Co_mrpink
MrPink
Join Date: 2002-05-28 Member: 678Members
<div class="IPBDescription">temporary name</div> <img src='http://ourworld.cs.com/MrWhite403/co_mrpink1.jpg' border='0' alt='user posted image' /> <img src='http://ourworld.cs.com/MrWhite403/co_mrpink2.jpg' border='0' alt='user posted image' /> <img src='http://ourworld.cs.com/MrWhite403/co_mrpink3.jpg' border='0' alt='user posted image' /> <img src='http://ourworld.cs.com/MrWhite403/co_mrpink4.jpg' border='0' alt='user posted image' />
The map consists of 4 rooms: The hive room and the warehouse-like room that are shown in the screens. The other 2 rooms are marine start and phase gate room, which I didn't show because I plan on totally re-doing. The marine spawn room will be just a basic room with comm chair/armory and 2 phase gates which phase to the two phase gates in the phase gate room.
To do list:
rotate comm chair 90 deg
fix texture alignments
make a readyroom
fix ladders
fix elevators
find something to break up the alien hive area
make marine start smaller
make phase gate room much smaller
fix armory/phase gate bugs
infest the hive area
tweak lighting
The map consists of 4 rooms: The hive room and the warehouse-like room that are shown in the screens. The other 2 rooms are marine start and phase gate room, which I didn't show because I plan on totally re-doing. The marine spawn room will be just a basic room with comm chair/armory and 2 phase gates which phase to the two phase gates in the phase gate room.
To do list:
rotate comm chair 90 deg
fix texture alignments
make a readyroom
fix ladders
fix elevators
find something to break up the alien hive area
make marine start smaller
make phase gate room much smaller
fix armory/phase gate bugs
infest the hive area
tweak lighting
Comments
No more "deagle factory" for you!
And man that's a lot of boxes!!!!
not a flame, just putting it out there 4 ya.
lol i was thinking the same thing...
~ DarkATi
A little consturctive critisism:<ul><li>It's a little to big/high. </li><li>The walls and ceilings (architecture) need more detail.</li><li>Ligthing is a little bland needs more contrast <span style='color:gray'>(never mind saw to do list)</span>.</li><li>Texture alignment/resizing needs work</li></ul>
Questions:
How do those elevators work? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
What is that thing arround the Hive?
<span style='color:gray'>DarkATi:
lol and true \o/</span>
~ DarkATi <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Fun maps do not get a doo response, but every once in a blue moon they have good ideas.
I agree with everything else that everyone has said, nothing to add. I think that the glass box idea would go down well in any serious map, because it protects the hive very very well, it would be interesting to see something like this put into a ns_ map. I don't think it would work well enough in co_.
I'm curious though, what are the r_speeds in the storage area? Might I suggest using a larger texture for the walls to reduce tiling?