Ns_breakdown floor plan

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
I noticed everyone else was putting them up...and I thought...Why don't I?...And, I'm not putting any SS's up...until The map is done.
~When darkness comes before night, the world shall end, and the flea shall prevail~

Comments

  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
    That looks horrid...but...you get the idea.  And NO it's not going to be huge.  Only 9 maps...9 grid maps that is...Most WC can hold is 12...so...there ya go.  Gimme yur feelings.
    ~When darkness comes before night, the world shall end, and the flea shall prevail~
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
    May I add...all those blank rooms, all have a purpose...Just, didn't wanna name them all.
    ~When darkness comes before night, the world shall end, and the flea shall prevail~
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Posts: 6,390Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester admin
    Hehe, good drawing!

    Anyways, to the pointers:
    1 - What are those squiggles on some of the walls?
    2 - The dead-end hallway that is in the middle left, with the alien path to the Repair Bay is bad. It is just a dead end for the marines, although it is useful to the aliens.
    3 - Also off the right side of the reapir bay, another dead-end that is useful to no one...
    4 - All you hiv'es have one entrance making them all easily defenablde against marines, maybe add some rxtra routes in them?
    5 - Another useless area, the control lab, dead end...also, 2 more dead ends for marines on the top right, beside the marine spawn. Maybe one of these for alien only access is good, but 4 or 5? Hrmmm...

    The layour definately has a good idea to it, with lots of rooms, and 4 hives (instead of usual 3), but you definatyely need to add more paths from dead end rooms, and to each hive. Any by another path to the hive, that doesnt mean, just splitting the hallway into 2 just before the hive. If you look at the leftmost hive, an alien can almost bloackade it right near the marines spawn because it only has one path the whole way.

    Hope this helps you :)
    NAPT
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Posts: 3,692Members
    Squiggles = Locked doors (Check out his Legend)

    Four hives is bad. You may have only three, no less, no more.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Posts: 6,390Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester admin
    Oh, sorry, didnt see it hidden in the top left. Was too busy scrolling around trying to see it all :)
    NAPT
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Posts: 2,579Members, NS1 Playtester, Contributor
    Moleculor, the "3 hives" is not set in stone.  There is no reason why a mapper can't put in a fourth if he chooses to.

    And as for the layout, I can't say I really like that all 4 hives are just there at the bottom of the map.  There's no real symmetry to the map.  But then, it's your map and you can make it however you wish.
    Confucious says, "It is most difficult to find a black cat in a dark room, especially if there is no cat."
    --Level Designer for hire--
  • HowlingHowling Join Date: 2002-01-26 Member: 97Posts: 63Members
    You do spread out the map a lot downwards. Aren't the hives in the middle easier to reach than the hives on the outside?

    And I thought that the mapping doc said 3-5 hives. Maybe it needs to be updated.
    R3G4Rd5,
    Howling

    http://www.valvepit.com/
    http://www.thepitnetwork.com/
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Posts: 2,579Members, NS1 Playtester, Contributor
    Well, alright, so three hives is very strongly reccomended.  I wasn't exactly around at that time, so I didn't know.
    Confucious says, "It is most difficult to find a black cat in a dark room, especially if there is no cat."
    --Level Designer for hire--
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
    erm...the top right rooms are connected by a small vent behind some boxes.  The marines need to boost each other, or use jetpacks, to get over them.  Thats the only way into hive 4 you notice.  I broke it up early because then it would be hard for the marines to fall back on eachother, and perfect for ambushes.  The hives all have 2 Entrances.  One through the windtunnel (large black lines) and the other part.  I was thinking about adding others too.
    ~When darkness comes before night, the world shall end, and the flea shall prevail~
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
    *SIGH*

    Vote for what u want me to do (u an vote for more than 1)

    1:Take down to 3 hives and wipe out 1 wing
    2:Add hallways and the such to connect ways
    3:Something else (mention it...DUH)
    ~When darkness comes before night, the world shall end, and the flea shall prevail~
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Posts: 6,390Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester admin
    1 & 2. I would wipr out that one hive and add some interconnecting halls :)
    NAPT
  • shovenshoven Join Date: 2002-01-24 Member: 29Posts: 294Members, NS1 Playtester, Contributor
    I haven't seen a whole lot of these "floor plans", but couldn't you use the top view in WC for one instead of making one all sloppy like?
    Earthquakes and avalanches, in that order.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Posts: 2,175Members, NS1 Playtester, Contributor
    Easier to make adjustments on a drawing than on an existing map.

    I personally have been drawing out ns_veil by hand on a graph paper pad... Works quite nicely; it allows me to get a sense of scale on the map. If I can get ahold of a scanner, I'll show you what I've got. If I don't have some screens by then.
  • shovenshoven Join Date: 2002-01-24 Member: 29Posts: 294Members, NS1 Playtester, Contributor
    Wow, KungFu, for a minute there I thought your avatar was an old man performing witchcraft.
    Earthquakes and avalanches, in that order.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Posts: 2,175Members, NS1 Playtester, Contributor
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Posts: 433Members
    Quote (Comprox @ Jan. 28 2002,18:19)
    1 & 2. I would wipr out that one hive and add some interconnecting halls :)

    Which hive, from left to right: 1 2 3 4 (DUH)...The Main control and sci lab...main control will have cameras in the Alien Hives.  The Sci lab will just be another room, and possibly a nice ambush spot.  The reason I made it in that, is because...well...I've just started the map in WC...
    ~When darkness comes before night, the world shall end, and the flea shall prevail~
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