only thing i can think about people MIGHT complain about:
"i'm too lazy to go get another res for marines"
i like how you've covered the resource domination strategy in this map.... i love the rushing balance from each hive, and the defendabillity of the marine start doesn't falter to a rush either.... should make good map for people to complain about them having to re-work all their strats....
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Fam, this is fantastic. :)
-The colored lighting and atmoshpere in places like the Comm Array hive, the Cavern, and Stabilisation Approach is wonderful, and the lighting all-throughout is perfect for the game. I love the architecture and design of Ore Processing, it all feels very NS. The water in Stabilisation approach is a great touch. Frontier Junction's ceiling design and lighting is gorgeous, as is the rest of the room.
-I'm a bit concerned about the distance of the topmost hive from the marine start compared to the rest. -While I like the colors, the lighting in Ore Processing looks a bit washed out. Looks a bit odd in comparison to the high-contrast bold lighting in other areas like the Cavern. This seems to be due more to the color of the flooring texture than the lighting itself. That said, I do love the texturing in the room, especially from the angle in the later shot. -I'm also thinking the imported hallway should probably go.
Meh, I suppose this all wasn't very helpful, but I really can't think of much else to critisize. The map looks wonderful, really has a great atmoshpere all throughout. :)
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Oh, just a point to add, Fam. Seeing as you like vents and want to put more in, can I suggest that you make your vents "interesting", much like Bast's. One of the things I really like about the vents in Bast is that they all seem to have a purpose, rather than being just Air vents or whatever (though some are, nothing wrong with that). I especially like the "N" corridor idea, vent access to a corridor in a different part of the ship that's otherwise shut off. I think you should implement something like that in Thea.
looks very nice from what i have seen fam. although one suggestion i can make is to have the Command Console in the middle of them stairs instead of at the far end of them?...or would it be prone to attack from long distance attacks from there? I dont know..i just think it would look alot more layed out up there... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
cant wait to walk around listening to the "WHooshy noises" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You posted the custom .wad in one of my posts... is it okay if I use it? So far I've been trying to avoid the textures in it, just in case. Of course I wouldn't use the logo or anything.
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
Insane: The colour of blue used is just fine. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> As for the vents, I dislike giving marines and aliens large vent openings with which to hide themselves. It can create quite a stale endgame if someone relocates, and can be even worse if it is within sieging position of a hive. I would also like to spend what little I have of certain map limits on the more visible parts of the map. I shall try to make my vents different, and give them some purpose, but only as a secondary to gameplay.
Delarosa: Thanks for the layout feedbak, I was rather worried about the resource spread and I have tried for the most part to limit rushes. Adding move vents in the hiverooms (in non-jetpack-exploitable places) will be one of the final balances I do to discourage relocating to a hive.
Dr_Shaggy: Yes, I am British, and that is how I spell it. I dont know about the rest of my country, but its a homely touch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Norn: The Command console is a bit prone from long distance attacks from the one hallway. I may move it to nearer the window, depending on playtest feedback.
Kage: Yes, as long as its NS-related, you can use my wadfile. All I ask is a teeny bit of credit, and hopefully an email to a download link. In case you need the link again, its <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>available here</a>.
Ken: Im redesigning the imported hallway as I type. With extra whoosy things. Thanks for the other comments, especially about Ore Proc, I will adjust the lighting there.
the first ingame pic (with the welder) needs either more or less infestation. The infested railing is out of place when it's above uninfested ground; the point here is that you need to make the infestation consistent.
And on a whole, the map is way too bright. You need to clock down the brightness on every room.
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
Windel: My map is about the same lighting level as ns_tanith, darker in some areas. Most of the ceilings are dark, or have places for skulks to hide, my playing style prefers hiding in geometry rather than dark/light areas. Anyhow, I consider most NS maps too dark anyhow.
As for the infestation, I would infest it more but I am not a great fan of the infested version of the floor texture im using, it doesnt tile too well over large surfaces.
wow great work Fam! Your layout looks really good, allthough it's hard to tell how it will play. Your costom textures just gives your map a awesome feeling, though i would like to see some more blue/red'ish atmosphere in the Ore Processing.
Yup, Fam is entirely correct, stabilisation is correct usage for Merrie olde Englande. We use lots of "s" in words where you have substituted "z". I can't see it being a problem;
Flay: Yeah, thats a nice map Fam Fam: Thanks boss. Flay: I've had to destroy it though. FAM: WTH? Flay: Yeah I don't like your use of English English, not American English. So its binned. Forever. Fam: W T H <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?!?!?! Flay: Have you seen my bawls? Fam: *backs away* Dehm colonials!
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
Updated layout with new vents. The map was tested, and despite the map being very very dark due to a compile error on my half, some very good info was gathered. It seems that the Marines actually struggle a bit to get resources, due to the close proximity of the alien hives. I may try moving a node to Frontier Junction, just to the left exit of the Marine spawn.
Very very good looking map Fam. keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
<!--QuoteBegin--[tbZ]BeAst+Apr 9 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([tbZ]BeAst @ Apr 9 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How did the test go last night? I looked in on EC only to find it passworded and running ns_thea070403, so its still being updated then? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yes, the test went rather well, and some very fun games were had. Most importantly, it has shown me exactly which areas need changing due to balance or design issues. For instance, the current sewer hive is far too easy to rush, and the Comms array hive is similarly easy to fortify. The Marine spawn seems to give quite large FPS drops for some players. The Twiglet Zone is faar too marine friendly too, which was rather visible in one game. Some issues, indeed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
alright! woot woot! co_thea still under development then <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
"i'm too lazy to go get another res for marines"
i like how you've covered the resource domination strategy in this map.... i love the rushing balance from each hive, and the defendabillity of the marine start doesn't falter to a rush either.... should make good map for people to complain about them having to re-work all their strats....
-The colored lighting and atmoshpere in places like the Comm Array hive, the Cavern, and Stabilisation Approach is wonderful, and the lighting all-throughout is perfect for the game. I love the architecture and design of Ore Processing, it all feels very NS. The water in Stabilisation approach is a great touch. Frontier Junction's ceiling design and lighting is gorgeous, as is the rest of the room.
-I'm a bit concerned about the distance of the topmost hive from the marine start compared to the rest.
-While I like the colors, the lighting in Ore Processing looks a bit washed out. Looks a bit odd in comparison to the high-contrast bold lighting in other areas like the Cavern. This seems to be due more to the color of the flooring texture than the lighting itself. That said, I do love the texturing in the room, especially from the angle in the later shot.
-I'm also thinking the imported hallway should probably go.
Meh, I suppose this all wasn't very helpful, but I really can't think of much else to critisize. The map looks wonderful, really has a great atmoshpere all throughout. :)
cant wait to walk around listening to the "WHooshy noises" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Of course I wouldn't use the logo or anything.
Delarosa: Thanks for the layout feedbak, I was rather worried about the resource spread and I have tried for the most part to limit rushes. Adding move vents in the hiverooms (in non-jetpack-exploitable places) will be one of the final balances I do to discourage relocating to a hive.
Dr_Shaggy: Yes, I am British, and that is how I spell it. I dont know about the rest of my country, but its a homely touch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Norn: The Command console is a bit prone from long distance attacks from the one hallway. I may move it to nearer the window, depending on playtest feedback.
Kage: Yes, as long as its NS-related, you can use my wadfile. All I ask is a teeny bit of credit, and hopefully an email to a download link. In case you need the link again, its <a href='http://www.box7.co.uk/ns/v_wad.zip' target='_blank'>available here</a>.
Ken: Im redesigning the imported hallway as I type. With extra whoosy things. Thanks for the other comments, especially about Ore Proc, I will adjust the lighting there.
And on a whole, the map is way too bright. You need to clock down the brightness on every room.
As for the infestation, I would infest it more but I am not a great fan of the infested version of the floor texture im using, it doesnt tile too well over large surfaces.
Lokkin foward to it
Me...wants...thea
*gasp*
That is one sexay piece of map.
Kudos
A bit more shadows would be appreciated
Flay: Yeah, thats a nice map Fam
Fam: Thanks boss.
Flay: I've had to destroy it though.
FAM: WTH?
Flay: Yeah I don't like your use of English English, not American English. So its binned. Forever.
Fam: W T H <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?!?!?!
Flay: Have you seen my bawls?
Fam: *backs away* Dehm colonials!
keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yes, the test went rather well, and some very fun games were had. Most importantly, it has shown me exactly which areas need changing due to balance or design issues. For instance, the current sewer hive is far too easy to rush, and the Comms array hive is similarly easy to fortify. The Marine spawn seems to give quite large FPS drops for some players. The Twiglet Zone is faar too marine friendly too, which was rather visible in one game. Some issues, indeed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->