Co_dawn Feedback Release

esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
edited November 2003 in Mapping Forum
<div class="IPBDescription">Have a look around.</div> Ok, so i've been doing more work on co_dawn and i've decided that i'm after feedback. Rather than posting screenshots, i've decided that a better way to get your opinions is to do a feedback release of the map, so here it is.

*WARNING* This is by NO means complete. *WARNING*

Read the readme.txt in the zip for issues i don't want analysed (because i know about them).

Also, please wait for the particles to kick in, they add a bit of ambience to it all.

Oh, and please don't be too harsh. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

You can download it <a href='http://www.btinternet.com/~diesirae/files/co_dawnfb1.zip' target='_blank'>here</a> (700kb)

*EDIT: Sorry buys, i forgot the minimap (i think you can live without) and also this requires the NS2.wad, which i'm sure you all have. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Comments

  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited November 2003
    Looks a bit <i>too</i> simpe, but otherwise, it seems okay.

    Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Pjofsky+Nov 4 2003, 01:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 4 2003, 01:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks a bit <i>too</i> simpe, but otherwise, it seems okay. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dude, have you actually looked at it? I posted it 3 minutes previous to your post.
  • SiliconSilicon Join Date: 2003-02-18 Member: 13683Members
    <!--QuoteBegin--Pjofsky+Nov 3 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 3 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks a bit <i>too</i> simpe, but otherwise, it seems okay.

    Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    well it _IS_ a NS:Combat map...
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Silicon+Nov 4 2003, 01:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silicon @ Nov 4 2003, 01:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Pjofsky+Nov 3 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 3 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks a bit <i>too</i> simpe, but otherwise, it seems okay.

    Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well it _IS_ a NS:Combat map... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Exactly, and having played NS:C now, there's some really small maps. Small != bad.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    mmm as esuna said, the smaller maps do PWN in NSC. I think 60% of the pple love co_core and you must see that map, its like a shoebox. NSC PWNS.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited November 2003
    Not bad at all, here's a few suggestions that I thought up after a quick play.

    - A HL texture is used as the supposed source of light_spots, however the texture isn't really lit so it looks daft. Give the HL light texture a small value in the .rad file, not enough to really effect room radiance but enough to light the texture up.

    - In the bottom left room, the giant fan texture looks frankly pap. It's static, in your face and obviously fake. Either put it behind a grate and thus lower it into it's own pit, or make it a real 3d fan (spinning or not, as long as it looks saucy).

    That said, good work so far, I'll be keeping an eye out for this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    <!--QuoteBegin--Pjofsky+Nov 3 2003, 06:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 3 2003, 06:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks a bit <i>too</i> simpe, but otherwise, it seems okay.

    Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    posting in-game screenies would prevent these kind of posts <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited November 2003
    <!--QuoteBegin--sk84zer0+Nov 4 2003, 01:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sk84zer0 @ Nov 4 2003, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Pjofsky+Nov 3 2003, 06:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 3 2003, 06:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks a bit <i>too</i> simpe, but otherwise, it seems okay.

    Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    posting in-game screenies would prevent these kind of posts <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    However, this thread is releasing an entire build of the map you can go and look around yourself. The reason i included no screenshots (Hell, it's easy enough to search for my other thread on the map) is because i didn't want any comments on them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    *EDIT: Tequilla, thanks, both points noted and i'll sort them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    i think u need to put the tram tunnel @ more use.. like @ the arrow of > Hive... maak a 256 units place there from a start of a tram tunnel to brighten thing up:)

    or just don't <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    meh likes .. esuna rulz...
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Nazul+Nov 4 2003, 03:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nazul @ Nov 4 2003, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think u need to put the tram tunnel @ more use.. like @ the arrow of > Hive... maak a 256 units place there from a start of a tram tunnel to brighten thing up:)

    or just don't <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    meh likes .. esuna rulz... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Tram tunnel?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I don't think that little walkway thingy (srry, didn't look at the map yet) under the MS is a tram tunnel.
    Would be funny, a 20 meter (or something like it) tram tunnel :S
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    Hey esuna very nice map so far I like the lighting etc.I can't wait to play the final release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->



    /me gets out my "Natural Selection Commander's Guide to relocation and multiple bases and readies it for a strategy guide writting lol.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--Firedragon+Nov 4 2003, 06:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firedragon @ Nov 4 2003, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /me gets out my "Natural Selection Commander's Guide to relocation and multiple bases and readies it for a strategy guide writting lol. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *sigh* You do realise this is a combat map right? You fool..
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    Hey esuna very nice map so far I like the lighting etc.I can't wait to play the final release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->,one question so far since I walked around yer map is "where's some resnodes?" lol



    /me gets out my "Natural Selection Commander's Guide to relocation and multiple bases and readies it for a strategy guide writting lol.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    gg same post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    tram tunnel @ just under the CC <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> with teh 6 blue lightsz
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That's not a tram track. C'mon, thats way to short for a tram track :S
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    Yes I know it's a combat map but won't it have resnodes and roomnames?


    Actually I have no idea why I wrote that part on the guide I mentioned.

    although not having played NS Combat I am allready writting somewhat of a strategy guide for it what I am doing may come to a suprise is I am going by the screenshots drawing the rooms out the best I can on paper and then putting dots and x's where I think good places for turrets and stuff will go etc.that's why I mentioned the strategy guide writting thing jezpuh

    I was born and artist and have an uncanny ability to make stuff look exact or very close to the actual picture and I'm serious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->,I wish I could show you some examples but I can't due to some computer probs <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> you'll just have to trust me on that one.


    I'm assuming NS:Combat will have resnodes n stuff allover parts of the maps and that's where my strategy guide writting thing will come in etc lol
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i really like your .wad.
    overall, you've got real style.
    have you done any pt's to see exactly where things will happen? (whatever you care them to be)

    and firedragon, i love you, seriously ~<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Wurmspawn+Nov 4 2003, 06:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wurmspawn @ Nov 4 2003, 06:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i really like your .wad.
    overall, you've got real style.
    have you done any pt's to see exactly where things will happen? (whatever you care them to be)

    and firedragon, i love you, seriously ~<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As of yet, i've not even got a barebones complete version done yet (the whole right side missing), but at the pace i've been working i don't think that'll be too long til i have a playable version. The .wad i'm using, right now, is pretty incomplete, i'm going to redo a lot of the textures in the hive with infestation, so there's more to come. And before anyone mentions anything, the textures are only at about 2.5mb right now, so i'm in the clear. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As to whoever was asking about locations. They're not required for NS:C, if i remember correctly. Also, the "tram tunnel" has the working title of "steam tunnel" for obvious reasons. Again, whoever was asking about res nodes, i'm probably going to add some in. They're not required, but the lovely new .fgd gives me the ability to place non-working marine structures wherever i like, so there's possibly gonna be some out of commision turret farms and the like around. These won't, however, come until the architecture is at least done.

    Thanks for the positive feedback guys, please keep it coming. This is such an effective wayof getting it since screenshots can be too dark, or at the wrong angle, this gives you the chance for a proper look around. Expect more feedback releases in the near future.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--Firedragon+Nov 4 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firedragon @ Nov 4 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes I know it's a combat map but won't it have resnodes and roomnames?


    Actually I have no idea why I wrote that part on the guide I mentioned.

    although not having played NS Combat I am allready writting somewhat of a strategy guide for it what I am doing may come to a suprise is I am going by the screenshots drawing the rooms out the best I can on paper and then putting dots and x's where I think good places for turrets and stuff will go etc.that's why I mentioned the strategy guide writting thing jezpuh

    I was born and artist and have an uncanny ability to make stuff look exact or very close to the actual picture and I'm serious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->,I wish I could show you some examples but I can't due to some computer probs <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> you'll just have to trust me on that one.


    I'm assuming NS:Combat will have resnodes n stuff allover parts of the maps and that's where my strategy guide writting thing will come in etc lol <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wrong, NS:C is not about building, there will be no comm, so that means no turrets or other structures.
    The only structures in the map are placed by the author.

    Someone correct me if I'm wrong.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--JezPuh+Nov 4 2003, 09:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Nov 4 2003, 09:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Firedragon+Nov 4 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firedragon @ Nov 4 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes I know it's a combat map but won't it have resnodes and roomnames?


    Actually I have no idea why I wrote that part on the guide I mentioned.

    although not having played NS Combat I am allready writting somewhat of a strategy guide for it what I am doing may come to a suprise is I am going by the screenshots drawing the rooms out the best I can on paper and then putting dots and x's where I think good places for turrets and stuff will go etc.that's why I mentioned the strategy guide writting thing jezpuh

    I was born and artist and have an uncanny ability to make stuff look exact or very close to the actual picture and I'm serious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->,I wish I could show you some examples but I can't due to some computer probs <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> you'll just have to trust me on that one.


    I'm assuming NS:Combat will have resnodes n stuff allover parts of the maps and that's where my strategy guide writting thing will come in etc lol <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wrong, NS:C is not about building, there will be no comm, so that means no turrets or other structures.
    The only structures in the map are placed by the author.

    Someone correct me if I'm wrong. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're right. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Hurray <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Thx question-answer-people-over-at-#nsquestions
  • FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
    Sorry my fault then,I just thought NS:Combat was going to be just like regular NS but with a different playing style.


    I'm just curious if gorges aren't going to be in NS:Combat how are hives to be protected without building oc's? and if so it would only be fair to allow the marines to build also.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Looks really nice so far. My only thoughts are that you seem to have high-detail areas, then really lose it on some of the corridors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


    Oh, rspeeds. Marinespawn hits about 750 in some places, and the hive got up to about 950 :|
  • gooseticklergoosetickler Join Date: 2002-05-14 Member: 615Members
    cool looking bridge by the Alien hive..
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Trojan+Nov 5 2003, 05:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan @ Nov 5 2003, 05:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks really nice so far. My only thoughts are that you seem to have high-detail areas, then really lose it on some of the corridors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


    Oh, rspeeds. Marinespawn hits about 750 in some places, and the hive got up to about 950 :| <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Marine start's r_speeds, at 750 are acceptable enough, also take into the fact that combat doesn't allow buildings, so overall, what you see is what you get. And the bare, basic looking corridors are a necessity. If i did every corridor with high detail the r_speeds would skyrocket. It's a way of cutting the r_speeds down by seperating areas of high detail. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As to the hive, i'm still working on the r_speeds in there, it's a known problem, i'm just seeing what i can do without harming the detail.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--Firedragon+Nov 5 2003, 05:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firedragon @ Nov 5 2003, 05:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry my fault then,I just thought NS:Combat was going to be just like regular NS but with a different playing style.


    I'm just curious if gorges aren't going to be in NS:Combat how are hives to be protected without building oc's? and if so it would only be fair to allow the marines to build also. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Combat is more like team-deathmatch with an objective.
    Aliens have 1 hive wich they must protect.
    Marine have a commchair wich they must protect.
  • SensemannSensemann Join Date: 2003-11-01 Member: 22194Members
    Looks good so far, especialy the Hive room. But there are 3 things which worry me a bit.

    1) the door near the Marinestart, i dont know but i seems its to low for an Onos, have you test it?

    2) the Hiveroom seems a bit small, mainly the Bridge. Imagine 2 onos/Fade together with skulks try to defend the hive. They will trip over each other.

    3) can onos pass each other in the small corridors

    "i want throu, go back" <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> "NO! you go back"
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Sensemann+Nov 5 2003, 03:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sensemann @ Nov 5 2003, 03:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks good so far, especialy the Hive room. But there are 3 things which worry me a bit.

    1) the door near the Marinestart, i dont know but i seems its to low for an Onos, have you test it?

    2) the Hiveroom seems a bit small, mainly the Bridge. Imagine 2 onos/Fade together with skulks try to defend the hive. They will trip over each other.

    3) can onos pass each other in the small corridors

    "i want throu, go back" <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> "NO! you go back" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    On one side of the hive room (the one that's not complete) i'm planning on putting a large area there (known as sewage pumping, since the hive is called "sewage overflow") where most of the spawns will be, there will be several vents running from the hive into that room too, i'm just seperating it up a bit. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    When it comes down to it though, when it hits playtesting i'll know of these factors for certain and that's when i'll make the decision to put it all together, but until then i'm going with this idea.

    As to the door at marinestart it should *technically* fit an onos through, but it's untested as of yet. Changing the height, however, won't exactly be difficult.
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