Ns_napo beta download it
Asraniel
Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
<div class="IPBDescription">Just run around</div>ok.. i postet it in the other topic, but i dont think that someone see it there...
the lightning isnt finished yet, but... say everything that you think... just tell me... i mean, when i want to get in the first beta, the people must like my map... *g*...
<a href="http://www.swissfighters.ch/Asraniel/ns_napo.zip" target="_blank">NS_NAPO BETA DOWNLOAD</a>
the commander mode is the ugly monitor in the marine spawn.
the wad is not mine... i have no copyrights
and, you must put all .spr in the ../nstr/sprites/minimaps folder...
the lightning isnt finished yet, but... say everything that you think... just tell me... i mean, when i want to get in the first beta, the people must like my map... *g*...
<a href="http://www.swissfighters.ch/Asraniel/ns_napo.zip" target="_blank">NS_NAPO BETA DOWNLOAD</a>
the commander mode is the ugly monitor in the marine spawn.
the wad is not mine... i have no copyrights
and, you must put all .spr in the ../nstr/sprites/minimaps folder...
Comments
As I have said in the other thread about your map, I felt that the hive room was a little too lit. After running this map, I think that it is much much too bright. My gamma is set up at just a little past the middle and it was very bright. I strongly suggest you make that area darker. You did a great job on that are that passes through the earth's walls. It looks beatiful and the r_speeds are low. However, if a marine falls down there is no way for him to get up. Maybe you want to consider adding a rope, or other means of getting up if a marine fell. I still think that the texture you have used for the mine walls is too half-lifeish and I think that GENERIC48 just has that more NS feel, the darker feel, and I would picture that the inside of a mine does look like that texture. The area to the right of the marine spawn, the steps -- is lit by the HALL_WALLLIGHTS. They looked out of place to me, they just didnt seem to fit in. Maybe you can find one that fits better? Also -- some brokben pipes with particle effects, or a praticle effect with rising fog from the water in your mine area would rock.
The rest of your map, including the layout rocks. These are only my suggestions...
main points:
- nice r_speeds in general. I think you have room for a little bit more detail. No need to go overboard but with such low r_speeds there is nothing stopping you adding some pretty things
- Looking at the commander console view thingy I can make sense of the map and what leads to where. But without the map I found myself getting terribly lost almost non-stop. I'm sure there is more of the map I could have seen but I just couldn't find it.
- The texturing is not bad but, tied in with the last point, it really didn't have a flow towards the hive which I think led to my confusion.
- I think the lighting, whilst good in some places, really does need some work. Now, I don't know if its just me but I have my monitor up fairly bright and I was struggling to see pretty much anything in some rooms and then I found the hive and was blinded by the light. A line that I believe is in the mapping guidelines should help you - maps in general "should appear to be dark, but never actually be dark". That is, use the lighting to emphasise that it's a dark place but never actually let it be dark so that people cannot see...
Yes, its true its a little bit bright, i need to tweak a little bit the gamma... its not on every computer the same thing.. has anyone sugestions for the gamma setting? now its on 1.6
@hanz, the wad is in because first in wanted to give the map to friend of me. he hasnt the nstr and also, he hasnt the wad. I packed all in put it on my server. After that i had the idea that i coud gave the link to everyone that i have more feedback.. next release will be without your wad in.
Lighting wise I found it a bit on the bright side.
The hallways didn't seem to offer much in the way of cover or lighting contrast.
I liked your aritecture, but the texturing needs work.