Overly Chatty Penguins

The Ready Room => Media => Mapping => Topic started by: Satiagraha on April 26, 2004, 08:10:46 PM

Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 26, 2004, 08:10:46 PM
***Warning, Long Post!***[/size]


Lots of pictures, so bear with me (I scrunched them all down to 600 pixels or less in width)

Here they are in no particular order :) (except the first one...)

1. Let's start with the readyroom. I noticed that you have 3 "signs" up to designate team choice entities. First off, Where's Random Team?? I miss my randomness :(  .  Anyways, I noticed that the TSA sign is significatly dimmer than the other 2. And what is that thing for spectate? Angel wings? for a flying spectator? maybe? (see pic)
(http://img16.photobucket.com/albums/v47/satiagraha/1.jpg)


2. The 3-way conveyor belt at Cargo Routing was moving at incredible speeds... and yet, I could stand still on it without any trouble...  Maybe the belts should be "broken" and not moving...
(http://img16.photobucket.com/albums/v47/satiagraha/2.jpg)


3. OW! My Eyes!!! [/size] Only after turning on my flashlight can I possible see where I'm going, I pity the flashlightless skulks...
(http://img16.photobucket.com/albums/v47/satiagraha/3.jpg)


4. This is supposed to be a dining hall, right? What happened to all the furniture? Did the onos get hungry for some meal scraps and end up eating the napkin too? (and the table, for that matter <_< ).  And why does it resemble more of a wading pool than a dining hall? I've made a few suggestions for furniture
(http://img16.photobucket.com/albums/v47/satiagraha/4.jpg)


5. Recreation.  Umm... Big open space... right... ampitheater? naaah... (ping pong pwns j00 :p )
(http://img16.photobucket.com/albums/v47/satiagraha/5.jpg)


6. Lab. I Love it :D  .   Some sort of electromification thinggymabober might fit right in here...
(http://img16.photobucket.com/albums/v47/satiagraha/6.jpg)


7. Possible vent site.  Connecting the lab to the hallway as shown on the minimap
(http://img16.photobucket.com/albums/v47/satiagraha/7.jpg)


8. Bob's Workplace!! :D  :D
(needs a mop bucket :lol: )
(http://img16.photobucket.com/albums/v47/satiagraha/8.jpg)


9. Bob's Sleeping Quarters, Where the janitor gets all his energy from ^_^
(for added effect, place a broom on the table :) )
(http://img16.photobucket.com/albums/v47/satiagraha/9.jpg)


More Continued on next post ^_^
Title: Ns_richmond_at2 Review
Post by: confused! on April 26, 2004, 08:22:47 PM
since he is talking about it

you can download it too. from here (http://maps.confusionville.net/maps/ns_richmond/ns_r_at2.zip) you will also need to get the ns_remix wad if you dont have it. availible here (http://maps.confusionville.net/maps/ns_richmond/ns_remix.wad)

there short and sweet
Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 26, 2004, 08:25:46 PM
Grrr, confused, you inturrupted my review post! <_<  v_v  ^_^

Anyways,

CONTINUED!!! :)

10. Man, What a boring rewm Power Transfer is... A control station or electricity effects (like in Triad Generator Array of ns_eclipse) would help
(http://img16.photobucket.com/albums/v47/satiagraha/10.jpg)


11. Air Circulation Ladder. Ok, the first time I saw it, I thought it was grating, only after a coicidental glance at my minimap did I realize that there was probably a way to get up into that vent...
(http://img16.photobucket.com/albums/v47/satiagraha/11.jpg)


12. AAHHHH!! HELP! I'M TRAPPED!! Teh deaf pit of dewm!
Seriously, someone could fall into there and poke an eyeball out (and see the magical hall of mirrors as by viewing the "lift" from the underside)
(http://img16.photobucket.com/albums/v47/satiagraha/12.jpg)


13. The Claw Room. Seriously, if there wasn't an RT there, what's the point? And there's only one way to get into it. I'd suggest either removing the whole 'Claw' section of the map and putting that RT in Misc Location 27, or put a vent from the claw room to the claw control room since there's no where to go if you're in the actual room with the claw except back to the hive (see minimap on screenshot for suggested vent).
(http://img16.photobucket.com/albums/v47/satiagraha/13.jpg)


14. Make the damn glass breakable!!! GRRRRR!!!  lol, especially that one, then at least the gorges can stick OCs in there
(http://img16.photobucket.com/albums/v47/satiagraha/14.jpg)


15. Piccy of a possible RT at Misc Location 27 (replacement for claw RT? o.O)
(http://img16.photobucket.com/albums/v47/satiagraha/15.jpg)


16. There are 2 vents/pathways leading from the Inspection Station 3 hive to the Claw room (not the claw control room), can you say redundency? or how about uselessness? (see review # 13). Both are illustrated on the map.
(http://img16.photobucket.com/albums/v47/satiagraha/16.jpg)


17. Ok, WTF? just a random rotating warning light in the middle of the crater? How about some sensors or antennas?
(http://img16.photobucket.com/albums/v47/satiagraha/17.jpg)


Umm... That pretty much sums it up right there...
That took a 15 minute pass through the map, so if I find more, I'll post them.



~[/size]
Title: Ns_richmond_at2 Review
Post by: confused! on April 26, 2004, 08:38:55 PM
about the glass, any of the blue colored "glass" can be turned off using the button in the turbine hive on the north end.  try it.

i guess ill have to make some big sign that says POWER SWITCH or somthng next to it.
12, oops:)
Title: Ns_richmond_at2 Review
Post by: Leaderz0rz on April 26, 2004, 10:35:32 PM
alot of the brush work looks  default HL like, (bathroom, dining) its kind of like black mesa NS or somthing =p and anything with 1 way in and an RT is just relocation proned
Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 27, 2004, 02:12:45 PM
More Review  ^_^


18. I think we're leaking precious air into outerspace... I found a hole in the hull next to the bridge :lol:
(http://img16.photobucket.com/albums/v47/satiagraha/18.jpg)

19. This is sooo annoying. It should turn off when you cut the power to the forcefields at the Turbine Hall hive
(http://img16.photobucket.com/albums/v47/satiagraha/19.jpg)

20. The broken in door and doorway at comunications array is not solid... you can walk (or skulk) right through the door lying on the ground. Same goes for the jagged edges on the doorway (I'm in part of the jagged doorway in the piccy :p )
(http://img16.photobucket.com/albums/v47/satiagraha/20.jpg)

21.  I found more Hall O' Mirrors :D
This time it's in the Turbine Hall hive room. You can look past the turbine in the corners and see on to infinity :blush:
(http://img16.photobucket.com/albums/v47/satiagraha/21.jpg)




:mellow: That is all :mellow:
Title: Ns_richmond_at2 Review
Post by: Dark on April 27, 2004, 03:08:05 PM
stuck in a corner of doom in the claw room as a skulk

i was climbing the wall and got stuck here and had to f4 on my listenserver to unstick myself  <_<
Title: Ns_richmond_at2 Review
Post by: confused! on April 27, 2004, 07:14:17 PM
First of all thanks a bunch for helping me out at this stage of teh map:)


dark: i would love to fix taht but i have no idea where it is:)
Satiagraha: i added your vent,
#19: Mr ben pointed out in irc the other day taht if it went off you could hold the hive from that one spot, but if you like i can change it back
#10: i like the arc idea if i have entiety left over when i get there its going in.  definitely a controll panels ome where:)

on teh other stuff:
 im liking the ping pong table idea.
im seriously contemplating your idea about removing teh claw entirly as well, allthough im not sre your feelings about it now that you know about turning the window off, however if yall think it is useless ill chages it. im gonna fix that ladder in air circ right now as well as those null textures:)

i like the kind of iron lung look you got for you gadget i may have to steal that.
and i am plaanning to make tables for teh dinig hive but i havent had timeto make ones i like yet:)

hope that wasnt to rambling and incoherant:)
edit:forgot rr is a temp only:)
Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 27, 2004, 08:49:38 PM
If you get rid of the claw section, then you can get 2 birds with one stone, you can take out the claw rooms, and you can get rid of those 2 useless vents that I was talking about in #16, replace them with a single vent going from the hive to misc location 27 (proposition in attached image)
Title: Ns_richmond_at2 Review
Post by: confused! on April 27, 2004, 09:35:45 PM
looks like a good plan but i hate to see the claw go, but i may do it to make you happy and cause i named a vent after you already
Title: Ns_richmond_at2 Review
Post by: Dark on April 27, 2004, 09:58:33 PM
Quote
First of all thanks a bunch for helping me out at this stage of teh map:)


dark: i would love to fix taht but i have no idea where it is:)
 
i was running up near one of the windows in the room with the claw not the control room and when i got up to the top i realized i was stuck and couldn't move sorry my picture really sucked though i can upload the full picture to my host which i will do now

here is a better of the sticky place confused (http://pictureposter.allbrand.nu/pictures/CD2021/ns_richmond_at20000.bmp.png)
Title: Ns_richmond_at2 Review
Post by: confused! on April 28, 2004, 01:53:18 PM
dark: i tried but i could get my self stck there:( but any way the point seems rather moot scince im likely going to delete the romm in the next build)

also do you htink that room with teh conveyors showul stay in if im gettign rid of teh claw
Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 28, 2004, 07:28:05 PM
Quote
cause i named a vent after you already
:D




Quote
also do you htink that room with teh conveyors showul stay in if im gettign rid of teh claw

Umm, that's something I've been debating. I think you should leave it in there. It gives the gorges a little place to gestate before putting up the hive, a little bit of coverage. Also, I think the entrance of the vent from that hive to misc location 27 should be in the east short hallway of the conveyor room (edited minimap of it shown below)


Guess who was bored in Photoshop? lol

Picture Commentary:
 I moved the little box room in the lower vent south a little so that it would line up if you went straight across with the vent all the way over to misc loc 27. I also put in the vent entrance that I'm proposing at the conveyor room. I think that it'd be a good idea to join it up with the other vent to make a little T-intersection.
 All of these ideas are implemented in the picture
Title: Ns_richmond_at2 Review
Post by: Satiagraha on April 28, 2004, 08:07:08 PM
I had to do this in another post because my file host is being fussy :(

Anywho, Another point of review! yay!

22. There is this huge wall behind the bridge (north side) that just has like little hatches on it or something. This just screams 'window'. It'd look awesome if there were some giant plate glass windows there looking onto the alien landscape, or just into space (would have to be a little farther up as to only have to show the outer space part of the landscape)

Dubbed screenshot and more points of review when my internet decides to let me upload

[EDIT] Look for the next points of review on sunday, because I will be out of town (and thus away from my computer) for the next 2 days and I'll be unavailable on saturday.  See ya later ^_^  [/EDIT]
Title: Ns_richmond_at2 Review
Post by: Niteowl on April 29, 2004, 09:29:46 AM
Quote
#10: i like the arc idea if i have entiety left over when i get there its going in.  definitely a controll panels ome where:)
..
and i am plaanning to make tables for teh dinig hive but i havent had timeto make ones i like yet:)
 
good GOD confused!! type much?!?

:D

well, at least you got a title out of it.
Title: Ns_richmond_at2 Review
Post by: confused! on April 29, 2004, 05:05:57 PM
and he thought i was bad in irc:)
(also please note that english is in fact my first language, even if it dont look like it)

also there is a new alpha out on the ns mapping forumhere (http://www.natural-selection.org/forums/index.php?showtopic=69438)

i added some stuff like sti's vent and some tables in dinig, though no chairs i fixed most of teh things sati pointed out though im contemplating his sugestions about teh claw and the windows( i knida hav an attachment to the claw area still but i though up a new idea for how it might work when i was supposed to be paying attention on my last day of classes. ill put up a picture if im not as lazy as i think i willb e tonite.
Title: Ns_richmond_at2 Review
Post by: Satiagraha on May 01, 2004, 11:11:08 AM
Ok, more points of review ( I finally have time :) )

23. I illustrated the bridge windows >:D
(http://img16.photobucket.com/albums/v47/satiagraha/23.jpg)

And
24. I found another hole in the map <_<
(http://img16.photobucket.com/albums/v47/satiagraha/24.jpg)


I haven't had time to play the new build, but I'm looking forward to it <3
Title: Ns_richmond_at2 Review
Post by: confused! on May 13, 2004, 02:01:33 PM
ok, i have made almost all of the changes you asked for. although neither of them are quite finished i would like you input on them some time soon. unfortunately I have left the land of broad band for the time being. thus it will likely take me a few hours to upload the files im using.  

the new version should be up before the weekend
Title: Ns_richmond_at2 Review
Post by: Satiagraha on May 15, 2004, 01:02:55 PM
There, I just edited all of the posts with online pics, I had to redirect the image source URL to photobucket because Angelfire turned :p <_<

Anywho, Can't wait for that new release, Confused <3
Title: Ns_richmond_at2 Review
Post by: confused! on May 18, 2004, 09:27:38 AM
after a signifcant hitch, ie a doulbe siege point, i should have the next release up tonite.

Additions:
-new Ready room
-removed vent from recreation to matrials transit
-added Hallway from Checkpoint 4 to materials transit.
-infestation tweaks in all three hives
-hive in turbine hall moved north and switchable turbine mved to south side.
-removed the claw and moved res node to misc location 47
-added vent near lab
-some button loactions have been cahnged
-fixed certain building through walls inappropriately problems
-teaked a stuck problem at the bridge.
-added a few shiny new lights on antennas
-fixed elevator problem mentioned earlier.
-some crates t break up line of sight near inspection hive.
-new vent into misc section 47 from new area outside inspection hive.
-new area added north of inspection
-added obnoxious sound by signs with evacuatino notice, sound ill chage but will still be horribly painfull.

thats what comes tom ind there are also numerous lighting and architecture tweaks on the whole map which i can't recall right now. I still aven added teh stuff that belongs to bob yet but perhaps it will happen. any way i  have o go get om lunch and keep trying to get a job.  ill get the map up ASAP, i have a few more tweaks i want to get done before i release alpha 5.

(no edits, take that custom title)
Title: Ns_richmond_at2 Review
Post by: Golgothaa on May 18, 2004, 09:57:33 AM
noticed something on the map without even playing it yet, on the far left south of the hive it looks like a siege point that u only have 1 way to get into, from the right, and to get there from the hive, u gotta go up right, down, then left to get over there, and that can take some time, it may be too strong of a marine point and can make that hive way to easy to take, might wanna put a vent there, or 2, or just make it plain open, cause marines only have 1 way into hive as it is, and aliens have 2 ways out, but u sorta have to pass the hallway where marines will be camping to get to the vent to get behind em.
Title: Ns_richmond_at2 Review
Post by: confused! on May 18, 2004, 08:34:25 PM
ok, most of the problems i have are fixed. known bugs are in the attached text file.

golgothaa:  there is a vent in there already, but it runs under teh hall way soy uoi can see it.
any way the map is now availible at www.maps.confusionville.net/maps/ns_richmond/nsra5.zip
enjoy

also sorry i havent done the lighting thing yet. but i will get that eventually
Title: Ns_richmond_at2 Review
Post by: Golgothaa on May 18, 2004, 08:52:41 PM
msg when trying to open the most recent ziped file

warning cannot open NS_remix.wad

nevermind ignore my stupidity took me awhile though to put the wad in the right folder.

^edit
Title: Ns_richmond_at2 Review
Post by: Golgothaa on May 18, 2004, 09:21:48 PM
found a glitch, i dont wanna post a pic, so its near the west hive, go just south of the hive, around the crate, then look above the crate, its a small triangular glitch, and its where the wall and the ceiling connect. if u NEED me to post a pic, tell me
Title: Ns_richmond_at2 Review
Post by: confused! on May 23, 2004, 11:16:26 AM
sweet. thanks i have now fixed that little nasty.

I am looking fo r a bit broader feed back at this point though.
I want to know what you like and dont like what you would change if it was your map.
is the layout good? is the switch in the turbine hall to hard to find?
is crouching as an onos on teh ladder in the same hive too much of  a pain?

does teh map feel amrine or alien biased?  should i

again im to connected with the map itsself to be able to see these things so i need some one else to give me other perspectives.
Title: Ns_richmond_at2 Review
Post by: Path on May 24, 2004, 12:47:13 AM
Ok, I went and looked at NS_Richmond-a5, and I drew up a list of things that struck me as I ran about. Oh, and be warned, all ye who enter here: BIG POST AHEAD![/color]

First off, some general things:

A) Immediately upon joining the map, the first thing I saw was the readyroom. Very impressive, it looks superb. I like the join aliens/marines models alot. The fade has some idle animations playing, and if it's possible, give the marine some too.

B) About all the “Energy shield” glass, it would be very nice if the textures on the inside of the windows were some kind of texture showing the glass is a force field. I was thinking maybe something blue. (See next post)

C) The button in the generator rooms does show up, but it is not obvious what it is for. It needs some sign or label that says “Main energy shield power” or something.

Ok, with that out of the way, now for specific things that I wrote down as I bounced around the map. (Obviously, see attached minimap)

1) I started in this hive, and noticed two things, the first being that it is very plain (for a mess hall) even though I did see your 2 halves of some tables. The other was that the infestation of the hive basically ends at the door, which is a bit odd.

2) This room is very impressive, and incredibly cool looking. A large, marine friendly room right outside a hive is a very bad thing, though. I really like the room though, and I’d hate to see it changed too much. Maybe bring in some infestation from the hive to grant some cover, at least partially. If not infestation, crates always work.

3) I really like the crew quarters hallway, because it is well done and because it is just one of those things that you would expect to find on a ship.

4) The elevator here is greatly improved over the a2, and it is now obvious that you can use the elevator.

5) The lights ringing this resource node have no source, and that bothers me for some reason. I think an impressive light fixture is in order...

6) The warning light looks less out-of-place with the antennas there, but I think it might look better if the light that spun around it was mirrored on two sides.  (See next post)

7) There is a bit of the void that you can see in this area, on a new piece of infestation where the seams don’t join. Look on my next post for a picture of it. (See next post)

8) Ok, the science lab, while a cool little room, has little to no strategic value, which is a crime for such a place. So, I think it should be connected in someway with the hallway nearby, to give it a purpose. (I drew it in, kind of..) There could be a door on the lab part of the corridor, to preserve the look and feel of a nice little lab.

9) A big confusing area, either the minimap needs to be edited to show that there are not 500 vents in this area (only one running under the ground) or it needs some restructuring.

Alrighty then, that’s the bulk of it. My next post has some pictures for B, #6, and #7
Title: Ns_richmond_at2 Review
Post by: Path on May 24, 2004, 12:48:43 AM
Here is the aforementioned Forcefield suggestion, the beacon light suggestion, and the void in one of the hives.
Title: Ns_richmond_at2 Review
Post by: confused! on May 24, 2004, 01:55:51 PM
all good suggestions. i'll attempt to implement them

the only one im unsure of is teh suggestion about the new hallway. for a while i was contemplating putting a resorce tower in teh room, but i deceided it was too close to crews quarters.  you may be right though, if the rest of you think a hall way would be warrented ill put one in.

in the recreation room (2) would a ping [pong tanble as suggested by sati work well for cover esp if i add some more infestation to it  or should i be thinking of somehting more crazy:)

also the ligthing in power control does need some source, and there is a section on teh cieling which i have beent hinking of changng so illl get to that.

sweet keep teh suggestions coming  they are awesome.
Title: Ns_richmond_at2 Review
Post by: Path on May 25, 2004, 02:59:19 AM
It's me again, but I don't have such a huge post this time.

I only have a bit to say about the lab. I am unsure if a hallway would be the best way to go about bringing attention or at least use to the lab, because it may mess a bit too much with map balance. A res node would work, but then there would be far too many nodes in that area, and 10 total on the map. That's just a bit much...

Those lights in the resource node room will look very nice when the light source is put in, very nice.

And as for the recreation room, I've got a few ideas. You could drop in something like 'snow drifts' of infestation, that skulks might be able to hide behind, or maybe piles of goo with tunnels... oh, and about the ping-pong table, well, I've always been partial to Air-Hockey.  :p

And I forgot to mention this earlier, but a simple thing struck me as very cool while gallivanting about the map, and it was the terra cotta like floor tiles in the right side of the map. It brought a very nice effect to the rooms, looking new and exciting without looking out of place. Very good work in general. ^_^
Title: Ns_richmond_at2 Review
Post by: BobTheJanitor on May 25, 2004, 10:15:49 AM
Why don't you bug jhunz about getting some real playtests run on LM? You never know how good a map is until you get some good trials by fire!
Title: Ns_richmond_at2 Review
Post by: confused! on May 26, 2004, 06:50:40 PM
hmmmm....

ive fixed some of path;s stuff and got me a job. so yeah. i guess it might be time to start annoying jhunz
Title: Ns_richmond_at2 Review
Post by: JHunz on June 15, 2004, 09:49:34 PM
Consider me bugged.  Looks like the plan is for this weekend in the evening sometime.
Title: Ns_richmond_at2 Review
Post by: confused! on June 17, 2004, 10:23:10 PM
fo those who want the map is is availibele at maps.confusionville.net/maps/ns_richmond/ns_richmond_a7.zip


and a swicy new picture of power control.
(http://www.confusionville.net/ns_richmond_a70002.jpg)
Title: Ns_richmond_at2 Review
Post by: GWAR on June 19, 2004, 04:50:57 PM
Minor onos stuck issue in this area...  it should be a quick fix.

http://members.shaw.ca/mincus/ns_richmond_a70001.JPG (http://members.shaw.ca/mincus/ns_richmond_a70001.JPG)
Title: Ns_richmond_at2 Review
Post by: devicenull on June 19, 2004, 09:18:02 PM
Vent in inspection station 3 needs a ladder - marines get stuck in there
Button in maint access is semi-transparent
Change power being rerouted to forcefields enabled/disabled
Transshipping can be built under lift
You can build outside the crater
Two poles between Air Circ/Power Control probably block onos
You can drop things outside the door near Cargo, the dead end one
The Crew's Quarters res node seems too small
Power Control you can get under the RT
Grate in Recreation weldable/killable?
In lab, the largest thing that hangs down you can see through the top

Dunno if you know about any of those
Title: Ns_richmond_at2 Review
Post by: Dark on June 19, 2004, 09:45:23 PM
here is some missing infestion in dining hive
(http://pictureposter.allbrand.nu/pictures/cd2021/ns_richmond_a70000.JPG)

the vents still don't need to be red it is hard on the eyes

the maps plays well but sometimes you get lost even using the minimap cause the minimap is rather small and some of the areas on it don't connect to others

keep up the good work confused and this map will surely turn out great
Title: Ns_richmond_at2 Review
Post by: Lito on June 20, 2004, 08:10:38 AM
When the power is rerouted to put the barriers up, and you're in between one of them, you get stuck, and sometimes when you try to futilely move around, it starts hurting you.
Title: Ns_richmond_at2 Review
Post by: BobTheJanitor on June 20, 2004, 11:08:40 AM
And you can click the barrers from the comm view to open them. (but not to close them)
Title: Ns_richmond_at2 Review
Post by: Uranium - 235 on June 20, 2004, 11:39:12 AM
Behind the node in the marine spawn, you tried to save faces by nullfacing them, but you can see that area, giving you a hallofmirrors. Looks ugly. Make it smaller so you can't squeeze in there, or simply texture them.

Why is the turbine hive default alien resource node built at the one near the elevator, and not south of it? Try to move them around so the one south of it is closer, and thus, built first.

I fell in the water under Dining hive and was unable to escape.
Title: Ns_richmond_at2 Review
Post by: confused! on June 20, 2004, 09:55:37 PM
OK, First off thatnk you all for playing my map.

i hope to have a new version which fixes all the above problems with in the next few days.

problems:
-architecture changes: onos stuck issue, dining hive, rts near turbine hall.
-null faces visable / texturing. includes button in maint access, grate in recreation, lab
-issues with windows including stuck problems, comander view stuff, and a better notice   system preferably with sound.
-vent fixes.

@dev/null: i'm unsure how you got under the rt in power control, but if you show me what you mean i will fix it.


however guys i was hoping for feed back in a differnt sort of vein. i want to know what you thought of the map outside of the bugs.

 tell me stuff you liked didnt like bugs i can make trained monkeys find. i want coments about layout, game play, and feel from you guys.

 also if you hated it please tell me and why im not sensitive about it.

would it be cool to have a kind of "story" room availible from the ready room? so you can see aeas get despoiled by  onoses and such like. or is that to extravagant?
Title: Ns_richmond_at2 Review
Post by: Uranium - 235 on June 20, 2004, 11:45:00 PM
I thought the LOWER version of the map looked very nice, but the upper areas looked a lot like Duke Nukem 3D levels (the moon ones). It just got a little boring after a while.

Also, it has really no ambiance. Pack it with as many sounds and such as you can, I noticed the doors are totally silent.
Title: Ns_richmond_at2 Review
Post by: Lito on June 21, 2004, 12:41:15 PM
reloc to turbine hive is going to be popular methinks.
Title: Ns_richmond_at2 Review
Post by: Dark on June 22, 2004, 09:20:05 AM
ok here is some gameplay aspect for the aliens.  the crater room seems a bit too cramped if there is an onos and a fade or other lifeform going from that way. that may be intentional but it is hard to coordinate an attack with more than one lifeform from that side.   i realize there is another way into ms but to get there you have to go all the way to the turbine hive which is outta the way or turn off the forcefields and take that way.  anyways as i said before nice map and keep up the good work.

possible fixes for this could be to widen the crater a bit or make a quicker way to the other side of ms for the higher lifeforms without going outta their way.
Title: Ns_richmond_at2 Review
Post by: confused! on June 23, 2004, 11:26:01 PM
i have updated the map, adding 2 vents near turbine hive  and recreation. the crater has been rebuilt as has the onos stuck problem in transference. im awaiting my compile to see if the invisable wall near recreation  has vanished. i had intended a more complete reworking of dining hive,  however, for this compile its just a quick hack job on the floor to fix the stuck in water problem.

i am gonna get me some sounds before i update my toggle notification, so thats not it the new version but look for it in beta one.(soon)

 now im off to ground controll

EDIT: NEW VERSION : ALPHA 8
dl link: maps.confusionville.net/maps/ns_richmond/ns_richmond_a8.zip