Co_domination

ModChaosControlModChaosControl HiveMind NS bot creator Join Date: 2004-03-31 Member: 27613Members
<div class="IPBDescription">Take 3</div> v3 of co_domination is available. <a href='http://hivemind.game-mod.net/co_domination/co_domination.zip' target='_blank'>http://hivemind.game-mod.net/co_domination/co_domination.zip</a>


Screenies!
<img src='http://hivemind.game-mod.net/co_domination/cargo_docks.jpg' border='0' alt='user posted image' />
<img src='http://hivemind.game-mod.net/co_domination/marinesection_corridor.jpg' border='0' alt='user posted image' />

<img src='http://hivemind.game-mod.net/co_domination/marinestart.jpg' border='0' alt='user posted image' />
<!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->

<img src='http://hivemind.game-mod.net/co_domination/newhiveroom.jpg' border='0' alt='user posted image' />
<!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->

<img src='http://hivemind.game-mod.net/co_domination/readyroom.jpg' border='0' alt='user posted image' />



Feedback plz!

P.S. Mendasp, I like teh boxes. I'm not getting rid of them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    Sweet!

    That last screen needs some filler detail though, like stuff hanging from the ceiling. As of now it looks a litle bland but other than that, from what I see it looks great!!!
  • AdvPredatorAdvPredator Join Date: 2004-03-04 Member: 27137Members
    I dont like a marine base.. It's not enough detailed and too dark.
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    The first pic is very.... red. Not that that's a bad thing necessarily, it could just use some variation.
    The point lighting looks really bad in that second shot, maybe you should try putting some more detailed architecture in there and whack some texlights on the trim.
    Marine spawn looks very square and boxy (as does most of the map from what I can see). Try rotating those crates a bit so they aren't axis aligned, and vary the size.
    Oh and that roof texture in your readyroom looks really out of place.

    I think the map has potential, but you need WAY more detail, more skulk hiding spots, and make the lighting a little less bland.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Hmmm, where to start?

    Flat roof is a no, with this little detail anywhere else. The red light in the first pic isn't a bad thing, but where does it come from? It has no source, fix this. The same with all the other lights, make a brush with a light texture, then make it a texture light (search google on how to make texture lights)

    I take it the res node is just there for show? If so try so liven it up abit, make it stand out, rather than just sitting on the floor.

    What are these weird walkways (like the one your stood on in the first pic)?? Whats there purpose? They seem very out of place as there is no logical way up on to them (i mean ladders or doors, why would rines put things that aren't accessable). Make them more than 1 unit thick aswell, try 4 or 8 units. Also make them see through.

    Your use of the texture tool leaves alot to be desired.

    The hive room is far to dark, if you want it to be moody, use harsh spots and contrasting colours.

    And in general it FAR to square.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    <!--QuoteBegin-ModChaosControl+Oct 31 2004, 06:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ModChaosControl @ Oct 31 2004, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> P.S. Mendasp, I like teh boxes. I'm not getting rid of them <!--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-->
    To be honest, that whole map looks like a huge row of boxes to me.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited November 2004
    <span style='color:red'>...</span>

    EDIT: I believe the phrase "to square, needs better textures" would apply very well here.

    The map is <i>excessively</i> bland, there's little architecture to speak of whatsoever.

    Let's start our journey in the ready room. We're presented with a hollowed out cube with two passeges leading off to spectate and random team. These signs, however, aren't in any way centred. That bugs me. Then at each end of the main part of the hollowed cube is a res node corresponding to each team. Nice visual aid to see what team you're joining, but considering the room is just a huge infested hollowed cube, maybe you should have spent a little more time (<span style='color:red'>...</span>
    ) adding detail and defining the right kind of environment for each team. Oh, and one light entity flashing on and off isn't usually accepted as lighting, maybe you should splash out and use more than one entity.

    Another thing about the res nodes, you actually used the proper res node entities as opposed to just putting the model in a cycler. This means after 15-20 seconds the res node's particle system fires up and starts flowing through the node you've placed. <span style='color:red'>...</span>



    <span style='color:red'>...</span>
    Just because the option is there to make your lights flash, it doesn't mean you actually have to use it. <span style='color:red'>...</span>


    NS has just crashed now.

    *starts up NS again*

    That, however, is not a good sign.

    <span style='color:red'>...</span>
    it's the fact you've spent roughly 1.38 seconds texturing each crate. Not only are they horrendously sized and misaligned, they're also identical in each and every way.

    I soon become quite lost because there's no<span style='color:red'>...</span>
    individuality about any of the rooms or corridors. each one bears no unique texturing, no unique lighting and <span style='color:red'>...</span>
    To top that off each and every corridor and vent is <span style='color:red'>...</span>
    . Long, wide and on the most part devoid of any cover for the aliens. I take it the full name for this map would be "co_marine_domination," right?

    I would comment more upon the map, but i've closed NS down now. The abundance of flashing lights is really starting to hurt my eyes.

    I guess there is a good point to the map. You actually had the folders set correctly in the .zip file and you actually included a .res file.

    EDIT 2: Oh yeah, thanks, i've got to restart my computer because my mouse sensitivity is now screwed in windows.<span style='color:red'>...</span>

    <span style='color:red'>***various goonish comments removed***</span>
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited November 2004
    <span style='color:red'>***mapping forum goon comment removed***</span>
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited November 2004
    <span style='color:red'>***related post removed***</span>
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I think I agree with zyndrome...
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    TBH, I think metalurgy is better than this, with alot more effort put into it. At least carioca try he's best on his work, and if you've done the same, maybe its time to find another hobby.
  • ModChaosControlModChaosControl HiveMind NS bot creator Join Date: 2004-03-31 Member: 27613Members
    edited November 2004
    Oh don't worry, I'll just completely give up on mapping and never post in the Mapping Forums again. Thanks for your <i> positive </i> feedback.

    After all, this is my first map.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    edited November 2004
    <span style='color:red'>***mapping forum goon comment removed***</span>
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Be nice kids. However, you REALLY need to work on a style better than... boxes.....

    If you asked me, from what I've seen, its really bad and needs some real work.
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    edited November 2004
    Wow. Some of you guys are completely fuggin' insane with your reviews =/

    Keep working on the map, add some kewl architecture, and read _all_ the snarkpit articles on architecture and lighting. And any other level design related thing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    And of course, map. A lot. Random rooms, hallways, exercises in texturing, etc. Look around at current maps, see what they do and follow ze example.

    I actually don't think it's _that_ bad looking a map... I mean, it's not good, but for a first map, well, let's just say it was better than mine.


    Keep working, and ignore ze nublets who overreact and go mad. Like aonomus. FOR HE IS MADNESS. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    THAT'S RIGHT, I CALLED YOU A NUBLET AON. SO THERE.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    edited November 2004
    <span style='color:red'>***mapping forum goon comment removed***</span>
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    *psh* What-evaaaaar....
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Send it to me, I'll put some nice texturing work into it. That should help. Texturing is what I do best.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-ModChaosControl+Nov 2 2004, 01:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ModChaosControl @ Nov 2 2004, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh don't worry, I'll just completely give up on mapping and never post in the Mapping Forums again. Thanks for your <i> positive </i> feedback.

    After all, this is my first map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Honestly, that doesn't mean anything. Just because it's your first map doesn't mean everything should be flickering and that the textures look bad. It's just a matter of patience and not rushing through every room, like you did.
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited November 2004
    <span style='color:red'>***mapping forum goon comment removed***</span>
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <!--QuoteBegin-ModChaosControl+Nov 2 2004, 01:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ModChaosControl @ Nov 2 2004, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh don't worry, I'll just completely give up on mapping and never post in the Mapping Forums again. Thanks for your <i> positive </i> feedback.

    After all, this is my first map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Never ever release your first map... just create a map, look at it, and start a new one. When you know how to align textures properly and create maps without leaks... than release a map.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-Naigel+Nov 2 2004, 11:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Nov 2 2004, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ModChaosControl+Nov 2 2004, 01:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ModChaosControl @ Nov 2 2004, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh don't worry, I'll just completely give up on mapping and never post in the Mapping Forums again. Thanks for your <i> positive </i> feedback.

    After all, this is my first map. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Never ever release your first map... just create a map, look at it, and start a new one. When you know how to align textures properly and create maps without leaks... than release a map. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, releasing maps with leaks would be a good thing, in this case. That would mean that it would be rendered fullbright and wouldn't have the seisure inducing flickering lighting.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    But seisure inducing lighting is fun. D:
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited November 2004
    <span style='color:red'>***stay on topic***</span>
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Really just don't give feedback if it isn't constructive. Since I joined these forums at the beginning of the year I've been enjoying the talent but have also been slowly introduced to the Mapping Forum's elitist and very anti-noob attitudes.

    I think that every post that goes out of its way to ridicule a map or mapper without offering constructive criticism (not "delete the bsp") should be deleted from this thread. Some of you are offering MCC no help at all and doing what seems to be your utmost best to deter him from mapping again. You obviously have no desire to see the NS community grow and prosper. What selfish juveniles.

    While I do find it mildly annoying to see a released map consisting purely of boxes the best way we can make sure the mapper doesn't do the same is to guide him through the process. Although I don't have time for every new mapper that joins this forum there always seems to be someone who will put the effort into showing them the ropes.

    What I would suggest, MCC, is that for your next map (or a remake of that one) you think of a concept for a room and work at giving it a style and good looks. When you think it's starting to have that NS style release some screenshots in the Screenshots thread and people who have a genuine interest in mapping and the NS community will make suggestions for improving your work.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I have the .rmf and I'm retexturing pretty much everything. I just hope MCC doesn't mind me deleting all the light entities and replacing them with texlights... if he does, he'll have to re-add them when I send the .rmf back to him.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited November 2004
    <span style='color:red'>***stay on topic***</span>
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2004
    <span style='color:red'>***stay on topic***</span>
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2004
    Alllllllll fixed!
    Copy&paste(since it's angelfire):
    <a href='http://www.angelfire.com/games5/align1/co_domination.zip' target='_blank'>http://www.angelfire.com/games5/align1/co_domination.zip</a>
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