Ns_richmond

ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
edited April 2004 in Mapping Forum
<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' />

Comments

  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Nice. The parts of the map with the white textures reminds me of science & industry (that's not a bad thing), don't ask me why. However, i feel like there is too much contrast between that set of textures and areas textured with ns2.wad.

    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.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Confused!</b> - Like Droggog (I think this is what he was saying) - I found some areas to be incredibly detailed and others lacking and I think he is right in saying it's the textures... It's a little hard to tell..the lighting is so dark for me in some spots that I found it hard to navigate.

    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-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited April 2004
    Droggog: the claw was seen as teh new waste handling hive on tanith where the marines could relocate and hold out indefinately. i personally can see the arguement i will probly simply add a hallway loop to it so that one can enter the back or top of it via a vent.

    thx to both of you
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