Combat Map : Screenshots

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">Name Suggestions? Input and comments :)</div> Got some screenshots from the combat map I'm creating, I'm letting Elegance lay as a "Blocky" and "Poor" map.

I also need a name for this map, if anyone could PM me some suggestions and ideas for the map name it would be appreciated, not in your reply, focus that around comments on the screenshots.

<img src='http://imagination.hlgaming.com/co_map1.jpg' border='0' alt='user posted image' />
<img src='http://imagination.hlgaming.com/co_map2.jpg' border='0' alt='user posted image' />
<img src='http://imagination.hlgaming.com/co_map3.jpg' border='0' alt='user posted image' />
<img src='http://imagination.hlgaming.com/co_map4.jpg' border='0' alt='user posted image' />
<img src='http://imagination.hlgaming.com/co_map5.jpg' border='0' alt='user posted image' />

I'll be updating within the week, or next weekend. Schoolwork takes prioty of course <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Nice, nice.

    1st pic: Overlays for those monitors? Please? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    2nd pic: that spotlight is pretty big. I don't like those ladder textures either.

    3rd pic: The "damage" texture by the ceiling with the lights and what-not doesn't really fit in.

    4th pic: no crits

    5th pic: overlay for the monitors again

    That's all. Not many crits, 'cause I couldn't find much I didn't like. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    /me already watches numerous focus skulks dropping down from the ramp to the armory humpers/spawning people

    other than that it looks ok..
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    I like the lighting of the map though maybe a little to colorfull... And yes skulks are mean and would do that indeed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Only question I have and maybe even a suggestion if the answer to the question is "yes" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Those red "lights" all over the map are those some kind of overlays?

    If so Maybe give them a lower renderfx...
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    The map is looking exceptionally good in places. My only idea's/suggestions is get some ns_nothing light beams emanating from behind the cc in place of that large light spot. Good job so far.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    edited February 2004
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited February 2004
    <!--QuoteBegin-Belgarion+Feb 29 2004, 05:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Feb 29 2004, 05:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> awesome work thursday. very highly detailed, lots of great lighting and texturing.  i agree, that light spot is rather large, but keep the ladder textures. i think they fit well with the overall tex scheme. and let the skulks drop on the stupid marines.  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    ok. overview of co_sift. i made the readyroom last night at a LAN, so i think i'm going to either release it and/or have a couple playtests to make sure no bugses exist as well as to see if the gameplay flows well and is balanced. yay. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think you should edit you post with that quote in your sig, made by Zazi <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    *chuckles* Wrong thread *chuckles*
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Here's my take on it:

    <b>Picture 1:</b> Nice feel for the floor. Creative use of that texture. Hard to tell about the scaling tho, would have to see in game as to whether the effect pays off from ground level view. Tex alignment?

    <b>Picture 2:</b> All have said so far (but I'll say it too) - too big for the marine spawn. Skulks would just love to sink their teeth into that. I think it's a bit spacious too - makes me feel as though the comm chair and armoury are dwarfed by the room. And those are some really big ladders. You'd have to be that guy from The Green Mile (John Cofee) to climb them in real life - consider scaling them. I think in general, especially in CO maps, I would make the marine spawn a lot smaller so that it takes the ball out of the aliens court. That said, if the alien spawn is big then it serves the marines right.. Oh yeah, you don't have to use every texture in a room to make it interesting - better and more focused lighting will do the trick with much more appeal over all.

    <b>Picture 3:</b> Again, the scale of the textures looks huuuge (I'm comparing to the armoury). Maybe split the wall into two brushes and use 2 lower-scaled textures to make it look more detailed. And, to put it bluntly, that roof looks horrible. Absolutely horrible - it's all in the scale - it may not look so bad if the tex wasn't so big.

    <b>Picture 4:</b> Nice, nice, nice. Texture scale is good. Texture selection is good. I question as to whether that style of "ramp up the middle over looking another room" has been used too much in the more recent maps (noticed it in at least 2 official maps) - but overall very nice - make the rest of these shots look this nice. We know you can do it - cause you just proved you could.

    <b>Picture 5:</b> Nice. I noticed the floor and the texture does work from this angle. Good job. I like the ceiling, very detailed. Not sure I like the meaningless red dots on every wall (seems to be in most of your shots). I don't know if they are meant to be monitors or something but the don't look too nice. They look just like blurry red dots to me.


    Overall, I think it looks pretty good. Has potential at the very least. You should think of a specific theme and stick to it throughout your map - not to say it should be monotone but at least let the player know that as he runs through each room that he is, in-fact, still on the same map...

    Good job tho, keep up the good work...
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    looks really cool, the arquitecture there looks fine and there is a pic that reminds me of core (which is a good thing)
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Those ladders in the second picture look like they would be hell for any marine climbing them, as they would take longer than they should. Perhaps you could replace with some fast-moving elevators or similar.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Thanks for the feedback guys. Really appreciated.

    HanzGrub3r> Most wall heights are 256 or 192, I believe the third floor of the marine spawn is 160. I've not really changed any of the textyre scales in the marine spawn either, might be something I should look in to. Also the red lights are part of a texture, and have an overlay in the ns2.wad too. I think they're supposed to be monitoring lights , something like that. They look blurry because I need to lower the render value, which seems like something that does need doing. Texture name is wall_panel09 if you want to check it out for yourself.

    The Cheat> The ladders there are to reduce alot of time, and help the aliens a touch. The only way of getting out of the marine spawn is the ground floor, and the map is going to be pretty small. Two spawns, choke point, couple of corridors connecting sums it up. The ladders inside the marine spawn go up on to the second floor so little marines can run to the phase gate on the top floor. Its to try and encourage aliens not to go in the area and cloak camp.

    Shwstal> Hmmm, I may change the damage texture for some pipes. I mainly used that texture to give some much needed light nearer the marine spawn. I'll sort the spotlights out too.
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