Ns_altheus

BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
edited October 2003 in Mapping Forum
<div class="IPBDescription">NSarmsLab Official Map?</div> The Team at NSarmslab.com are making an offical map for the site:

More info on the nsarmslab can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=51342&st=45' target='_blank'>here</a>


Here is the Map Concept:

<img src='http://www.angelfire.com/droid/nsarmslab2/Map_Concept_.jpg' border='0' alt='user posted image'>


Tell me what you think? Muta will be doing it.

Thanks to altheus_stone for the concept <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


Hmm Size it down a bit, could be a co_ map

Comments

  • jacksonjO4jacksonjO4 Join Date: 2002-12-30 Member: 11613Members, Constellation
    Nice, but from what I can see there is no direct corridor from living areas to the command area, surely there would be one in any station (even if it's blocked/has a weldable door) so people wouldn't have to go through 'industrial' areas?
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 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
    This would really be better as a Combat map, rather than a Classic NS map. You've got level-over-level, which is a big no-no in NS maps (but not in Combat maps), and it's really rather small for an NS map.
  • Jeb_RadecJeb_Radec Join Date: 2002-08-09 Member: 1128Members
    I freaking love the idea of the aliens being about to kill the lighting power throught the station then the marines having to work their way to the power room to restore the power. This is the type of stuff welding was suppose to be for orginaly. This is awsome hope to see more like it. Also why aren't people starting to use the random entity that could really change up the game play on a map. Have a key corridor blocked off one time when it's usualy clear, something like that.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    <!--QuoteBegin--Jeb_Radec+Oct 31 2003, 04:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jeb_Radec @ Oct 31 2003, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also why aren't people starting to use the random entity that could really change up the game play on a map. Have a key corridor blocked off one time when it's usualy clear, something like that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Because of the entity limits. Sticking to 200 is often hard enough, and throwing in all the random entities and parts to go with it often count up too high
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    Check www.nsarmslab.com soon for an update . it will be up November 5th. Ill get my mappers to post screenshots here.
  • MutaMuta Join Date: 2003-10-09 Member: 21539Members
    edited October 2003
    The map will be an co_ map and I'm about to publish some screenies in few days from the MS now be patient it's coming.. 5th or was it 6th november.. can rembember <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    [Edit] There will be 2 easter eggs <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Sign In or Register to comment.