Ns_guard
Thaldarin
Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
Comments
But.....
IMO-There is alot going on on the walls and ceiling, but the floor areas look
really empty(hope i explained that right)and i know you need space for builiding!!
and the red spot lights on the pipes look a bit rare <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
moconnor
If you have a dislike of the map please try and be a little less discrete and put more detailed opinins. Otherwise do not post at all.
Moconner: yeah I see what you mean. I guess it will come down to in-game testing with a 16 player server to see if it needs changing or if its fine.
It has that Clean style to it, without using the textbook clean textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
hide kids
Oh and #2 was deeply inspired by ns_powerhouse <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Picture Five: The RT and Hive are to close together, making grenades doubly effective there.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Picture One: The bottom left floor texture is off: there is a section that shows half of the tile.
Picture Five: The RT and Hive are to close together, making grenades doubly effective there. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There is nothing wrong with that floor texture, its how I want it to be. The RT thing, hmmm, there is barely any space left, but I will consider moving it.
I was talking about this:
But seeing as he wants it that way, all right.
I was talking about this:
But seeing as he wants it that way, all right. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I know, but there is room for complacency. Not everything in the world is perfect, nor should everything in the map be.
One thing bothers me though, where is the light comming from to light up that hive and rt.
GreetzZz Kouji San
GreetzZz Kouji San <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The ceiling is highered, there is red and blue light, + spot lights coming from the side. Really need to see it in-game though
tis tooooo gooood make less detail
good work keep it up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Is that you amckern? I can't tell because of the cloak and hideously scarred features.
about that Hive/RT thing, it is a very valid point. 6 or 7 nades in there and you've lost your RT, half way on the hive. any spawning aliens are gonna get whacked too.
you could counteract that by making a little cubby in the wall somewhere for the RT and then make the spawn entities on the edges of the hive room. that way if you've got a GL at the edge of the room poor little skulky is that much closer to the enemy.
other than that it's really just.. gah. you make me jealous. ^_^ you've got an abundance of ceiling detail which is always good, and plenty of verticle gameplay options. always keep the verticle gameplay in mind! yes. i've said it, now i must try to do the same. bwar.
great work thursday.
Must get lonely sitting up there in that ivory tower all on your own.