Co_dawn Feedback Release
esuna
Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
<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-->
*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-->
Comments
Oh, those big areas (like below the 'wth') should be like intersections that lead to the other hallways.
Dude, have you actually looked at it? I posted it 3 minutes previous to your post.
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...
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.
- 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-->
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-->
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-->
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...
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?
Would be funny, a 20 meter (or something like it) tram tunnel :S
/me gets out my "Natural Selection Commander's Guide to relocation and multiple bases and readies it for a strategy guide writting lol.
*sigh* You do realise this is a combat map right? You fool..
/me gets out my "Natural Selection Commander's Guide to relocation and multiple bases and readies it for a strategy guide writting lol.
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
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-->
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-->
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.
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-->
Thx question-answer-people-over-at-#nsquestions
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.
Oh, rspeeds. Marinespawn hits about 750 in some places, and the hive got up to about 950 :|
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.
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.
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"
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.