Concept Map: "retrieval"
Lt_Gravity Members Join Date: 2003-04-28 Member: 15909Posts: 1,594
edited June 2005 in Mapping Forum
a small experimentsome time ago I thought about working out an alternate gameplay concept to be used within ns. there are not many teamspecific entities but I figured out how to achieve my goal with as less work as possible.
this concept rested on my hdd some time and I never had time to work on it anymore because I spend most of my time working on ns_source. after "finishing" (beta 34 so is not really a final) there was some time left to work on another project.
3 days ago I read through the textures thread and found a nice wad created by "the Duke". I also took some textures from "soylent green"´s wad and played around with them.
and it seemed like I had figured out how to do some ok looking areas without spending weeks. thats very important because I really dont know if this map work like I exspect it to, so I dont want to "waste" time till I know it for shure.
the pictures bellow were taken after the first compile. the lighting has to be tweaked as well as the shape of the neons.
the style is little bit more "clean" than most of the custommaps out there. thats because Im referring to maps created for "alien trilogy" (PS 1), which I really liked because of their atmosphere. there wasnt any fancy architecture, just the feeling that something is watching you while walking through empty corridors...
Im not shure about if it should be an ns map or an co map. both modes have some
advantages. atm Im shure I would do best as co map, although I dont like the mode.
but I will play completely different in the end so it shouldnt matter.
at the end you "just" have to fight through several corridors and fulfill you goal. WHAT you will have to do is still up to the mapper