Ns_altair_beta1
KungFuDiscoMonkey
Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
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<div class="IPBDescription">Test it and tell me what you think.</div> Download:
<a href='http://home.earthlink.net/~paultraylor/files/ns_altair_beta1.zip' target='_blank'>http://home.earthlink.net/~paultraylor/fil...ltair_beta1.zip</a>
Decided that it was time to release a beta to get some input on the map. I already know about the small error in the glass at the turret and the lighting broke. And the two hives are connected right now just for testing purposes. I would say that this version represents about 1/3 of what I have planned.
Any suggestions for improvement would be appreciated. Either respond in this forum or you can PM me. Thanks.
Also, if anyone is good at working with textures, I have a few that I would like help with. You can PM me about those
Edit: I also already know that there are only two hives. I haven't added the third yet.
<a href='http://home.earthlink.net/~paultraylor/files/ns_altair_beta1.zip' target='_blank'>http://home.earthlink.net/~paultraylor/fil...ltair_beta1.zip</a>
Decided that it was time to release a beta to get some input on the map. I already know about the small error in the glass at the turret and the lighting broke. And the two hives are connected right now just for testing purposes. I would say that this version represents about 1/3 of what I have planned.
Any suggestions for improvement would be appreciated. Either respond in this forum or you can PM me. Thanks.
Also, if anyone is good at working with textures, I have a few that I would like help with. You can PM me about those
Edit: I also already know that there are only two hives. I haven't added the third yet.
Comments
Critical points:
1. There are almost no vents or places to hide as a skulk to set up a good ambush. A good thing to keep in mind is, when you are making a room make sure the room is pretty equal towards both teams. (I.E. big big rooms with hallways and such are very marine friendly, while skinny narrow dark hallways are alien friendly) To solve such a problem, you could balance the rooms, or have both marine and alien rooms equally placed on the map. So my suggestion is to get vents/crawlspaces/floor hatches that allow skulks to move easily thought the map.
2. No weldables or doors yet. Hopefully you can get some doors in, because they can be very strategical both marine and alien wise. Weldables should also help marines open/seal entrances that would aid in the marine overall mobility of the map.
3. Marine start is a little too small IMO. Marines need a pretty good size room(s) to build up a base. and allow turrets even if its a bad strat.
Nit picky points: (These are just my opinion and aren't very big issues)
1. The alien hives are kinda small but they still work.
2. The first alien hive (one with water) is too dark and not "broken" enough. I would like to see broken pipes, overflowing dirty water etc. Right now its pretty clean looking for infestation
3. Some hallways are missing lights. You need more lights, currently the only lights are the ones above doorways. Also, in one of the deadend rooms (not sure which one) the floor texture is out of place. I'd have to point it out to you later if you add in locations.
4. No locations, this is understandable but they need to be put in soon.
Thats all really, keep it up and make sure you stick to a layout and make sure you clear up those critical points by the time we can actually test it.
I agree with scott, gameplay testing can't begin at all yet, hopefully you can get that done soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Edit: Also about the info_locations, they are in there but they don't work quite right because I put them in there according to the standard for 1.1.
The texture on the walls of the recreation room shouldn't be used as a floor (I think that's what LambdaProject was talking about), also you need doorframe brushes if you're going to put a doorway in to a wall with that texture.
You need some more infestation brushes in the hive rooms to blur the sharp edge between the walls and the floor.
Many of the hallways are really empty and bland.
I'm dispappointed considering how long this map has been under development.
<a href='http://www.thehivemind.org/modules.php?op=modload&name=UpDownload&file=index&req=viewdownloaddetails&lid=125&ttitle=Altair' target='_blank'>Download Details</a> - <a href='http://www.thehivemind.org/modules.php?set_albumName=album01&op=modload&name=gallery&file=index&include=view_album.php' target='_blank'>Image Gallery</a>
<a href='http://www.thehivemind.org/modules.php?set_albumName=album01&op=modload&name=gallery&file=index&include=view_album.php' target='_blank'>http://www.thehivemind.org/modules.php?set...=view_album.php</a>
The bottom right picture.
Elite: You know it's not finished right? It's great that you hosted but we can't run it on servers yet just FYI <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I know, i just like hosting <b>All</b> NS Maps since that is what I claim in my thread <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Hopefully altair will be finished soon.
KungFu, do you have a layout planned? I believe your map could turn out great if you continue on.