Ns_dank_b6 - Screenshots And Download
j0e
Join Date: 2002-11-01 Member: 2840Banned
<div class="IPBDescription">formerly known as ns_simple</div> goal: create a map that is less complicated than some of the defaults (hera, bast, nancy, etc) so players can learn the layout quickly. this is beta6 - map is now very fun to play, but it will still undergo some improvements in atmosphere/details. the basic floorplan seems to work the way it is.
please make any suggestions, esp. in regards to fun details we can add, improvements in layout, or specific suggestions on how to improve the atmosphere with lighting. how can we make the lighting less flat?
the bug that didn't allow marines to select structures at spawn has been fixed.
download is at <a href='http://www.joe.to/ns/ns_dank_b6.zip' target='_blank'>http://www.joe.to/ns/ns_dank_b6.zip</a>
screenshots (gamma is high in the pics so you can see details - map is darker)
here is the small room the marines start in. it's secure from the outside except for a small vent, so a rush is harder to do, but they can't expand in here.
<img src='http://www.joe.to/images/simple/mspawn.jpg' border='0' alt='user posted image'>
a resource near marine spawn. the marines have to weld through the grating but skulks/lerks can go through the hole at the top
<img src='http://www.joe.to/images/simple/weld_res.jpg' border='0' alt='user posted image'>
a long catwalk with a crawlspace underneath, away from marine spawn to the elevator
<img src='http://www.joe.to/images/simple/catwalk.jpg' border='0' alt='user posted image'>
mapping by Nipper - floorplan by me
please make any suggestions, esp. in regards to fun details we can add, improvements in layout, or specific suggestions on how to improve the atmosphere with lighting. how can we make the lighting less flat?
the bug that didn't allow marines to select structures at spawn has been fixed.
download is at <a href='http://www.joe.to/ns/ns_dank_b6.zip' target='_blank'>http://www.joe.to/ns/ns_dank_b6.zip</a>
screenshots (gamma is high in the pics so you can see details - map is darker)
here is the small room the marines start in. it's secure from the outside except for a small vent, so a rush is harder to do, but they can't expand in here.
<img src='http://www.joe.to/images/simple/mspawn.jpg' border='0' alt='user posted image'>
a resource near marine spawn. the marines have to weld through the grating but skulks/lerks can go through the hole at the top
<img src='http://www.joe.to/images/simple/weld_res.jpg' border='0' alt='user posted image'>
a long catwalk with a crawlspace underneath, away from marine spawn to the elevator
<img src='http://www.joe.to/images/simple/catwalk.jpg' border='0' alt='user posted image'>
mapping by Nipper - floorplan by me
Comments
<img src='http://www.joe.to/images/simple/cylhive.jpg' border='0' alt='user posted image'>
the Storage hive
<img src='http://www.joe.to/images/simple/midhive.jpg' border='0' alt='user posted image'>
the Water hive
<img src='http://www.joe.to/images/simple/water_hive.jpg' border='0' alt='user posted image'>
<img src='http://www.joe.to/images/simple/elevator.jpg' border='0' alt='user posted image'>
the resource outside the Water hive
<img src='http://www.joe.to/images/simple/water_res.jpg' border='0' alt='user posted image'>
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Uh, why not turn on the damage field in the elevator tags?
a storage hive is meant to be surrounded by crates, containers, barrels, cranes and consoles to handle them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> (also just for detail, not usable)
and the water hive would benefit of the presence of pipes, a waterfall.
everywhere i suggest to use a less general lightning, and going through some light spots, there aren't shadows in that map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->