too pro, way too pro, the 2 tone lighting room that u made looks awesome, the rest are good too
dont worry aobut what other people said, if you want a blue/orange room then so be it
the drops might be an issue, but only time will tell
one thing i have noticed from your minimap, and i am probably wrong, is the lack of siege sopts, i.e a room next to the hives
secondly, fading around those curvy halls will prove to abe a **** for all but the pro fades
however i might be wrong, need to test it to find out, when do we get a version to start testing on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited July 2005
<!--QuoteBegin-Crispy+Jul 13 2005, 08:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jul 13 2005, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks like that hidey-hole bit above the Hive is big enough for ninja PGs. Is that what you want? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes and no. It's inaccessable from the ground (an oversized vent of sorts) so it's main purpose is as a safe spot to spawn and for skulks to drop out of.
[EDIT] after this compile I'm going to stick an ingame overview of the map over the layout, show you how it relates.
Looks excellent, keep up the good work Mouse. Only thing I'm partially worried about is the early-game balanced. The marines start off with higher ground (hives are all on a lower level than the marine start) this meens the skulks will get owned going up ramps and whatnot. So make sure there are plenty of good ambush spots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0018.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0019.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_frigid0020.jpg' border='0' alt='user posted image' />
dont worry aobut what other people said, if you want a blue/orange room then so be it
the drops might be an issue, but only time will tell
one thing i have noticed from your minimap, and i am probably wrong, is the lack of siege sopts, i.e a room next to the hives
secondly, fading around those curvy halls will prove to abe a **** for all but the pro fades
however i might be wrong, need to test it to find out, when do we get a version to start testing on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Yes and no. It's inaccessable from the ground (an oversized vent of sorts) so it's main purpose is as a safe spot to spawn and for skulks to drop out of.
[EDIT] after this compile I'm going to stick an ingame overview of the map over the layout, show you how it relates.
can´t await to try that map out
Only thing I'm partially worried about is the early-game balanced. The marines start off with higher ground (hives are all on a lower level than the marine start) this meens the skulks will get owned going up ramps and whatnot. So make sure there are plenty of good ambush spots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Other than that, good job.