Co_ovemind
Rendy_CZech
Life is a Koan Join Date: 2003-10-11 Member: 21608Members
<div class="IPBDescription">Actual informations in first post</div> Hello people, after 3 months of work I'm here with my first playable map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'><span style='color:red'>CO_OVERMIND</span></span></span>
<b>Current status</b>: Done
U can download file here
<b>http:\\torment.wz.cz\NS\co_overmin_fin.zip</b>
<span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'><span style='color:red'>CO_OVERMIND</span></span></span>
<b>Current status</b>: Done
U can download file here
<b>http:\\torment.wz.cz\NS\co_overmin_fin.zip</b>
Comments
1)MS
and I dont see my "dead_lying" model anywhere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
..
I don't care about bullshits with hl textures and prefabs. Because this map is situated on earth and NS textures don't fit to the earth-labolatory theme.
.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
laff
Now, into what I have to say about it.
1: It is labeled Co_, but if I were to play it without knowing the name, I would think it is a NS map (excluding the lack of Rts). Because, frankly, this map is HUGE. I found myself getting lost in the vents on many occasions. I would say, that with the addition of a few rooms and Rts, this would make a nice ns_ map
2: That HL door texture... Ugh. The one you use over and over, it is an absolutley horrid texture. Find a replacment for it, please.
3: You need to find a way to clearly mark doors that don't open. As I said above, you used that Door texture on alot of doors, some of which wont open. Which makes stuff very confusing because all the doors look the same, and you have no way of knowing which ones open or dont open without memorizing the layout. Select a certain door texture, then use it on all the unopening doors, and ONLY the unopening doors.
4: Also, clearly mark if a button/panel wont actually open a door, to avoid more confusion.
5: Don't change light colors every time you enter a new hallway, stick with 1 color and use it for a large section of map, then swich for the next large portion, etc. Also, dont use like 0 0 255 for the colors. Set more blending, dont have the extreme of each color.
6: The idea for the Aliens start is okay, with the dropping through the floor thing. Except, some aliens will get hurt from the fall (gorges) and some will have to move around before they can find a hole they can fit through (onos).
7: You need more cover in the hallways, it will be an aliens slaughter house.
8: The map is a bit bright, add more shadows. And don't make the shadows pitch black though, have a very graduel fade between colors.
9: The red light in those vents nearly make my retinas burst in to flames, sweet jesus man, tone it down. Besides, EVERYBODY uses red vents. be innovative, use green or something.
10: Make sure you have sources for all your lights, dont just have it coming from nowhere, it really ruins and otherwise nice map.
Besides those, really like the map man. Nice jorb. But you should definetly consider making it into an NS instead of CO map.
I think white lights, small tiny ones that barily illuminate the vent itself would create an intresting enviroment.
I started to make this map with vision of very big and complex layout. I wanted map, wich you can't remember after first play. Map where you have always something new to explore. In next version I will add more signs for better orientation.
About the doors: I think you mean the doors near the elevator behind the Conference room. I did them all same, because I wantet players to remember witch are usable and witch aren't, but I will change it.
On others bugs I will work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
anyway, I think <b>Xyth</b> touches on a lot of good points, mostly about the doors n' making it known if they're functional or not... this point specifically I think is <i>very very</i> important in any multiplayer map on <i>any</i> game, and even moreso on NS...
suggestion for simple solution to the doors thing: as I've seen here and there on other maps from many games, you can just make the inner-top of the door frame have a texture light that is either red or green... simple and intuitive...
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Because I'm little disappointed, because Overmind is disliked. I'm starting resurecting ns_Hulk.
you nuts?? o_O
ok, well, personally, I think this map is awesome... like the elevator that you get in on a spartan-clean floor, then go down, and the corridor's infested and broken up and you're looking straight at a fire in the midst of rubble...
or the other way into the hive... the sewer area, comin' down from the wrecked floors... all pure genius!
it feels like a single-player experience, yet is a multiplayer co_ map... awesome!
don't put it away just yet, little dude... ooooh no... not yet
Man spent 3 months of his life working on a map and nobody will try the result....