Moconner, people keep saying how much NS maps look alike. This brings a fresh new feel to NS. Especially how you have blended the 'red tanith strip' on to the much used metal wall texture in nancy.
I don't feel it looks anything like Coret though.
Only real crit I can make from a design point of view is the vent and the slopes. The vent will need clipped if you haven't done so already .. don't want no nasty skulks getting caught in action. The slopes seem too steep to me, might just be my taste that I like steady slopes and ramps though.
Tequila:I'm working ona new yellow strip light at the mo. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Soylent green: i'll see what i can do, thanks man.
Invader Scoot: hell yeah, just give me a pm when its in the pt'n stage. . . i'll forget if you dont.
supernorn2000: railings added. . .it does look better,good call.
Thursday-: yeah vent is clipped, i went around the map today and clipped up bits of the map.keep the old clipnodes low, ya know!
Tis progressing nicely, gonna start another hive later on. just finished doing some lovely grand vertex manipulation+texturing, gonna test the lighting and stuff in this new area . . if it turns out well i'll post a pic. . .
<!--QuoteBegin-Tequila+Sep 1 2004, 01:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Sep 1 2004, 01:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Very gritty style, I'm rather partial to it, althought in my eyes those strips of yellow lights look hideous in comparison to the surrounding nicities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> agree 100%
In addition to high entropy may I make one additional suggestion/tip:
"misty" areas or brush-like plants (maked textures) make good hiding places for sneaky people to spring ambushes from. Also, when you test, see if skulks can have an easy enough time at getting up and moving arround on the ceiling. I mean that by having a way for a skulk to get from point A to point B without every being on the ground will make the game much more interesting for aliens and give you map a reputation for marines to always look up every now and then incase the aliens are comming down at them from above.
Humans get edgy when things are comming at them from angles other than the near horizon.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keep up the good work! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
agentx5: I like how you are giving me suggestions to make my map more interesting gameplay wise. . .I thank you for that. trying my best to give it some "entropy" as you say. the bigger room are sorta open, but have hiding spots for skulkies, not too many tho. we'll see how it plays out when the time comes. Fanx again
I took your advice agentx5 and went on the search for some pictures for a "brush-like plant. i must say i found a superb picture, hopefully i can spruce it up in photoshop and wack it in the map along with some infestation. a lovely grand idea thank u v.much. . . .
The "hiding in the bushes" idea partly comes from the NS trailer movie and partly from this one DoD map (I think it's glider) where you can hide in some sort of plants. I like to be allied with a Germany and steal an FG42 and then go to that one path with all the bushes and hide in the thick of them. I would rock back and fourth so I could see though the "foliage" and sniped people until I got naded or something. I use the same technique when playing Ghost Recon only then I use a sensor and silenced mp5. As skulk this could be great fun: hide where enemy can't see you and then leap at them when they are in perfect position. Or for marines: wait in cover with you HMG for the onos to comeback injured for a break so he can regen and surprise! Dead onos and much omg, WTH, and where did you come from.
I don't know if you are going to be able to incorporate them into your "theme" with out looking fugly but some sort of mist near the water or in room with the mist have the harsh lights use env_glow's similar to those seen sometimes in TFC maps. The glow will give the effect that the air has some particulate matter (water vapor, smoke, etc.) floating around. Very cool if used appropriately.
I always view the Kharaa as of being "tropical cave forest dwellers." And thus like to make their hive in nutrient and water rich areas with mild warmth. Bacteria thrive around 36.78 decrees Celsius. Bacteria are used often in commercial and industrial applications to break down organic matter clogging pipes and bio-degrading thing like oil and sewage waste. I talk a lot about the biology and science behind all these things as it it my passion for discovery.
Entropy is definitely a plus in ns maps.
Now, people won't go around saying nerdy things like: "hey I really like Moconnor's map ns_kama because it has nice architecture and entropy" But they'll say something like: "it looks cool and there are a ton of routes you can take"
Entropy is one of the things that is well known about maps such as TFC's "hunted.bsp"
Just about any hunted pro can name you every route and chokepoint. (yes the routes are so well known they are named) examples: vent main ramp around-the-building through b1 alley sewers over-the-roof through ruins sa3 red crates wooden crates launch-the-hunted (from red crates, wooden crates, or sa3)
That's a lot of routes for such a little map and one that it restricted by the fact that you can't wall climb or fly. People use grenades to blast the hunted around and to get up into the high places where the snipers are. Unrealistic, but people will always strive to devise new strategies and routes to throw the enemy off.
Buy already making entropy high from the start you will allow for crazy amount of mobility and route choices which will make getting from point A to point B and make blockades pointless.
One way to test of entropy is sit back in the x-y and figure out how many way you have to get to any one particular spot. Linear hallways and dead ends have lowest specific locational entropy, but a crossing room with many paths (large and small) make it fun and engaging. Marines will always try to build turtles in areas with:<ul><li>low entropy (if your enemy only has one way in it's easier)</li><li>near to resources (primary factor, everyone understand you need res to survive and grow your team)</li><li>has some form of environmental advantage (bunker slits, crates, doors, up high where onos can't get to them, no vents where aliens can attack them from above)</li><li>has some distance (marines are ranged attackers, aliens are melee; marines always prefer when you can shoot down a long hallway where the enemy can't get cover)</li></ul>So if you feel a room is too well defended, make a pipe or vent in the ceiling.
<span style='font-size:8pt;line-height:100%'>~edit~ gawd I cant' spell</span>
Can you show me a hammer shot of how you did the curve in marine start? For the longest time I've been stuck using that damn arch tool cause I can never figure out the ONLY tuitorial for arches I can find... mainly cause my stuff doesn't seem to fit the grid like theirs does <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-BulletHead+Sep 2 2004, 03:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 2 2004, 03:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, I know... hence why I have 0 arches 0o'
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I just finished a second hive, the hive is right above me in this screenshot. There is a walkway around the infested middle area so plenty room for alien structures I think. r_speeds are within acceptable eh. . . there is a nice little hiding spot for skulks, top left of the pic near the blue lighting, and it goes out and around and joins the corridor exiting the hive. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> *bops thursday on the head*
You try typing anything legible after 3 days WITHOUT sleep and a hefty dose of anti-histamines... damn benedryl...
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> *bops thursday on the head*
You try typing anything legible after 3 days WITHOUT sleep and a hefty dose of anti-histamines... damn benedryl... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 3 Days without sleep? 72 hours without sleep? After 60 you go insane so please try to tell the truth, and don't type when you're tired. Back to the map...
Moconnor in that latest hive shot turn 3 of those white lights off at the top right of the image, seems a bit too warm to me at the moment. Really liking the hive area though.
Got a few more pics for ya and a layout update. I got loads more done. . .I forgot to add some lights in some areas so only three pics,haha silly me. anyways.
::first one:: Those are actually pumps but there not on yet, they do look nice, also there is a flickering light at the back wall but I obviously got the pic when it was off. Please remember I have yet to add the ps, there is gonna be steam shooting outta that vent <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
hmmmm. . .I quite like this little area, think I got the water spot on <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> still gotta get a better yellow light texture though, so please dont comment on its sticky outtyness, i already know it needs changed:)
::third one:: just a little bending corridor, vent system up above adds a lovely grand spot for skulks to ambush. not much more to say on this area. . . .
I hope you understand my complex colour coordinated legend. yellow is were I have to build on from yet. . . It seems like I dont have much room, I need make some areas bigger anyway so everything is ok, so dont worry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
wow mconner those new screens are very nice indeed. May I suggest one or two see-through gratings on the bottom of the vents in the third screenshot? Just so skulks can see marines walking down the corridors from them (for intelligence reporting)
<!--QuoteBegin-Moconnor+Sep 7 2004, 02:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Sep 7 2004, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ::third one:: just a little bending corridor, vent system up above adds a lovely grand spot for skulks to ambush. not much more to say on this area. . . . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is that vent system part of the maps venting system? I'm thinking no but you could incorporate it a little bit, would be a nice neat touch, that and a unique quality for the map, well another unique quality.
<!--QuoteBegin-supernorn2000+Sep 7 2004, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Sep 7 2004, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> May I suggest one or two see-through gratings on the bottom of the vents in the third screenshot? Just so skulks can see marines walking down the corridors from them (for intelligence reporting) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Do you mean from the inside? Those are smaller vents, you cant enter them, only run about ontop. so you can leap down and eat a marine.
Thursday-: yeah I have a nice area with the vents running over head somewhere else in the map, just hafta make sure it doesnt obscure the comms view now. Thanks man.
<!--QuoteBegin-Moconnor+Sep 7 2004, 02:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Sep 7 2004, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thursday-: yeah I have a nice area with the vents running over head somewhere else in the map, just hafta make sure it doesnt obscure the comms view now. Thanks man. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Oh neat, can just about make out from the different colours on the minimap screenshot where it is.
Comments
I don't feel it looks anything like Coret though.
Only real crit I can make from a design point of view is the vent and the slopes. The vent will need clipped if you haven't done so already .. don't want no nasty skulks getting caught in action. The slopes seem too steep to me, might just be my taste that I like steady slopes and ramps though.
Soylent green: i'll see what i can do, thanks man.
Invader Scoot: hell yeah, just give me a pm when its in the pt'n stage. . . i'll forget if you dont.
supernorn2000: railings added. . .it does look better,good call.
Thursday-: yeah vent is clipped, i went around the map today and clipped up bits of the map.keep the old clipnodes low, ya know!
Tis progressing nicely, gonna start another hive later on. just finished doing some lovely grand vertex manipulation+texturing, gonna test the lighting and stuff in this new area . . if it turns out well i'll post a pic. . .
Thanks for all the replys ppl, appreciate it.
agree 100%
"misty" areas or brush-like plants (maked textures) make good hiding places for sneaky people to spring ambushes from. Also, when you test, see if skulks can have an easy enough time at getting up and moving arround on the ceiling. I mean that by having a way for a skulk to get from point A to point B without every being on the ground will make the game much more interesting for aliens and give you map a reputation for marines to always look up every now and then incase the aliens are comming down at them from above.
Humans get edgy when things are comming at them from angles other than the near horizon.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keep up the good work! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
trying my best to give it some "entropy" as you say. the bigger room are sorta open, but have hiding spots for skulkies, not too many tho. we'll see how it plays out when the time comes.
Fanx again
The "hiding in the bushes" idea partly comes from the NS trailer movie and partly from this one DoD map (I think it's glider) where you can hide in some sort of plants. I like to be allied with a Germany and steal an FG42 and then go to that one path with all the bushes and hide in the thick of them. I would rock back and fourth so I could see though the "foliage" and sniped people until I got naded or something. I use the same technique when playing Ghost Recon only then I use a sensor and silenced mp5. As skulk this could be great fun: hide where enemy can't see you and then leap at them when they are in perfect position. Or for marines: wait in cover with you HMG for the onos to comeback injured for a break so he can regen and surprise! Dead onos and much omg, WTH, and where did you come from.
I don't know if you are going to be able to incorporate them into your "theme" with out looking fugly but some sort of mist near the water or in room with the mist have the harsh lights use env_glow's similar to those seen sometimes in TFC maps. The glow will give the effect that the air has some particulate matter (water vapor, smoke, etc.) floating around. Very cool if used appropriately.
I always view the Kharaa as of being "tropical cave forest dwellers." And thus like to make their hive in nutrient and water rich areas with mild warmth. Bacteria thrive around 36.78 decrees Celsius. Bacteria are used often in commercial and industrial applications to break down organic matter clogging pipes and bio-degrading thing like oil and sewage waste. I talk a lot about the biology and science behind all these things as it it my passion for discovery.
Entropy is definitely a plus in ns maps.
Now, people won't go around saying nerdy things like:
"hey I really like Moconnor's map ns_kama because it has nice architecture and entropy"
But they'll say something like:
"it looks cool and there are a ton of routes you can take"
Entropy is one of the things that is well known about maps such as TFC's "hunted.bsp"
Just about any hunted pro can name you every route and chokepoint. (yes the routes are so well known they are named)
examples:
vent
main ramp
around-the-building
through b1
alley
sewers
over-the-roof
through ruins
sa3
red crates
wooden crates
launch-the-hunted (from red crates, wooden crates, or sa3)
That's a lot of routes for such a little map and one that it restricted by the fact that you can't wall climb or fly. People use grenades to blast the hunted around and to get up into the high places where the snipers are. Unrealistic, but people will always strive to devise new strategies and routes to throw the enemy off.
Buy already making entropy high from the start you will allow for crazy amount of mobility and route choices which will make getting from point A to point B and make blockades pointless.
One way to test of entropy is sit back in the x-y and figure out how many way you have to get to any one particular spot. Linear hallways and dead ends have lowest specific locational entropy, but a crossing room with many paths (large and small) make it fun and engaging. Marines will always try to build turtles in areas with:<ul><li>low entropy (if your enemy only has one way in it's easier)</li><li>near to resources (primary factor, everyone understand you need res to survive and grow your team)</li><li>has some form of environmental advantage (bunker slits, crates, doors, up high where onos can't get to them, no vents where aliens can attack them from above)</li><li>has some distance (marines are ranged attackers, aliens are melee; marines always prefer when you can shoot down a long hallway where the enemy can't get cover)</li></ul>So if you feel a room is too well defended, make a pipe or vent in the ceiling.
<span style='font-size:8pt;line-height:100%'>~edit~
gawd I cant' spell</span>
Can you show me a hammer shot of how you did the curve in marine start? For the longest time I've been stuck using that damn arch tool cause I can never figure out the ONLY tuitorial for arches I can find... mainly cause my stuff doesn't seem to fit the grid like theirs does <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I used the vertex tool to get it like that.
pm me and i'll get something sorted.
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the hive is right above me in this screenshot.
There is a walkway around the infested middle area so plenty room
for alien structures I think.
r_speeds are within acceptable
eh. . . there is a nice little hiding spot for skulks, top left of the pic near the blue lighting, and it goes out and around and joins the corridor exiting the hive. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
*bops thursday on the head*
You try typing anything legible after 3 days WITHOUT sleep and a hefty dose of anti-histamines... damn benedryl...
I am stupid when it comes to tuitorials... I follow em to the LETTER, and is anythign is missepelled / mistyped, it throws me off very badly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I take it you follow that example in your written English just as much as when you read? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*bops thursday on the head*
You try typing anything legible after 3 days WITHOUT sleep and a hefty dose of anti-histamines... damn benedryl... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
3 Days without sleep? 72 hours without sleep? After 60 you go insane so please try to tell the truth, and don't type when you're tired. Back to the map...
Moconnor in that latest hive shot turn 3 of those white lights off at the top right of the image, seems a bit too warm to me at the moment. Really liking the hive area though.
Thursday-:riteo i'll turn off a few and see what it looks like then.thanks
I got loads more done. . .I forgot to add some lights in some areas
so only three pics,haha silly me. anyways.
::first one::
Those are actually pumps but there not on yet, they do look nice, also there is
a flickering light at the back wall but I obviously got the pic when it was off.
Please remember I have yet to add the ps, there is gonna be steam shooting outta that vent <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
hmmmm. . .I quite like this little area, think I got the water spot on <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
still gotta get a better yellow light texture though, so please dont comment
on its sticky outtyness, i already know it needs changed:)
just a little bending corridor, vent system up above adds a lovely grand spot for skulks to ambush. not much more to say on this area. . . .
I hope you understand my complex colour coordinated legend.
yellow is were I have to build on from yet. . . It seems like I dont
have much room, I need make some areas bigger anyway so everything is
ok, so dont worry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
just a little bending corridor, vent system up above adds a lovely grand spot for skulks to ambush. not much more to say on this area. . . . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Is that vent system part of the maps venting system? I'm thinking no but you could incorporate it a little bit, would be a nice neat touch, that and a unique quality for the map, well another unique quality.
Do you mean from the inside?
Those are smaller vents, you cant enter them, only run about ontop.
so you can leap down and eat a marine.
somewhere else in the map, just hafta make sure it doesnt obscure the comms view now. Thanks man.
somewhere else in the map, just hafta make sure it doesnt obscure the comms view now. Thanks man. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh neat, can just about make out from the different colours on the minimap screenshot where it is.