NS2_Drydosity v1.0

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited February 2013 in Mapping
Finally, after about 4 months, I have finished v1.0 of NS2_Drydosity


Drydosity is set in an abandoned water processing facility that has long since run dry and become useless. However, it has now been infested by the Kharaa and needs to be reclaimed

Barring any major gameplay issues, this is the version that'll be in the Custom Map Cup.

Layout
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Let the image spam begin! :D

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Comments

  • Rellik_ptRellik_pt Join Date: 2013-01-22 Member: 181205Members
    did you randomize the hives start? hope so
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Aliens start in Tailwater or Underground. Marines start in Control or Headwater.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    NICE! Looks like most the issues with previous builds have been fixed. I'll look forward to giving it a test and getting some feedback to you.
  • Rellik_ptRellik_pt Join Date: 2013-01-22 Member: 181205Members
    i think the area near tailwater is a bit open for marines maybe you should add some more cover, also the tunnels near that area also are a bit hard to leave by looking to the minimap, is rather hard to see where is the exit of those tunnels. could be nice if you add different textures to the map too, maybe a bit more color.
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