Here is the address of my web page <a href="http://neags.topcities.com/neagsindex.html" target="_blank">http://neags.topcities.com/neagsindex.html</a> it contains my map Ns_freighter.
and why I don't download the map? because I don't have Half-life to run around in it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Guys, I think ti is right here... <a href="http://www.kreation.org/ns/yama-effects.wad" target="_blank">http://www.kreation.org/ns/yama-effects.wad</a> , yup on my host
I had problems where you hadn't included all WADs need in the zip file.
I found this map cramped, right from the readyroom on. Do you have multiple readyrooms because their is no way your going to get 32 players where I spawned.
I found the marine access corridors very narrow. Can you get 2 asside down those halls? It doesn't feel like it. I think you need a resource node nearer the command console.
Speaking of vents I think you need more than one entrance to each node or it will make it too asy to camp.
Their doesn't seem to be much variation in lighting. Far too many crates. Too many rooms without any obvious function. You've used the support texture as a ladder in some rooms, bit it's not a ladder in the room next door, this is confusing.
As a marine I was exploring a vent and I got trapped in a pit and couldn't get out.
I liked your use of damaged areas and particle systems. They really add to the atmosphere.
Could you vary the ceiling height a bit it looks boring. And trims on the doors. In general these are not textures I would have chosen, which is a good thing, becasue it's not me making this map.
Aww shoven, you could not excaspe the power of my welder. Its ok, greedo and cyan counlt either. /me holds welder with pride! This map ran fine for me.. however I found the ladders slippery.. I think cyan will agree.
Myself and a couple others had a look around your map today. One thing that I noticed in particular was that is was extremly easy to get lost. It took me a few minutes to find the command console (though in your defense it was right near the start), and it took me at least five to ten minutes to find a hive. Once there, I found it difficult to differentiate the route to one hive from another. The rooms all seemed to be of the same general architectural design. While this is not always a bad thing, it can be if there are no real distinguing factors that make one room noticably different from another. Another thing that I felt was a little wierd was that there were a number of rooms filled completely with crates. While I understand that the map is meant to be a freighter, you could definitely have thrown in a lot of variation with the cargo. Also, the multitude of nonworking doors was just irritating, I think. Your placement of resource nozzles seemed a bit haphazard at times, too, because I only remember about 4 in the whole map, and 2 of them were in adjacent rooms.
I found the lighting to be generally adequate. There could have been a bit more contrast. I also really liked the hive room with the pulsating textures. Next time, just be sure to -wadinclude the wads that aren't standard.
One thing that was really great about the map was the particle systems. There wasn't a single one that I didn't like. The only suggestion I would make would be to make it so not all of the particles in the swampy hive room grew and dissapeared at the same time. They were the highlight of the map, in my opinion.
So overall, this was an okay map. You need to work on making the areas of your map more distinct and making the layout less confusing (these two go hand in hand). Also, I would definitely try and figure out a way to stick in more particle systems, because you certainly seem to have that aspect of level design covered quite well.
Comments
SCREENIES!
(Can't you download the map?)
and why I don't download the map? because I don't have Half-life to run around in it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
*NicetyEdit* Include all the wads that were there when you compile...Upload that please...
<!--EDIT|Moleculor|April 09 2002,19:47-->
I found this map cramped, right from the readyroom on. Do you have multiple readyrooms because their is no way your going to get 32 players where I spawned.
I found the marine access corridors very narrow. Can you get 2 asside down those halls? It doesn't feel like it. I think you need a resource node nearer the command console.
Speaking of vents I think you need more than one entrance to each node or it will make it too asy to camp.
Their doesn't seem to be much variation in lighting. Far too many crates. Too many rooms without any obvious function. You've used the support texture as a ladder in some rooms, bit it's not a ladder in the room next door, this is confusing.
As a marine I was exploring a vent and I got trapped in a pit and couldn't get out.
I liked your use of damaged areas and particle systems. They really add to the atmosphere.
Could you vary the ceiling height a bit it looks boring. And trims on the doors. In general these are not textures I would have chosen, which is a good thing, becasue it's not me making this map.
<!--EDIT|ChromeAngel|April 10 2002,20:30-->
Nevermind, I found it
Well, the use of sounds is decent, but the rest of the map definitly needs alot more ambience. Texture use could be a bit better as well...
Some of the rooms are pretty squarish. Need more architecture. Other than that, decent.
<!--QuoteBegin--neag+April 09 2002,12:55--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (neag @ April 09 2002,12:55)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Remember it's brighter in game.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
This map was killer on my ram. My ram isn't that bad, so it must be r_speeds or something. Not too sure how that works.
I found the lighting to be generally adequate. There could have been a bit more contrast. I also really liked the hive room with the pulsating textures. Next time, just be sure to -wadinclude the wads that aren't standard.
One thing that was really great about the map was the particle systems. There wasn't a single one that I didn't like. The only suggestion I would make would be to make it so not all of the particles in the swampy hive room grew and dissapeared at the same time. They were the highlight of the map, in my opinion.
So overall, this was an okay map. You need to work on making the areas of your map more distinct and making the layout less confusing (these two go hand in hand). Also, I would definitely try and figure out a way to stick in more particle systems, because you certainly seem to have that aspect of level design covered quite well.