Author Topic: new map - ganymede  (Read 8672 times)

smashthestack

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new map - ganymede
« on: February 07, 2010, 03:21:27 pm »
Download (b8)

Screenshots:

Bunker overlooking cave system
Looking at the main door to the human base
Looking towards the alien base
Alien default base
Hallway
Room near alien default
More hallway
Hallway near lava
Lava
Two rooms just outside of human default
Human default
Open space connected by a vent to human default
Small watery hideout
Looking out from a bunker
Looking at a bunker
Box room
Upper floor of box room
Alien hideout ontop of box room
Roof of box room
Horribly detailed generator

Info:

I release to uBP and MG a lot, which is why the map is already on b8 but now I'm posting here for more visibility. It's a fairly big map I think, but probably not much bigger than the default maps and nowhere near the size of watah. It may look human biased (and it was in the beginning) but I've seen 3 alien wins compared to only 1 human win on the last couple betas.
« Last Edit: February 07, 2010, 09:25:11 pm by smashthestack »

condor

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Re: new map - ganymede
« Reply #1 on: February 07, 2010, 08:33:45 pm »
maybe some pipes or some details to make the hallways look sexy but otherwise looks great!
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Demolution

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Re: new map - ganymede
« Reply #2 on: February 07, 2010, 08:56:02 pm »
Nice concept but it is severely lacking in detail. Needs moar pipes as condor said, or at least some kind of detailed brush work. Also, I really don't see aliens winning much due to those long hallways, but if you say so....

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CreatureofHell

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Re: new map - ganymede
« Reply #3 on: February 07, 2010, 09:01:13 pm »
It doesn't sound like you've done that much testing though  :-\ and btw nice numbering (1,2,3,5,6,7,...)
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smashthestack

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Re: new map - ganymede
« Reply #4 on: February 07, 2010, 09:19:28 pm »
It doesn't sound like you've done that much testing though  :-\ and btw nice numbering (1,2,3,5,6,7,...)
I've been testing this map about every other day for the past two weeks on Unlimited BP with about 10 per team most games :-\ You are right in that I don't know how the gameplay changes without such a large server or without unlimited BP, but if you think it won't work on your server, then don't play it. It is a rather large, open map after all. And fine, I'll change the numbers to something descriptive.

Bissig

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Re: new map - ganymede
« Reply #5 on: February 07, 2010, 09:25:34 pm »
It is very bland. The only colours you use are gray and yellow/sand.

Mix up the walls in the hallways and the hallways with some slopes and non rectangular angles. Put some posters on the walls (Steal em off "Transit" or "Metro" if you have to). Use different colours please. Also, this map needs more boxes. Look at "PMW" for an example of great crate usage.

mooseberry

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Re: new map - ganymede
« Reply #6 on: February 07, 2010, 09:43:12 pm »
Nice start, but as people said, detail is key. You look like you have a solid layout pretty much down, so now is a great time for you to start adding a little detail! Try looking at the arachnid2.map for some ideas, and think about adding boxes/crates, pipes, posters, fancy light fixtures, wall support, and random greeble to the walls.

Also it seems way to bright. Try lowering the intensity a lot, and work on lighting from multiple individual sources.
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Conzul

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Re: new map - ganymede
« Reply #7 on: February 17, 2010, 04:14:45 am »
Nice start, but as people said, detail is key. You look like you have a solid layout pretty much down, so now is a great time for you to start adding a little detail! Try looking at the arachnid2.map for some ideas, and think about adding boxes/crates, pipes, posters, fancy light fixtures, wall support, and random greeble to the walls.

Also it seems way to bright. Try lowering the intensity a lot, and work on lighting from multiple individual sources.

Yeah there's no where to hide! You gotta add some flotsam!