Co_dawn V2
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<div class="IPBDescription">Woo! Updated!</div> Ok, just to let you all know that co_dawn version 2 is here.
There's been a small list of changes, none of them visually significant, but as a whole, the map is a lot "cleaner", if you will.
- The water in the hive is gone and the hive moved along, allowing for aliens to spawn at the bottom of the hive.
- Ladders added in hive for new spawns.
- Standing light model removed for e_poly reasons (And it was, well, crap.)
- Huge optimisations all over. This includes buggerloads of 1unit spacing and deleting of bad architecture. It may look a bit plainer in some areas, but the performance increase is worth it.
- New corridor leading up to the cargo area. This was a total w_poly blackspot, allowing you to see pretty much all the way to the hive and marine start, now with some S-shaped corridor jiggerypokery, the r_speeds are far lower.
- Ferai soup secret gone. For those of you that found it in the first place, heh.
- Obligatory .res file. Sorry i forgot this in the initial release. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
And there's probably more i've missed, but that's enough for now. Anyways....
<span style='font-family:Impact'><span style='font-size:21pt;line-height:100%'><a href='http://esuna.thezazi.net/codawn/co_dawnv2.zip' target='_blank'>MAKE DOWNLOADING!</a></span></span>
There's been a small list of changes, none of them visually significant, but as a whole, the map is a lot "cleaner", if you will.
- The water in the hive is gone and the hive moved along, allowing for aliens to spawn at the bottom of the hive.
- Ladders added in hive for new spawns.
- Standing light model removed for e_poly reasons (And it was, well, crap.)
- Huge optimisations all over. This includes buggerloads of 1unit spacing and deleting of bad architecture. It may look a bit plainer in some areas, but the performance increase is worth it.
- New corridor leading up to the cargo area. This was a total w_poly blackspot, allowing you to see pretty much all the way to the hive and marine start, now with some S-shaped corridor jiggerypokery, the r_speeds are far lower.
- Ferai soup secret gone. For those of you that found it in the first place, heh.
- Obligatory .res file. Sorry i forgot this in the initial release. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
And there's probably more i've missed, but that's enough for now. Anyways....
<span style='font-family:Impact'><span style='font-size:21pt;line-height:100%'><a href='http://esuna.thezazi.net/codawn/co_dawnv2.zip' target='_blank'>MAKE DOWNLOADING!</a></span></span>
Comments
1) The map is VERY pro-marine. There are lots of long, open corridors that HMGs will be able to fill with a hail of lead. See attatched image for an example. Perhaps steam could be used to fill these hallways foe visual cover?
2) Few (1-2?) vents. Why can't I be a supar <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> in a vent? (Or a ::lork:: if need be? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
3) The map is basically a big ring - the halls don't have any way to connect to each other. You need more hallways and tunnels to move around in.
4) No weldables. This is more of a personal preference, but I am a welder monkey, and looooove maps with weldables.
5) The spawn rooms are a tad small.
Please note that these observations took me five minutes. I'll keep playing the map for more insightful comments.
One <i>really</i> strong part of this map is the lighting. It gets an astounding 9 out of 10.