Ns_richmond
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">Alpha Test (3)</div> As some of the more bored of you know, I have made a ns map entitled ns_richmond. this map is now at a point where i have the basic archtecture put down for most of the map. thus i decided to release an alpha and have epople make suggestions. i have had a few people look at previous alphas and have come up with a few things i need a few more people look at.
1. Is the claw pointless? if it is should it be removed and the resource node moves into location 27?
2. Are there any places you get stuck? i hav had some reports of getting stuck in teh claw but have been unable to repro.
3. Is the cargo bay too open?
4. Does crews quartes suck as much as i think it does?
5. Genral layout / feel comments.
PLEASE NOTE THE FOLLOWING:
1. At the NORTH end of the turbine hall there is a button which will turn the power off the the blue windows throughout the level.
2. Lighting is hardly even dealth with.
3. I know the floor scrolls, in some places, ill deal with it trust me
4. Ready room is a temp only
DOWNLOAD: <a href='http://www.maps.confusionville.net/maps/ns_richmond/ns_r_at3.zip' target='_blank'>RIGHT HERE</a>
ok that should be enough of the things i want to tell you so ill show off some pics
<img src='http://www.maps.confusionville.net/maps/ns_richmond/ns_richmond0004.jpg' border='0' alt='user posted image' />
<img src='http://www.maps.confusionville.net/maps/ns_richmond/ns_richmond0002.jpg' border='0' alt='user posted image' />
<img src='http://www.maps.confusionville.net/maps/ns_richmond/nsr_1.jpg' border='0' alt='user posted image' />
1. Is the claw pointless? if it is should it be removed and the resource node moves into location 27?
2. Are there any places you get stuck? i hav had some reports of getting stuck in teh claw but have been unable to repro.
3. Is the cargo bay too open?
4. Does crews quartes suck as much as i think it does?
5. Genral layout / feel comments.
PLEASE NOTE THE FOLLOWING:
1. At the NORTH end of the turbine hall there is a button which will turn the power off the the blue windows throughout the level.
2. Lighting is hardly even dealth with.
3. I know the floor scrolls, in some places, ill deal with it trust me
4. Ready room is a temp only
DOWNLOAD: <a href='http://www.maps.confusionville.net/maps/ns_richmond/ns_r_at3.zip' target='_blank'>RIGHT HERE</a>
ok that should be enough of the things i want to tell you so ill show off some pics
<img src='http://www.maps.confusionville.net/maps/ns_richmond/ns_richmond0004.jpg' border='0' alt='user posted image' />
<img src='http://www.maps.confusionville.net/maps/ns_richmond/ns_richmond0002.jpg' border='0' alt='user posted image' />
<img src='http://www.maps.confusionville.net/maps/ns_richmond/nsr_1.jpg' border='0' alt='user posted image' />
Comments
It seems you have some dead ends, areas when you are forced to exit the room the way you entered it (or i didnt find the exit/vent <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). Some vents have really bright red lights (but you warned about the lighting, so i guess it'll change). I got lost in the map really quick. I dunno if you use all the textures in ns_remix.wad, but if not it may be a good ideas to put only the textures youre using in a separate wad to improve filesize and download time.
I wasn't able to get stuck anywhere, however i just had a quick run in the map so i'm not sure. You have a particle system in some water/brush acting weird (room with 2 "fan" thingies on the floor, with a button near, hmm "turbine hall"). There's a lot of res around that hive too, maybe too much.
I like the shape of the dome in "recreation", with some texture/lighting ajustements it could look really good. I don't know why "the claw" is supposed to be pointless, it's a res node after all. Cargo bay is not that open with those big crates, but "inspection station 3" hive lacks cover for spawning aliens.
I wan't able to find the crew quarters <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Overall nice job, i particulary like the white-ish parts of the map, cause it is... something original. The "bridge" looks good too.
Keep working on it and it could become a nice ns_ map.
Layout wise (from the minimap) it looks fairly good - don't take out the dead-ends completely just add a route cause I really liked the actual size and complexity of the map..is good for a change to feel like it is an alien environment (to the marines I mean)...
All over - it's looking good... Adding to that - I think you are a champ anyways confused!..
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
thx to both of you