Ns_ostro

LotisLotis Join Date: 2002-01-25 Member: 77Members
I few new pics of its progress, give me feedback. These are just the hallways that lead from the marine spawn to the other areas.
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Comments

  • LotisLotis Join Date: 2002-01-25 Member: 77Members
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Whoa. Niiiice detail. Very nice. It's got a different feel to it than any other map I've seen too... Very nice. Keep at it.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    when your finished with the map you can eeerrr go ahead and give it to me so i can see the hole map  :D
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    The last pic, is that an entity light? Because it looks like one.

    /me dreams of dynamic texture lighting.

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • AragornAragorn Join Date: 2002-01-26 Member: 98Members
    <!--QuoteBegin--Scythe+Jan. 27 2002,11:17--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Scythe @ Jan. 27 2002,11:17)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->/me dreams of dynamic texture lighting.

    --Scythe--
    the_only_scythe@yahoo.co.uk<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Me too... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    Nice pictures anyway. Especially the cold lightning is well done!
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    No it is not an entity light.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    I have a question, do these barels look out of place here? Also these hallways are very big and spacy to make sure any alien critters that wonder too close to the marine spawn better be ready for some bullets.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Also I was thinking about how to prevent this spawn camping stuff so Im gona make the marine spawn doors open from the inside, but no the outside. Will that work, do you marines really need to get back inside?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    not bad.  i like the lighting.
  • neagneag Join Date: 2002-01-24 Member: 12Members
    The barrels don't look out of place, the texturing and appearance fits nicely with the rest.
    But they don't look naturally stacked.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    3 on the bottom and one on the top, hmmm, I like how they are stacked.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    I drew out the floor Plan real quick tell me if you see any thing that may be a problem.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    ...Forgot to attatch it on that last post
  • neagneag Join Date: 2002-01-24 Member: 12Members
    If the aliens get the lower hive as there first hive the could hold the command centre from the marins.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Thats why they start with the one way way up there in the NE corner
    If I have to Ill move that hive father away to the east and make it a longer trip to the command center. Eithor that ill make the door into the command center on the east side borken so they have to go around.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Can you acctually choose which hive the aliens start with? or is it random?
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Its random but you can chose where the random areas are.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Looks really good lotis! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Ty all for the feedback.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    My noyl complaint with the layout, it has more twists and turns than the blueprint for Fort Knox! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Other than that, the screenshots were looking good!
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    It will keep r_speeds down and it will make for interesting stragdys in myt opinon
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I see a few passages in that map that won't get used.  The top left hall, the bottom path out of the marine start, and the path on the far right won't recieve enough traffic to really justify their inclusion, I think.

    And can you really determine the order of hive spawns?  I thought it was completely random, and that it would choose between the various different possible hive locations.  It wouldn't be as interesting a map if players always knew where the first hive spawned.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Can't determine order, it's completely random.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    You are correct sir. That post I made was sarcasm, what I am going to to is make a broken doors that will block off certain paths and force the player to use different routs, the far left will be used by a smart alien, I would use it, it would be an exelent flanking route. Id like to hear more opionions before I change alot.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    The main thought I have on your map layout is the hive locations.  I think they're a bit close together, so that the marines won't really be making a choice which one to explore first, they'll always be moving in basically the same direction (probably towards the center one).  Is there a way you can move the hives farther apart, so they are each in different directions?
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Well I see what your saying and thankfully i didnt make the thing than post it cause now I can change it, ill remake the layout and than you guys tell me if its sounds better.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    How does the complete re-work of Ns_ostro look now?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    MUCH better, especially the fnacy swirly things for hives <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Everything seems to be well spaced out, thr only major point is the Comm Stations looks a little far away, and since some aliens can travel faster than marines, they may ruhs it. Also the one vent just up right from the marine spawn is sorta silly, it just turns back into the samm hallway 2 feet away <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Finally, maybe add some rooms between each area, not just all hallways (maybe there is some, just not represented on the drawing). I like this version alot more now!
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