Co_darksnake

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">a map :P</div> ok iv posted this map up before but now it is at a releasable state im reposting with a download linke too.

here the NS.world link
<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=479' target='_blank'>nsworld</a>

direct map download
<a href='http://snakemaps.megazones.net/maps/co_darksnake_b3.zip' target='_blank'>here</a>

video of map
<a href='http://snakemaps.megazones.net/videos/co_darksnake_b3.WMV' target='_blank'>here</a>

all comments welcomed plz bt if u have a crit please make it constructive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • ZammaZamma Join Date: 2004-05-04 Member: 28458Members, Constellation
    OMG THIS OWNS!


    This is the first decent map i have seen snow in. Although it could need some improving on some of the main interior corridors.

    Still after playing it for a long time on my server. Everyone else liked it. A classic CO_ map i feel! gj snake.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    how about some.. images instead of a video?
    I can't view wmv files at the pc I'm working at so.. images would be handy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    If you want to show a video, fine for me, but please include images aswell.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin-[Sorcerer]+Jul 14 2004, 05:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer] @ Jul 14 2004, 05:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how about some.. images instead of a video?
    I can't view wmv files at the pc I'm working at so.. images would be handy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    If you want to show a video, fine for me, but please include images aswell. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=74631' target='_blank'>my old thread with some pics</a>
  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    Why's it so bright in the hive? I had to double check I wasn't playing in fullbright. High brightness + no visible light sources do not a good map make. Also make the glass in the walkway corridor a bit less opaque, you might also like to shove some cover in there - seems like a long way to go in the open - see what works.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    okay.. constructive crit.
    first of all.. when stuffing the zip together, please remove the co_darksnake_b3 folder from it. extracting and then copy paste into the correct folders is a bit annoying.
    2. hive area is indeed pretty bright, while the rest of the map is dark in comparison to that. decrese the brightness in hive and increase it a bit in the rest of the map would make it a bit more nicer. Also I don't understand why you use texlights in the rest of the map but in the hive you go for light entities ?
    3. Dimensions/Proportions .. see attached image.. What is supposed to go through these huge doors? battlemechs? spaceships? I think you get what I mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    4. mhm cover.. there isn'tn pretty much coverage for a sneaky skulk I think. but that's something which needs to be tested in a game. can't say much about that yet.
    5. nice radar dishes and snow effect
    6. don't overuse the particle systems <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> the room next to marine start makes me go down to 30fps while I usually have 100. now imagine some skulks and marines hopping around in there with shooting then it's too much especially with wpolies in the range up to 1000.
    7. oh there's a weird box in the corridor when you go from marine start to the left and then to the right. it has some strange invisible walls around it. feels like a invisible 90? rotated box there aswell.
    8. hmm ambience sounds. there's no sound around there. some nice humming sounds, beeping etc etc would give it a nice atmospheric boost.

    Overall a nice start with some potential. keep up the work on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin-[Sorcerer]+Jul 14 2004, 07:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer] @ Jul 14 2004, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> okay.. constructive crit.
    first of all.. when stuffing the zip together, please remove the co_darksnake_b3 folder from it. extracting and then copy paste into the correct folders is a bit annoying.
    2. hive area is indeed pretty bright, while the rest of the map is dark in comparison to that. decrese the brightness in hive and increase it a bit in the rest of the map would make it a bit more nicer. Also I don't understand why you use texlights in the rest of the map but in the hive you go for light entities ?
    3. Dimensions/Proportions .. see attached image.. What is supposed to go through these huge doors? battlemechs? spaceships? I think you get what I mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    4. mhm cover.. there isn'tn pretty much coverage for a sneaky skulk I think. but that's something which needs to be tested in a game. can't say much about that yet.
    5. nice radar dishes and snow effect
    6. don't overuse the particle systems <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> the room next to marine start makes me go down to 30fps while I usually have 100. now imagine some skulks and marines hopping around in there with shooting then it's too much especially with wpolies in the range up to 1000.
    7. oh there's a weird box in the corridor when you go from marine start to the left and then to the right. it has some strange invisible walls around it. feels like a invisible 90? rotated box there aswell.
    8. hmm ambience sounds. there's no sound around there. some nice humming sounds, beeping etc etc would give it a nice atmospheric boost.

    Overall a nice start with some potential. keep up the work on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    2+3 -
    the hive scaling and lighting is so different because the hive room was made by darkfighter and inported to the map and the rest by me thus giving the map a slightly different style there, i'm gunna do sumat about changing it tho i'll have a chat with dark about what he wants to do wiht it.

    4 - i agree it needs a bit more although i wana pt it first to see where it is needed

    5 - thnx

    6 - strange my fps is ok there, the w-polys in thet coriddor are about 300, theres only one place with hive w-polys whicj peak about 850 which is at teh edge of room outside ms looking into it

    7 - thats strange it must be a bug in the clipping hull , i'll have a look at it
    8 - good idea i'll look into it

    Thanks for your comments i see a beta 4 soon
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    ok map updated-
    ive got a new hive now
    ive added more crates for cover
    iv fixed that clipping bug by the rotated hive
    ive lowered the r-speeds by nrly 200 in teh big room by shortening a bit of coridoor extending off it.
    the whole map is texture lit now

    <a href='http://snakemaps.megazones.net/maps/co_darksnake_b4.zip' target='_blank'>get it here</a>

    screenie of new hive coming up
    rest is pretty similar anyway
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    mirrored here
    <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/combat/&file=co_darksnake_b4.zip' target='_blank'>http://www.brywright.co.uk/downloads/files...arksnake_b4.zip</a>
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    <!--QuoteBegin-Bry+Jul 14 2004, 04:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bry @ Jul 14 2004, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mirrored here
    <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/combat/&file=co_darksnake_b4.zip' target='_blank'>http://www.brywright.co.uk/downloads/files...arksnake_b4.zip</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    thanks bry
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