Ns_cobalt
ShenTraX
Join Date: 2003-11-10 Member: 22434Members, Constellation
<div class="IPBDescription">new map for your testing pleasure.</div> I dont have pics...yet... Its on my list.
But, none the less, heres a new map, created with the new NS textures, under 2.3M of texture memory used, 12 nodes. Its setup right now for 8 vs 8, which will be expanded for 16 vs 16. Anyways. Please let me know what you think, creame or crapola... get a copy [edit new link] <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>FINAL!</a>
<a href='http://mailto:shentrax@hotmail.com' target='_blank'>mail me</a>
But, none the less, heres a new map, created with the new NS textures, under 2.3M of texture memory used, 12 nodes. Its setup right now for 8 vs 8, which will be expanded for 16 vs 16. Anyways. Please let me know what you think, creame or crapola... get a copy [edit new link] <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_cobalt.zip' target='_blank'>FINAL!</a>
<a href='http://mailto:shentrax@hotmail.com' target='_blank'>mail me</a>
Comments
The ReadyRoom: The spot with the pipes in the whole, some players may fall in and not be able to get out. (I'm talking about the players that don't know to press f4 again to get out)
Another readyroom one: The "join marines" and "join aliens" signs were flashing slowly, so they dissapeared at times. Supoosed to do that, or bug?
This map seems to be a little alien based considering all the doors you have to weld, yet the aliens have all the vents to go through to avoid them.
Oh, I dont know if this is supposed to happen or not, but when I pressed the button to close the big door, near one of the hives, the button dissappears on the side you pressed it on. Was that supposed to happen?
Overall, I liked this map, I think I could have some pretty good games on it.
The buttons, i have fixed in my newest revision, forgot the 'dont move' checkbox. The signs i know of, i have to tweak them a bit for them to look right.
Nice arguement on the alien based. I actually though i didnt put enough tunnels in it. The doors are there as alternate routs for marines. Only 3~4 routes blocked by welds, one is a one way drop, or you have to have a jp or take the long way around.
I'll add clipping to the pipes in the ready room, and i have to fix the lights in there, that yellow seems droopy. I check the epollys on this version and i'm right around the mark, i think it spikes at 750 at 2 spots. I may see what else i can cut out.
jp research does ward some nice routes. I tried to stick to the 'guidelines' faq for its contrtuction it told me to have routes for aliens that avoid marines, which it does. If jps are researched, the commander is well rewarded.
I'm maxing out on my lights, even though i want to add more. I can only 'chop' so much.
IF there is anything else that can be added/tweaked, <a href='http://mailto:shentrax@hotmail.com' target='_blank'>let me know....</a>
-fixed water (i hope)
-added clip to readyroom pipes
-tweaked lighting, readyroom, and level 3
-fixed hive 3 buttons
-fixed readyroom ladder textures
-fiddled with readyroom signs
-added ledges to Tower to help JPs and improve skulk ambushes
-added breakable grating to a couple of vents
-removed extra 'glowing' red lights from pipe areas (all over)
-removed a couple brushes from hive 3 to cut pollys
-changed a couple crate sizes to improve climbing
Just one suggestion from me : Switch the Spectator and Random team signs with the Join Marines and Join Alien signs. Small suggestion.
The team signs are still flashing.
I like the changes to the water, wavy and dark. The way water in a hive room should look.
The button stays now, woo.
If you could weld that chemical vat and have it fill up the very low parts of the floor with acid. Make it so you can still get around easy enough as a gorg, but if you're not careful you'll get acided.
that would be sooooo cool.
-increased Spawns to support 16 vs 16
-fixed readyroom sign graphics (finally!) Distort, not hologram! who would have known.
-swapped RR signs/triggers around (from suggestion Sudzz!)
-added, but not tested water effect to hive1 (from suggestion civman2)
-readded lift in old district
-fixed steps in hive2 (thanks Clan DG!)
-added another flange to hive 1 tank (Thanks again DG!)
-fixed a couple of spotlights that weren't on (weird)
-removed ceiling girders from marine spawn (from suggestion #NSMapping Reese!!)
enjoy! and let me know ... creme or crapola!
i dropped the ascid in hive 1 idea.... sorry civman2!
Heres the layout
A few things I did notice however.
-That flashing blue light under the CC could get annoying pretty quick I think.
-Some lighting is really nice, but there are a few spots that seem... a bit smothered in a single light scheme. (eg. near marine start is a yellow area... break it up with a white light perhaps?) I find the use of thick colour is good as an accent, but that's just me of course.
-Some textures don't fit, are misaligned, and just don't jive. I'm in a bit of a hurry as I type this, but if you'd like I can go through and list all the areas that could use a bit of attention. (Not many though)
A bit of polish and you'll have a winner. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->