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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
esuna
Ok, just to let you all know that co_dawn version 2 is here.

There's been a small list of changes, none of them visually significant, but as a whole, the map is a lot "cleaner", if you will.

- The water in the hive is gone and the hive moved along, allowing for aliens to spawn at the bottom of the hive.
- Ladders added in hive for new spawns.
- Standing light model removed for e_poly reasons (And it was, well, crap.)
- Huge optimisations all over. This includes buggerloads of 1unit spacing and deleting of bad architecture. It may look a bit plainer in some areas, but the performance increase is worth it.
- New corridor leading up to the cargo area. This was a total w_poly blackspot, allowing you to see pretty much all the way to the hive and marine start, now with some S-shaped corridor jiggerypokery, the r_speeds are far lower.
- Ferai soup secret gone. For those of you that found it in the first place, heh.
- Obligatory .res file. Sorry i forgot this in the initial release. smile.gif

And there's probably more i've missed, but that's enough for now. Anyways....

MAKE DOWNLOADING!
DragonMech
*Downloaded* and ze testink iz in ze process.
DragonMech
Ok, some of my initial thoughts:

1) The map is VERY pro-marine. There are lots of long, open corridors that HMGs will be able to fill with a hail of lead. See attatched image for an example. Perhaps steam could be used to fill these hallways foe visual cover?
2) Few (1-2?) vents. Why can't I be a supar skulk.gif in a vent? (Or a ::lork:: if need be? tounge.gif)
3) The map is basically a big ring - the halls don't have any way to connect to each other. You need more hallways and tunnels to move around in.
4) No weldables. This is more of a personal preference, but I am a welder monkey, and looooove maps with weldables.
5) The spawn rooms are a tad small.

Please note that these observations took me five minutes. I'll keep playing the map for more insightful comments.

One really strong part of this map is the lighting. It gets an astounding 9 out of 10.
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