights on:
<img src="http://i6.photobucket.com/albums/y226/yarrik71/co_tarrant0003.jpg" border="0" class="linked-image" />
The link will also be displayed in the first post. I still need to create a "ready room", but I'll get to that once I get all the sounds and extras added in.
The last picture with that corridor looks great.
It's just that ns is dead and those few left don't wanna play new maps.
I have some specific comments, and it might be easier if I go through them more or less shot by shot.
So:
<b>Post 1</b>
Shot 1: I think the main thing here is that the upper area from which the shot is taken could probably use its own lighting scheme to make it look a bit separate from the hall below. I'm thinking a deep red or a mixture of red and orange.
Shot 2: What this bit really lacks is contrast. I think you'd benefit from having visible pools of light on the floor under the white lights, as well as maybe making the blue lights a deeper shade of blue.
Shot 3: I think this is fine for a vent, just make sure that no area is too dark; that can really get in the way of making your way around vents.
<b>Post 2</b>
Shots 1 & 2: I think you're on the right track here, and I especially like the way you've made it look like light is coming from the hive. What I think you should do is keep what you have but add some nice orange lighting to that area to bring out more of the orange/pink tones in the infestation textures.
Shots 3 & 4: I like what you have here, but I think you ought to alter the colour of your blue lights. Try and make them a bit darker, less sky blue. Also try and up the contrast a bit; again, more obvious pools of light. Also, you might want to even out the yellow trim bit in the triangular section of shot 4. The dark lines on it are all in odd places, and it draws the eye in quite a confusing way.
Shot 5: Same thing again about the blue, but the problem is a bit more obvious against the red. I think each colour needs to be deeper, and honestly you'll probably want to take one of them out and make it red/white or blue/white. Otherwise there's a danger of it being an odd purple colour.
Shots 6 & 7: I like what you have here, I think these shots are moving more towards what you could do with lighting contrast in the level, and I really like the orange tone in the second shot. I think you should make the first shot look even colder and more hostile, and beef the orange up in the second shot even more - really play up the idea that it's that much more welcoming now the power is on.
I hope that's all helpful. I'll try and give the map a run-through when I can. Good work!
How does any of that have absolutely anything to do with co_radium?? Correct me if i'm wrong but this is the NS website which has absolutely nothing to do with WoW. Also I don't think that little 'copy n paste' sob story is going to sway the hearts and minds of the hardcore NS people that frequent these forums.
Hmm I guess the gold farmers are branching out from WoW and harassing other gaming communities.. Do they feel any shame?
Anyway in regards to co_radium, I haven't had a chance to download it and try it out as of yet but looks to be an interesting map, i especially like the hive infestation from what I can see.