Tanya Beta
mindless
Join Date: 2003-10-25 Member: 21946Members
<div class="IPBDescription">like lots of things to add</div> <span style='color:gray'><span style='font-size:21pt;line-height:100%'>Ns_Tanya</span></span>
<a href='http://www.halflife.nu/temp/mr_p/ns_tanya.zip' target='_blank'>http://www.halflife.nu/temp/mr_p/ns_tanya.zip</a>
remember this is just a beta, need to fix commander rr and some musik/sounds in the map too...
but this beta is good enough to run around and find errors and come with some nice constructive criticism about the yellow ladders...
<a href='http://www.halflife.nu/temp/mr_p/ns_tanya.zip' target='_blank'>http://www.halflife.nu/temp/mr_p/ns_tanya.zip</a>
remember this is just a beta, need to fix commander rr and some musik/sounds in the map too...
but this beta is good enough to run around and find errors and come with some nice constructive criticism about the yellow ladders...
Comments
if you find that zip file hard to unzip you can use this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
map_env stuff: gfx>env folder
BSP: map folder
Sprite: Sprites>Minimap folder
jah? I'm going to test it now.
e/ love the open areas. Very sweet looking infested areas. MS start needs some sort of death trigger when you fall into the open space as well as skulks not being able to climb on the walls of "nothing." I like it so far. Looks very nice.
1) ladders dont work in some areas
2) Aliens do not respawn and if they do, its not very often
when can we expect the new version?!?!
fix all the buggs and cheky fore gameplay issues, and we got a whinner
Ok.. I like what you've done here.. There is a flair of originality that I haven't seen since the likes of ns_nothing.. On that point rests the brilliance of your map.. The overall theme fits the ns universe so well. The scafolding, the hanging lights, the walkways and the outdoor areas are all great and do your map justice. The detail, particularly of the outdoor areas, is excellent (so too is your ability to keep the r_speeds quite low in comparison with other maps)...
I'm gonna give you a little mini review of the beta (what I think, which is obviously not binding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )...
<b><u>Map Breakdown</u>:</b>
<b>Positives:</b>
- Originality .. A lot of maps have lost the ability to be original but this one shines through brightly has a feeling of newness (in terms of design) that is refreshing and a welcome change)
- Consistancy in design .. There are no "crap" areas and "good" areas. The entire map seems to have received the same amount of attention and so there are no "let downs" anywhere.
- Visually interesting .. The map is visually enticing and, from a detail and design point of view, very kind on the eyes. There is no "BLAH! WTH IS THAT BRIGHT LIGHT IN MY FACE".. It's all good
- Texturing .. awesome..only one word for it! Possibly try to use "align to view" for those pipes outside to get a bit better cylinder mapping.
<b>Negatives:</b> (again, these are just my thoughts)
- Hive layout.. I question the size and the layout of them.. It feels as though two of the hives are just put in areas that happen to have hives in them rather than the sense that the aliens have chosen adequate places to have hives.. Take for example the hive located in the corner of two walkways (south of the map I think).. Yes there is an exit for the aliens behind the hive but generally the hive consists of the small area on the walkways.. Strategically this would be almost impossible to defend because it is pretty much open to all attack.. Marines could grenade spam this area from a far distance away..
The only hive I really like is the one to the far right.. It would be fairly decent in terms of defense and is quite sizable (to allow aliens to spawn and defend). However, it only has one entrance and I believe the norm (if not according to the guidelines) is two entrances to each hive.
- Room size.. four words.. "give skulks a chance".. These are beautiful rooms and it is definitely not a scale issue at all - I just feel the rooms are way to cavenous ...the marines will have a field day.. This will only be proven or disqualified by play testing..
- Marine Spawn.. Where the comm chair is a good idea but again it only has one tiny entrances - perfect to defend but hard to attack.. (you have to remember that the majority of alien attacks are melee and marines have projectile attacks - one has range advantage and one has close quarters advantage - you have to consider these in your map design because you want each team to have home ground advantage and at the moment it seems like marines have all the advantage.)
<b>Overall:</b>
Don't get me wrong. I really like the way this map is going and I hope it makes it to a final release. There's just a few things that I disagree with in terms of gameplay..
Keep up the good work!
I've attached a pic of 2 things I noticed (there were texture alignment issues in 1 or 2 places but I wont bother with those as it is a beta release:
The right pic is of something that just looks plain wrong. Then again, it's a beta release so it might just be temporary. The pic on the left is from commander view and you can see the readyroom.. remember, the readyroom must be above the level - not below <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->