(http://i831.photobucket.com/albums/zz233/A_Spork/Thule%20-%20Beta%201/thule-a6.jpg)
Activated as part of the Codename Raven initiative for the Defense of Earth, this Missile Silo hidden under the Antarctic Ice is to be used as the primary defense if the aliens were to attack Earth...
Unfortunately, they reached Earth by more...unconventional means than expected, so now it's a battleground.
Screenshots (http://s831.photobucket.com/albums/zz233/A_Spork/Thule%20-%20Beta%201/)
MG Repo Download (http://downloads.mercenariesguild.net/maps/map-thule-b1.pk3)
UncannyGaming Download (http://uncannygaming.com/tremulous/map-thule-b1.pk3)
Comments, Constructive Criticism, etc. welcome.
Note: This map was designed with 1.2 in mind, but should still play well on 1.1
Nice map Spork! I feel like there could be more detail, but its cool in this way too.
I like Corridors 2-2 and 3-1 :)
Oh, and i found bug, that patch mesh is messed up:
(http://dtrem.com/files/silopatchmeshfail.png)
Well crap >.>
That'll be fixed on the next release.
Now available on the MG Repo! (http://downloads.mercenariesguild.net/maps/map-thule-b1.pk3)
Looks good in the screens. I like the sci fi look of it. Keep up the work. But could use more details to spice up the game-play.
Details effect gameplay ???
Needs more trims. LOTS more trims. And make the handrail ~32gu high. Also aliens can build in that lava room ???
They can?
Stupid lava bugs.....
Uploaded to R Funserver CZ and R Unlimited CZ servers.
Awesome!
Thanks!
a piece of feedback, the Top of the missile has a bad texture. I recommend a gradiant texture.
Why not include the .map in the pk3? Ah well.
Criticism:
- Levelshot looks very bland.
- There is a slime texture that should be axial.
- Could use a bit more ambient sounds.
- Complete lack of details in halls and many rooms.
- Poor texture continuity. Lots of different textures conflicting with each other.
- Why is there a warning stripe texture covering the entire floor of a room? It makes it look like you were lazy when texturing/doing brushwork.
- No light fixtures, just overused light trim, and some ghost point lights (alien base). Some areas are too dark, and the vents under the water are too bright. If you use shader lights, be sure to make lots of variations with different values.
- Missile is floating in the air?
- One grate is nonsolid and another one is solid. Don't know why.
- Fat pipe in human base looks weird. Don't know what you could do there instead but it just looks out of place.
- Pipes in alien base are very abstract looking, and too bland. Spice it up with pipe ends and brushwork on the pipes, and even smaller pipes/wires spammed around.
- MAP NEEDZ MOAR CRATES!
- I'm not sure that having electrical pipes going into a pool of water is a great idea. And I'm not entirely sure what the spinny rotatey thing is, but it sounds cool.
- Two pipes in alien base stop directly at the water line as if they were cut off and it looks weird.
- Stairs look tacky, need more clipping, and ladders look too big/fat.
- Hallways need supports.
Another tip: Try constructing your map room by room and hallway by hallway. The end result will be better. Don't make the whole layout first and then try to fill it in unless you have a very, very long attention span.
MOAR LEMONS AND LIMES? WHAT.ttt23werrrrrrogolopolo
You need your face's criticism. And that basterd didnt even add my map to his cz servers... YOu monster... :P
Quote from: Firstinaction on January 02, 2011, 06:40:01 PM
You need your face's criticism. And that basterd didnt even add my map to his cz servers... YOu monster... :P
i wonder why.... ::)