co_boredom: my first map

Sc0rpsSc0rps Join Date: 2006-11-02 Member: 58186Members
Here is my first completed beta version of the map if anyone is interested in checking it out. Be warned though, this is my first map and there is still alot of improving to do. Vents need alot of work as well <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<a href="" target="_blank">Get map here</a>
Here are a couple of screens. They seem a bit darker then the actual in game look.
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  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Name doesn't do it justice.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    edited May 2008
    Did a quick run in the map, here are some random comments/criticism;

    - I wouldn't feel comfortable staying in a ship/building/space station with such thin exterior walls... They seem to be 16 units wide, try 32 at least, it will look more realistic especially around those windows.
    - Rounded stuff is nice, but you already have some areas where r_speeds are quite high, yet those spots are still lacking details (computers, wires, cover for aliens, etc).
    - Putting big ugly crates is a poor way to reduce r_speeds/visblock in my opinion. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    - The railings in the center room are too high, it would be nice to be able to jump on/over them. Will need ladders to be able to get out.
    - The layout is way too symmetric.
    - The hive needs to be bigger, and needs some infestation or something.
    - You have the same texture on every walls, looks kinda boring.
    - The two "rounded-ramps" to get out of the hive will annoy bunnyhopping skulks. They suffer from that annoying clipping bug explained somewhere in this forum (i will try to find the post for you). This is especially important as it is the only way out of the hive except for the vent.
    - Why not opening up that "central room" somehow (wich is currently divided in two distinct rooms) so you can see the other side of it, or at least go to the other side (not using the vents), with ladders or something. Would be a more interesting chokepoint then, in my opinion. (Hmm, but cause of the rounded corridors, r_speeds will skyrocket maybe... A workaround for this could be a big height variation like having to pass "under" that machine-thingy).

    It's all i can think of right now, overall it's a good start for a first map, good luck!

    Edit: can't seem to find said post, bleh.
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    If this is your first map, I am impressed. From the screenshots, it is aesthetically pleasing with the smooth curves. I would say the only thing it is missing is some more ups / downs -- it seems very flat (or, planar). I could suggest putting descents and ascents into the map to blast into three dimensional space. Other than that, it is well done.
  • Sc0rpsSc0rps Join Date: 2006-11-02 Member: 58186Members
    Agree with everything you said Droggog. 60% of the maps has been revamped. Seeing how work crushes my week days I will have to wait till next weekend to finish the rest.
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