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<JAM>
m1-palinka


HL-HEV
hl-hev


USS Achillies

Добавил: The DSystem
2004-04-20 00:04:00
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should be two of these next to each other at all times, one transports you to the next/prev deck, while the other is the destination of the transport. The transporter room has also transports you to a different spot on the place, one which I will presume is the weapons locker/cargo bay. To be honest, the map isn\'t all that good. Chris has said this is his \"first full map\", so keeping that in mind, I think it\'s important to give constructive criticism to help him get better :) Short list from me: doors should slide away gracfully within a wall (i.e. no z-fighting or blocking paths); lighting!! there was virtually none.. it can really set an atmosphere; space usage: things are a little cramped up, while other areas are too open; scale: keeping in mind the height of the player and setting the rest of the \"accessories\" so they look to be more believable; caulking unseen faces; sounds: helps build atmosphere; and lastly just to use as little repetition as possible in a small/narrow area (corridors, small rooms, etc). I don\'t really RPG, so I don\'t know what exactly RPG players look for in a map, however the usual scripting elements seem to be missing (like consoles doing various things, etc.).
Achillies is set to be an RPG map. It contains about four decks, with the usual bridge, engineering, crew quarters, holodeck, etc. Getting around the map can be achieved using the \"lifts\". There
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