Co_hellfire (comments/suggestions?)

CousinPhilCousinPhil Join Date: 2002-11-15 Member: 8836Members
<div class="IPBDescription">My first attempt at a combat map for NS</div> This is my first try and creating a playable (and hopefully fun) co_ map. It is called Hellfire with 2.5 paths to reach each spawn location. There is also an airlock system that can be reached via welding spots. I was curious to see what the official mapping forum thought of my first attempt. I'm open to any criticism concerning gameplay or aesthetics. I figured that I should get a general concensus before I try to work on something bolder. So, any thoughts?

<a href='http://us.f2.yahoofs.com/bc/4101d385_152ae/bc/Natural-Selection/co_hellfire.bsp?bfYzdABBKNgQMtU6' target='_blank'>Download co_hellfire.bsp</a> (might have to copy and paste link in browser)

<img src='http://www.uploadyourimages.com/img/582039co_hellfire0003.jpg' border='0' alt='user posted image' />

<img src='http://www.uploadyourimages.com/img/582740co_hellfire0004.jpg' border='0' alt='user posted image' />

<img src='http://www.uploadyourimages.com/img/810977co_hellfire0005.jpg' border='0' alt='user posted image' />

<img src='http://www.uploadyourimages.com/img/931973co_hellfire0006.jpg' border='0' alt='user posted image' />

<img src='http://www.uploadyourimages.com/img/886953co_hellfire0007.jpg' border='0' alt='user posted image' />

Comments

  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    That hive room is in <b>desperate</b> need of a re-texture and detailing.

    The map looks a bit too sparse to me, in some spots it's rather blocky (2nd screenshot especially, with the incredibly thick tables), and some spots need re-texturing...

    However, for a first map, it's not that bad, and I can definitely appreciate the time/work you've put into it (I'm still too lazy to actually take the time to make a real map... But I have a billion little rooms that don't lead anywhere <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    You should try running through the rooms and taking the time to detail each of them... Time consuming, but the end result is definitely worth it.

    Always nice to see more mappers and maps popping up. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Not bad. Listen to what me has to say, and I'd like to add one more thing: <i>add more cover!</i> Skulks and smaller aliens will be mauled by the marine's ranged weapons in such an open map.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    On that very first picture in the hive room do you see that really stretched out looking texture? To fix that, select the texture application tool, then select the side of the brush with the warped texture, then check the box next to World. It'll help make the hive room look much better.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    exept from the last screenshot, the locations look to plain and boring. try to add more architecture, this will automatically add more cover for aliens and a more interesting way to move on your map. also the lightning needs some...
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    dont give a good name to a bland map. its a waste of a name!
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