Co_tempest (review)

CirceCirce Join Date: 2003-01-30 Member: 12937Members Posts: 51
edited June 2005 in Mapping Forum
peace
co_tempest
by Martin 'circe' Flett
last update 21/06/2005

Map submitted for review & playtesting:
download (thanks to dux)
mirror (thanks to Olmy)


There are a few minor bugs and glitches in this build, if there's enough interest I'll revise it to bring it up to scratch. I'm quite happy with the map itself, although at the end I did run out of leafs & ended up simplifying and culling large areas of the map, which was slightly painful.

Screenshots:

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peace
Post edited by Unknown User on
yeh hi #fleetwood

Comments

  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members Posts: 550
    looks nifty,wonder how it plays...
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    (old)Sig removed. Flames prohibited. Period.
    QUOTE
    2. Sig Content. Use common sense here. I haven't seen any violations yet, so congratulations.
    Nem0 is congratulating me :)
  • InfinityInfinity And beyond! Join Date: 2002-01-25 Member: 50Members Posts: 323
    i absolutely love that hive smile-fix.gif

    well done on the map.
    Blimey!
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    user posted image

    I love every shot except this one. I really don't like those lights pointing up the wall. They don't look like they have any reason to be there, and feel like extraneous tacky mood lighting in what is supposed to be an industrial setting. I'd put some spotlight looking lights recessed into the wall and pointing at the areas that people are actually walking in rather than at the ceiling.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow Posts: 1,590 Fully active user
    Wow that looks really really good. If it plays as good as it looks you'll make it official. smile-fix.gif
  • CirceCirce Join Date: 2003-01-30 Member: 12937Members Posts: 51
    Thanks for the crit moultano, does everyone else agree about that section?
    yeh hi #fleetwood
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members Posts: 564
    i like that section, the floor texture looks a bit stretched though
    some steam in there somwhere woud be kind of cool to, looks kind of empty
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    Looks really nice but the sky doesn't match the light_environment. I <3 those hive particle systems btw smile-fix.gif.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    edited June 2005
    user posted image

    One more thing. I love this shot, but I'd throw a different texture on the angled brushes going up towards the white fan lights in the center.

    I concur with Olmy about the skybox too. Blue skies don't make orange light.

    Edit: Oh ya, and that hive is teh shizzle
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    edited June 2005
    First i like to say that map is reaaalllyyy nice it has what it needs no 4 walls rooms. ITs like few maps in one.you didnt stick to one theme, On start hited me w_polly count. W_polly is like 800-1200 every ware its ok but it lags on my comp.
    I walked on i found few stuff that i think you should change.First the map is very tightly (no Onos). The red light flickers but the object isnt it looks strange.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    edited June 2005
    In some eras you have put so many crates and you didnt put any in the others. You should put them in places where is not much to do more and to open space like this room.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    edited June 2005
    Put some crates here for better skulk ambushing.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    This monitor needs fixing.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    You could make some ramps not stairs stairs block and ramps will lower your w_polly count.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    Last this ceiling looks bad. To simple. About game play dont know have to test it i will put your map on my server and reply when we play some. Map is realy great i like the ready room and hive its hard to belief that this is Hl1 smile-fix.gif Congrats...
    imageimage image
    Main Editor of www.naturalselection2.pl
  • CirceCirce Join Date: 2003-01-30 Member: 12937Members Posts: 51
    ok, thanks for the criticism everyone.

    if anyone who runs a server could put the map in the rotation to get some play feedback, that would be wicked.

    i think i agree with most points made:-

    -crates: i can quite easily add a few more obstacles to the map, maybe not crates, but it has to be kept very simple because im at 99.5% leaves at the moment.

    -hom: the monitor error is one of a handful of leaf portal errors, ill fix these when i can & work out just whats going wrong at each.

    -rspeeds: rspeeds are a little bit higher than average, if this proves to be an obstacle to anything, like the map being considered officially i guess i could refine these.

    by the way, there's a little easter egg in the map somewhere, but please don't post any pictures of it yet ;>
    yeh hi #fleetwood
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
    Quick walkthrough (SORRY, BAD PIC COMPRESSION AND NOT GAMMA CORRECTED SCREENS):

    Forgot this NULL texture?

    user posted image

    ROFL AT THE DOOR!!!

    user posted image

    This would look better if they were 1 unit brushes... actually against the original texture (this goes for the entire room):

    user posted image

    The map could need more sounds to throw in that extra ambience. And it was a pain in the **** climbing up the walls and get to the ceiling. You have come up with nice hiding spots though, I like it. And I like your amount of detail, the map looks great.
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    - IPB Image Constellation member - naigel.nl - naturalselection.com - egir.dk -
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    QUOTE (Circe @ Jun 21 2005, 04:01 PM)
    Thanks for the crit moultano, does everyone else agree about that section?

    Spotlights would be nice, but not neccessary. Imo the uplighting is OK but not as a yellow light onto an overly-stretched yellow/black texture. Some shade of orange might be a better choice.

    @Carnage's posts:

    - I don't agree with the stairs to ramps idea, although it wouldn't be the end of the world if you did decide to change it.

    - Crates there might not neccessarily be a good idea. If that's a siege room, possible relocation point or phase gate section you might want to leave it empty to ensure that everybody doesn't get clogged up in the scenery. Think about where Aliens/Marines are coming from when you place the crate, for instance don't obstruct a leap-line from the entrance closest to a Hive by throwing in crates that are supposedly meant to help.

    QUOTE
    You should put them in places where is not much to do more and to open space like this room.
    Crates should not be added purely for style purposes to avoid the hypothetical situations mentioned above.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation Posts: 1,616
    QUOTE (Crispy @ Jun 22 2005, 03:22 PM)
    - Crates there might not neccessarily be a good idea. If that's a siege room, possible relocation point or phase gate section you might want to leave it empty to ensure that everybody doesn't get clogged up in the scenery. Think about where Aliens/Marines are coming from when you place the crate, for instance don't obstruct a leap-line from the entrance closest to a Hive by throwing in crates that are supposedly meant to help.

    Err, it's a combat map, so I don't think you need to worry about siege rooms or relocation points or whatever. tounge.gif

    Great looking map btw.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Heh, fair enough, but still think about whether Aliens want to Leap/Blink/Pancake around or whether a crate is really needed.
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