Co_sift
Belgarion
Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">...release?</div> yar (i like this pic better)
Comments
taken down untill i can figure out what went wrong
On picture 3: the roof looks a litte strange, maybe its the texture... and also the Ramp looks a little steap
On Picture 5: The passgae looks a little strange?
final Release oh ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
ok. in the interest of time and not wanting to compile this thing all over again (four hours), i've simply edited the zip to include Belg.wad and put the bsp into the maps directory in relation to the NSP directory. just unzip to NSP. my appologies to those who tried to load it up and found it to not work.
<a href='http://ns.smkclan.com/members/co_sift_final.zip' target='_blank'>co_sift - works this time ^_^</a>
If the above does not work, <a href='http://belg.thezazi.net/NS/co_sift/co_sift_final.zip' target='_blank'>co_sift mirror</a>.
the steam here will not load
Error: could not load file sprites/ns_bast/xsmoke1.spr
jsut to tell you <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> i wanted to see it and i got that
...now I have one <i>personal favorite</i> CO map... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> *feels special*
cas - that's kinda weird... does anyone else get this?
The vent entrance at the Marine start is really well done.
The texture placement, and constant water use really helps with the atmosphere.
Although the Hive room is great, is there enough room for marines? on them grate-walkways?
Oh, the Hive window is a great little detail.
The glass floor panles make you dizzy, but very well done.
The readyroom encorporates the large fan cylinders, which is a clever continuing theme throughout your map.
Good work.