Co_futile

uffouffo Join Date: 2003-05-03 Member: 16026Members
edited November 2003 in Mapping Forum
<div class="IPBDescription">map release</div> I haven't done any mapping lately and this' done months ago. Dunno when the 2.1 is gonna be ready so I'll release it now before I forget it again. Tho I'm not completely satisfied with marine start (to tell the truth I'm not even sure if this is the right version of map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
The co_futile.txt have some info about what I tried to achieve doing this map and that kind of babble.

screenshots can be found <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=48714&hl=co_futile' target='_blank'>here</a>

I'm using the <b>evil</b> geocities until my map is accepted to ns-world so don't get all mad <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<a href='http://www.geocities.com/leoware1/co_futile.zip' target='_blank'>co_futile.zip</a> - Geocities
<a href='http://www.chromeangel.co.uk/nsworld/uploads/co_futile.zip' target='_blank'>co_futile.zip</a> - NS World

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Very nice, I like the bast style you were aiming for. How ever you've inherited one of Bast's problems: stretched textures. It's more forgivable on Bast given the scale of its rooms, but Futile everything is more compact and thus I feel you didn't have to stretch them.
    Hive infestation is the best thing here, sublime detail and texturing around that area. The marine start is a bit too compact, and slightly washed out with the sickly yellow lighting - definitely room for improvement there, lad.

    That said, it's an excellent piece of work, and I hope it makes 2.1 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    ya, maybe I did overdo the stretching but I hoped that no-one would notice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    It is a little small, like the hallways are a little crowded especially for onoi.

    Other then that very nice.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    i dont like it...
    i liked the temple <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--Nazul+Nov 25 2003, 11:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nazul @ Nov 25 2003, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont like it...
    i liked the temple <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, that isn't very helpful now is it?
    Give the guy some constructive critique!
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    k sweety

    I dont like the "style" cuz the the tex dont seem right next to eachother lightning is a bit plain ... but others like it .. dunno why I don't <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> 't just doesnt look Kewl
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    looks good! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--QuoteBegin--Tequila^+Nov 25 2003, 12:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Nov 25 2003, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Nazul+Nov 25 2003, 11:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nazul @ Nov 25 2003, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont like it...
    i liked the temple  :D <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, that isn't very helpful now is it?
    Give the guy some constructive critique! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no you don't have to make up excuses or anything if you don't like ;)
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Well, I don't know what to say about the style. I guess it's ok. But those corridors look small and like a hell for skulks. Also the textures are a bit boring to me and the lightning isn't really special.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    to small!

    (and its even 2 small for the co map)
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--amckern+Nov 25 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Nov 25 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> to small!

    (and its even 2 small for the co map) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dude, did you even PLAY ns:c?!
    The size is perfect.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited November 2003
    I would even go as far to say that it is too BIG for NS:C.
    Seriously.. You people shouldn't comment on it being too small unless you have played NS:C. Most of the maps are about 2/3 the size of this one. Heck, you could probably fit the main room of co_core in the RR alone.\

    Edit: Okay, maybe its not too big, its just too spread out.
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    Maybe time for the NS-team to lay down some max-size for teh combat maps cause apparently you all are getting eachoter confused <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    Ok, I ran around this map earlier today and decided not to comment. But then I saw what others were saying, and I was confused if this was the same map. So I refreshed my memory and will now post my thoughts.

    The name says it all, futile. It is futile for combat games to be played on this map. Why you ask? 1- CC is impossible to kill. Unless I missed something there is a tiny ladder area and a short tube and that is the only way to the cc. Two HA could make that cc invulnerable, no two ways about that. 2- the hive is also at a dead end. As I see it, a group of HA with hmg/shottie and a gl (need the gl) could easily destroy this hive and dominate everything in their path.

    I want to point something out, combat maps shouldn't have one way ms or hive, that's just a recipe for disaster. Of the current combat maps in rotation one theme seems to hold true, and that is the circle theme. Both ms and the hive room have two distinct entrances, not two paths that hit a choke point right before ms/hive.

    Also, this map is not that large. Or maybe the oval layout just makes it feel really small to me.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    ... I thought the CC and hive were indestructable in NS:C..?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--ShdwStal+Nov 26 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Nov 26 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... I thought the CC and hive were indestructable in NS:C..? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No one ever said that.
  • Never_PingNever_Ping Join Date: 2003-11-04 Member: 22298Members
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin--JezPuh+Nov 26 2003, 09:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Nov 26 2003, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ShdwStal+Nov 26 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Nov 26 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... I thought the CC and hive were indestructable in NS:C..? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No one ever said that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmmm.. Must've gotten something mixed up then. Eh.

    Oh well.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Not only are they not indestructable, but destroying them is the only way to win the game (outside of ironman mode, which I doubt people will play much)

    And yes, at LEAST two routes between CC and hive. The best map out there right now though has three routes, and if I'm not mistaken, that was just upgraded to four routes.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    <!--QuoteBegin--Fieari+Nov 27 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Nov 27 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not only are they not indestructable, but destroying them is the only way to win the game (outside of ironman mode, which I doubt people will play much)

    And yes, at LEAST two routes between CC and hive. The best map out there right now though has three routes, and if I'm not mistaken, that was just upgraded to four routes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I thought that if the marines didn't destroy the hive within a certain time limit the aliens won.
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