Ns_napo_b3... Its Back
Asraniel
Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
<div class="IPBDescription">and give it a chance, its a good map</div> Hello... 2 weeks ago i released ns_napo_b2, but nearly nobody downloaded it or told me if it was good. Now i release a new version, ns_napo_b3.
I have redone the lightning
i added ambience sound
the marine spawn is redone
a new way from marine spawn to water hive
many new details
etc...
take a look, i like the new version(of course i like it.. its my map, who wouldnt say that from his map). Please, i need feedback for the deadline....
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip</a>
and here some screenshots, just 3 random one and as always, it looks better ingame
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_marine.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_marine.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_random.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_random.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_hallway.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na..._b3_hallway.jpg</a>
edit/Update:
if someone is interested... <a href='http://www.swissfighters.ch/Asraniel/final/ns_napo.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/final/ns_napo.zip</a> the one i submitted to flayra.. doors, a new way(better balancing)in overall better...
I have redone the lightning
i added ambience sound
the marine spawn is redone
a new way from marine spawn to water hive
many new details
etc...
take a look, i like the new version(of course i like it.. its my map, who wouldnt say that from his map). Please, i need feedback for the deadline....
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_napo_b3.zip</a>
and here some screenshots, just 3 random one and as always, it looks better ingame
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_marine.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_marine.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_random.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na...o_b3_random.jpg</a>
<a href='http://www.swissfighters.ch/Asraniel/ns_napo_b3_hallway.jpg' target='_blank'>http://www.swissfighters.ch/Asraniel/ns_na..._b3_hallway.jpg</a>
edit/Update:
if someone is interested... <a href='http://www.swissfighters.ch/Asraniel/final/ns_napo.zip' target='_blank'>http://www.swissfighters.ch/Asraniel/final/ns_napo.zip</a> the one i submitted to flayra.. doors, a new way(better balancing)in overall better...
Comments
1. It should be 'Control Room' not 'Controll Room' (Simple Spelling Mistake)
2. I have noticed you aren't using textured lighting
3. Not many light sources? (e.g. Not many light textures near the point of the light)
To say the least I'm glad you've continued your development, I reckon if you used textured lighting and sent in the map to Flayra+Dev. Team + Playtesters you got a good chance of getting another bit closer to an official NS Map.
I'll be running it on my server for the next 6-12 hours
Eaglec - NS v1.04
eaglec.homedns.org:27105
Thanks for the heads up!
One last thing - I noticed a couple of times when I dropped health and a jetpack on the sloped bit just outside CC they sunk throught the floor, can this be fixed as it's right in the marines base so is bould to cause irritation.
Overall a very nice map though and it will stay in my map rotation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I really hated the fact that the marine spawn had just 2 entrances leading to the same room wich is the double res. This made gameplay boring.
The other fact was that with more than 5 ppl on each side Marines always won.
Great that this changed (aliens now have great hiding places and such).
Apart from some missing Eye-Candy (europa is full of this) its a nice map with good solid 3d-architecture that has some special places (new tactic and teamplay possibilities) all over it.
the northeast hive looks like it has a damaged particle system in the water. i just see one prite glowing.
the souteast hive has an optical bug with the water ending at a black wall (behind a grate) while the whole other wall is bright.
and the black wall... well.. ok, i had not so much choice.. i gona make it a little bit longer so that you cannot see the black texture
good n8
I believe ns_next was the first custom map to be released, way early during the NSTR.
second question, should i make a door on both ends of that hallway or only on the marine end? i think only on the marine end
third question, should i make doors in my map? or do you think doors are... evil?
maybe you should put doors, like in ns_eclipse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
btw - I didn't notice many (any?) weldables on the map when I played...
I believe ns_next was the first custom map to be released, way early during the NSTR. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually it was the (god aweful) ns_one that was released first. ns_napo might have been the first after the release of NS verison 1.
Back on-topic.
Texture alignments, Light sources that are unlit, the env_glows in the sewer and the lack of door frames have all been mentioned. I just thought i'd say that I had noted all these during my walkthough.
I'd also like to request trim where vent's emerge from the wall (should be flush with the wall surface, just textured to look like it's got a border). I'd also like so see the swags of cables hanging from the ceiling to be invisible to the commander.
I loaded up the previous ns_napo by accident and ran around that first, so Ican really appreciate all the really good changes you have made in this release. I Like what you've done with the lighting.
Please, tell me what i should change that the map can go official, im shure there are some things that you dont like. Is it to dark? some people say its perfect, some say its too dark(i guess its they fault, they should ajust theyr settings). But when its too dark tell me where. When you dont like a room tell me... i have nothing to do!! for me my map is ok as it is and i have no work to do.. but i want to make my map better. It takes you 10 min to download and wander around or hope that there is just a server that is running it. thx
joe
maybe make a lift or something?
ok, i gonna do all that, thx for the feedback, now i have enoug work to do something
I had that once, man it was worse than when Next and Napo first came out! Next has been now left in the dark, and napo is progessing well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Personally I think the layout in some areas of next is good, just not the map itself. BTW Asraniel, nice map. Maybe a bit bland in areas, more detail?
im right when im say that there is no way to make my wires that are func_ilusionary invisible for the commander? because i want that they are func_ilusionary so that the lerk and the skulk have no problem with em.....
Concerning the map, sorry to say, but I haven't found the time to test it, but I sure will.