Ns_hall Beta Release

LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
Here is a map made by my clanmate [SiD]SaltyJustice. Sorry, no screenshots but here it is:

www.unknowncommand.com/sai/iosys/ns_hall.zip

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Download isn't working for me...
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    edited March 2003
    Sorry to be a pain in the @ss, but I won't download it without at least a few screenshots and a description.
    <span style='color:red'> <b>FLAME ON</b></span>
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    Awesome, I'll add it to the list.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    Why is everything twice in the zip (sprite and sound) when it oiverwrites each other while umpacking?
    its no big problem because its zipped, its just stupid.

    I have no idea what map this minimap belongs to, but its not ns_hal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    The map should use more than 10 different rextures. Otherwise each room looks the same and you get lost.
    The pitchblack path is nice. but a few tiny light spots help orientating.
    Leveldesign is nice if you imagine more detail to it.
    The whole map looks like a hightech bathroom with outside area, some warm and some dry swimming pools.
    1/4rd of the map are nicely done outside areas, flame on.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    This is the correct minimap (other must me early state of it).
    Is it just me seing a smiley, a hitler, crossing and aghost there?

    The layout does not look fair for marines.
    I wish Icould seige each hive at least from one secure side.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    the ready room.
    Great idea with that water.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    4 ingame shots of more "special" places and a map overview.

    Whats really missing is a path from "2" to "4" (from left of both) , otherwise the hives are not ballanced.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A tense of the outside areas and one hall.
    50% of the map looks like this.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    It seems pretty big and decent.
  • Yoko_OnosYoko_Onos Join Date: 2003-03-05 Member: 14338Members
    theirs a guy in your clan SiD|ct'quik' worst ADMIN ive seen since counterstrike.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    ewww map really looks bad.. and the skybox is from HL ffs!

    good thing it's a beta.. but still...
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    yeah because thats helpful to him. howabout some <i>constructive</i> criticism? i think that parts are a little open, like in one of the first screenshots ollj posted for you. i think some of the architecture like that path with the grates and the light under it is pretty cool. just work on it some more, and you might have a pretty decent map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i think im gonna dl this now and check it out..
  • SiDSaltyJusticeSiDSaltyJustice Join Date: 2003-03-11 Member: 14398Members
    1: Yeah it uses the default skybox. So what? I can't decide on one so I just left it.
    2: There's a plot to go with it. I just finished writing it.
    3: I don't care about the textures (yet) cuz texturing is the last part of my process. What I was needing was gameplay feedback.
    4: I noticed the minimap mess up RIGHT after I sent it to upload. >_< Next beta will have the real one.
    5: Get off Quik's back, he's a dork
    6: The smiley in "Resource Module" was part of a room design created by [SiD]Module <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Oh yeah, "Kon Room" was created by a guy named Kon (duh). As for seeing hitler, uh, you're on you own for that one.
    7: I don't even know why it's overwriting everything. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    8: I tried to add some light spots, I guess the vents weren't red enough. Oh well, wander in the dark!

    Remember: ns_hall is a working title. I'm likely going to rename it sooner or later.

    Strangely... no one commented on the marine start... wierd.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    Ok, I started off, everything was nice and I start on a tower of water and I need to swim to choose a team, good idea. I started off in the Marine's Spawn, and the map looked awesome, the CC Room and the Doors where nice. I wen't through the first set of doors I saw and it was gloomy and dark. I like a map with something dark, and makes me watch the corners. I open the second door in the set and bam... the level of accitement went all the way down. Everthing was so square and not detailed. Most of the rooms had small gratings you could go under and come out of in the same room, making them very pointless. The map was basicly all the same, the parts when you're outside of the base were shabby and turning a full 360 would make you see the same thing over and over. It would be better if it was more detailed and some sounds were going off.
  • Yoko_OnosYoko_Onos Join Date: 2003-03-05 Member: 14338Members
    It repeats in allot of places, try to add some original ideas, work on rooms more, spend a ton of time on each room or area.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    well i tested it yesterday, just didnt post stuff yet, and i have the pictures at home.. some things though. your canyon hive (cant remember the name) has one way to go in pretty much, so maybe you could make it lead directly into the complex somewhere. and i noticed several dead-ends in your map, and these are a big nono. also the crates and barrels in marine spawn don't fit with ns, but this probably goes with your "ill fix textures later." maybe you could make some weldables around the map, and have one on the other side of the door at marine spawn so it can lead into another hallway somewhere. also, you have pretty much basic architecture, blocky hallways and such. that's great for a layout, but you might want to get a bit more complex than that. and there are several big open rooms. on the whole, the map is a good start, you just need to keep working on it..
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