Re: [map] ns_jolt
Posted by Shask on
Thu Oct 30th 2003 at 3:10pm
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Oct 28th 2003
Location: Behind u...
k ill work on that :)..ill take out some of those lights on the 1st pic and on the 3rd ill add somthing(s) thx.
Re: [map] ns_jolt
Posted by Kage_Prototype on
Thu Oct 30th 2003 at 3:10pm
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Dec 10th 2003
Occupation: Student
Location: Manchester UK
that last shot seems a bit too multicoloured.
Re: [map] ns_jolt
Posted by Kage_Prototype on
Sat Dec 20th 2003 at 1:28am
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that last shot seems a bit too multicoloured.
Re: [map] ns_jolt
Posted by Tracer Bullet on
Sat Jun 26th 2004 at 5:28am
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May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I notice in particular that the floors are quite flat. If the screens are representitive, I think you need more vertical play. it can be quite boring to be in a primarily planar map.
Re: [map] ns_jolt
Posted by JFry on
Sun Jul 11th 2004 at 9:52am
JFry
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I agree with Mr. Bullet, the floors (and ceilings) need more detail. Don't go overboard with the verticality however as this can really make the commander's job a pain.