Andromeda About A Week From Release.
Lord_Requiem
Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Some screenshots until then.</div> I'm well aware ns_andromeda will not win any architectural awards, so please refrain from attempting to point that fact out. The point here was to create a FUN addition to the NS mod without taking 6 months to do so.
I'll be offering it out for beta 1 testing on January 5 or 6, I'm not sure which depending on how the final editing goes. If you run a server and wish to playtest this map, please email me at abrock@angelfire.com
I'm on holiday for about a week starting tomorrow, otherwise I would finish it up this weekend... its that close to a beta. Without further blathering, the screenshots:
Pic1 is new and larger marine start, it is not quite finished I have to add a bit more lighting. Offscreen to the left are 2 large storage lockers where some marines will spawn at, and are excellent places to build portals.
I'll be offering it out for beta 1 testing on January 5 or 6, I'm not sure which depending on how the final editing goes. If you run a server and wish to playtest this map, please email me at abrock@angelfire.com
I'm on holiday for about a week starting tomorrow, otherwise I would finish it up this weekend... its that close to a beta. Without further blathering, the screenshots:
Pic1 is new and larger marine start, it is not quite finished I have to add a bit more lighting. Offscreen to the left are 2 large storage lockers where some marines will spawn at, and are excellent places to build portals.
Comments
I like your texture usage in the second pic, well done!
Overall, "interesting" is the word I would use to sum it up. It's no absolute masterpiece, but I certainly don't see anything bad, and there are some places that look downright cool. The Chapel Hive has a nice, clean, fresh feel to it that looks really neat in its own strange way.
Would you be offended if I said I really have no idea what kind of weird place Andromeda is? I mean, an chapel and reneissance art in a space station that also has vending machines and a locker room? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
So in conclusion I don't know. You might say I'm a little crazy. I plan to tie it together in the txt somehow... might be an interesting read.
The entire "point" of this map is having some neat large open areas that are bright in the middle and dark on the edges, it promotes using strategy to hold areas instead of running around holding down your chomp/fire key. Some of these areas are large and dark enough that the skulk parasite will be an annoying as hell weapon. (Instant impact, no projectile to give away position, no muzzle flash, very little sound...)
The commander won't be able to drop anything through that func_wall grill. Noot good for a major junction. What you really want is something, skulks can wall climb on, that uses rendermode solid, that you can shoot though and that is invisible to the commander.
i love the coke machines, they are gr8.
it would be alot nicer to show your improvements to the areas you showed us last time...
it doesn't matter that skulks can't wall climb on it because the sides are only tiny
it doesn't matter that skulks can't wall climb on it because the sides are only tiny<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They still need to 'wallclimb' on the underside too.
So I really have no idea why I just said that.