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HeistHeist Join Date: 2002-11-09 Member: 7922Members
This is an old version (very very unfinished) of my map, ns_trane. The marine spawn wasn't completely lit, half the map is dark, and there are some random lights in places. There are only a few rooms that are almost complete but I thought I'd just let someone run around and see what they thought (if it had potential).

<a href='http://www.brandyfire.com/files/NSMaps/ns_trane.zip' target='_blank'>http://www.brandyfire.com/files/NSMaps/ns_trane.zip</a>

Remember..... this version is about 2 weeks old. Oh and it's called ns_grave3 in the zip. I'll up load the latest version (should be about 90% done and with no PS) in a few days.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    because of no screenshots and a real basic blocky readyroom i did the misttake to expect a more simpe and crappy designed map.
    The more i was surprised by this great architecture and lightning.
    okay the lightning is way too dark in 3 or 4 places were its absolutely dark and even an alien gets headache after running against walls for a long time. But at all othe rplaces its just great with all the ups and downs and shaddows.

    all this map needs are some fixed texturing, sometimes transparent-blue textures are not transparent, textures are misaligned , textures are monocrome (boring seeing 3 hallways with the same texturing and no difference) , textures are overstretched like they have never been aligned, ladders are optical missing, there are some moving buttons.
    command view has a hall of mirror.
    go: info_mapinfo - minmapZ and make this variable slightly lower than the lowest place in your map.
    the minimap is missing: "buildminimap" in console.It think that the level architecture gibes aliens too much advantaces in climbing hills. needs to be tested.

    the map looks simple on the minimap but each hallway has the feeling of 2 levels crossing each other in it -> it becomes damn cool complex atmosphere.

    make the readyroom large enough to let 32 ppl in, make even some spotlights that show were the way in pitchblack parts is and you have a map i wanna see on any server.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Looks really great. The map has a great feeling of its own. I'm looking forward to a more finished version. I would like to comment on the gameplay potentiality, but the lack of minimap made it impossible for me to get any sense of the layout. However, what the minimap I see in Ollj:s pic looks good, would just have to see it in game to get real feeling of the map.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Thanks for the feedback, I have a better version that I will be compiling later on and I will upload it tonight.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    nice start, its really a damn early version <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> one thing that stood out to me besides lighting and textures wich needs fixing is that the scale seems off in parts of the map. Especially the buttons are all way to high. keep on working on it, has some interesting ideas and rooms. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> oh and please remember to put all the ns entitys in, commandmode with HOm gives headaches <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    edited February 2003
    i did a fast runover. The map seem too be a great start, but a got some ideas:

    First off, spice up your ready room! ;D

    The door by the MS (that opens soo stylish <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) is a little srewed when it closes, else u want it that way. The button moves btw.

    I suggest you too stick with a "theme" for some part's of your map.In this one there are some security camras here and there, some pipes and machines there with the computers.. It makes it all a little clomsy, and you cant really get the right feeling of beeing on a speace station.

    And some big rooms woud not hurt, espacily where the nodes are.

    Im sorry if I was a little too fast with my conclutions, but this was my first impression <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Nice start though. Looking forward to this.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Grrr. Getting some sort of Worldcraft bug. It is not exporting the .map file properly. Oh well. I'll fix it and get a more updated compile done.
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