Ns_unknown

ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
edited March 2004 in Mapping Forum
<div class="IPBDescription">pretty much final</div> Been hard at work, long time.
I know ns world isn't the best, but free hosting for my map.

<a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=386' target='_blank'>http://nsworld.ns-central.co.uk/Map.php?UniqueID=386</a>

zip is there.

12 pics. scroll down a lil.
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Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    You've got a great feeling over the whole map. Good job. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    The RR could be better though.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    ummm, the pics dont work.........
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited March 2004
    damn, angelfire canceled me again. Now all my pics are down, agh. Ill have to find somewhere else again. Anyone know where.

    Yeah, I know the RR needs a lil work, but thats my last concern really.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • Tak3rTak3r Join Date: 2004-02-16 Member: 26625Members, Constellation
    edited March 2004
    My favorite part of this map is probably the ventilation hive... well because it seems more like "ventilation" then on any other map with a vent hive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited March 2004
    thx taker.

    any comments?...

    Oh, anyone know ho to do a weldable door like done in hera. Weld the button then the button becomes active. I had it, but it doesn't reset each round.
  • DK_SizzlaDK_Sizzla Join Date: 2003-01-02 Member: 11728Members, Constellation
    look kool cant wait to try it out
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    guess i was expecting some more/better feedback since even the bsp is up. oh well
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Hey,im downloadin now i'll have a run around post feedback l8r on!!

    moconnor
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    Im having probs with weldable/button

    I want the button only active after the weldable is done. Now, i can do that with the master multisource and global. But I don't know how to reset the global each round. This door im tryin to make is exactly the same setup as in ns_hera by archiving, where ya gotta weld the button to get access to it.
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    Mind giving a minimap pic? =)
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited April 2004
    um, ok

    green - hive
    light blue - CC
    yellow - rt
    orange - ladder/elevator
  • TeKniKaLTeKniKaL Join Date: 2003-01-27 Member: 12802Members
  • Scorpion571Scorpion571 Join Date: 2002-11-24 Member: 9800Members
    Played this map a little while ago, and I have to say that I enjoyed it. Good job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    Disclaimer: I'm not much of a mapper. I made 1 CS map and never released it. I'm making suggestions, ignore them if you want to.

    In SS 5 (Static Discharge), it looks like you can walk off the bridge and fall onto the pipes on the right. If that happens it looks like a marine will be trapped between the angled pipe and the angled wall. I can't tell if the angles are 'slippery steep' but if they are, I don't think a marine or gorge will be able to get out of there.

    That's the only big issue I see, here are some suggestions.

    I'd say that the entry way on that SS needs some features. The texture on the arch is boring when repeated that far around.

    In SS 4, Pentagon Interchange, I'd say throw in a flashing error light somewhere. The door is jammed, maybe the closest screen in the area is flashed "DOOR MALFUNCTION" or there's a red blinker on the ceiling. A horn would be cool too.

    In SS 2, Ventilation A-1, the part of the ceiling that makes a Y looks barren. I'm also worried about being able to move cleanly over the floor as a walker.

    SS1, Looks great just the way it is.

    SS 6, the big circle above the left hallway attracts attention. *shrug* It's not bad or good, it just kinda says "look at me". The pillars in that hallway need a different texture then the wall at the end.

    SS 8, Sweet!

    SS 9, Lose the crates. How'd they get there? How will they be taken away? They're funking up your floor on the left.

    SS 10, Add a control panel or access hatch onto/near the pipe. On the wall that the pistol is touching, I'd say change the texture on the narrow door jam surface.

    SS 11, Huygen hive, That's Bleeping Big! looks like fun

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • GhostlyPeaGhostlyPea Join Date: 2003-03-12 Member: 14431Members, Constellation
    Love it, although this may seem like an odd comment, i like the location names ALOT. Its nice to see *some* diversity in the names
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited April 2004
    <img src='http://forums.bit-tech.net/images/smilies/jawdrop.gif' border='0' alt='user posted image' /> Wow! This is an awesome map. It's obvious you've put some good, hard work into this map, and it shows.

    I have a few concerns though. The hallways and rooms all seem very large - which is a decided marine advantage.

    The other concern is merely 'for looks.' I think you should add a fade model to the glass tube by the alien door in the RR, and a marine model in the other tube.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited April 2004
    Thats a good idea with putting the models in there.

    Umm, i know its an odd style, but i usually make that style of pillar, the sides same text as the wall its on.

    It is big in places, it used to be a lot more open and such. But I think ive helped out the aliens by allowing easy blinking and lerking, and I think a nice vent system.

    In static discharge you do not get stuck.

    The door that u said put a sign on, it welds open, the weldable looks kinda cheezy, i know, but it can always be changed.

    Those big crates are in CARGO HOLD, and there is a big door on the side of the room.

    Huygen is a very big room, 2 levels, a ladder on one side and an elev on the other. And a big wall in the middle as you see, I couldn't really think of a better way to break up the r_speeds too much.

    This map has been in long long preduction, got turned down for 2.0 and 3.0 cause of a poor layout and large areas, both which I think has been changed, I pretty much redid half of the map. Deleted and rebuilt. Since then I've had very nice playtests and positive feedback.

    I thank whoeva resurected(spelt wrong i know) this.
  • MelancorMelancor Join Date: 2003-12-15 Member: 24415Members
    I DLed and and looked at the whole thing - GREAT WORK

    A large, professional looking map in classic NS style - CHECK IT OUT
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