Map layout

RazorRazor Join Date: 2010-02-23 Member: 70695Members
edited April 2010 in NS2 General Discussion
Hey, here is one of the layouts I made and have started on a top down sketch of. Before I start building it I could use some more insight or critique on it. You may notice that it isn't symmetrical and thats what I'm going for but I'll need to be careful of the between node distance.

Probably my biggest concern is with the large room with a tech point and two resources ones. I hope the room isn't going to be too big even with the barriers and walls to divide them all.

<a href="http://img197.imageshack.us/i/l2bw.jpg/" target="_blank"><img src="http://img197.imageshack.us/img197/5616/l2bw.jpg" border="0" class="linked-image" /></a>
don't laugh at my paint skills :p

I'm also still trying to work out the rough back story of the level and purpose of each of the rooms.

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Connection rooms are from the stance of the NS2 mapping guidelines, a bit bad.

    Like you got one off to the side for no reason, that's a no no as it takes the player away from the game. From what I can deduce from the mapping guidelines the idea is to guide players to active areas and not inactive or not necessary areas.
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    Your comment is puzzling. The primary paths to the large room are the most active areas. My layout is actually similar to their "Triple RT layout" in the mapping guidelines.
    Keep in mind this is the high-level concept so the size and distance of rooms and connectors (halls) aren't literal.
  • sloppy_joesloppy_joe Join Date: 2002-12-25 Member: 11527Members
    I think if there is 2 ways out for marine start there should be 2 ways for the aliens. I think thaldarin is talking about the upper left corner: it doesn't fit the fight for the middle, or you should move alien start there.
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    edited April 2010
    Ok I have the top left corner rooms adjusted so they are aligned with the corner of the big room and have equal connections. For the Marine start having two, one of those is going to be a secondary and weldable(right). For the Alien start I was going to have several crawlspace entrances with even some of them to be accessable by marines when crouched or simply make the single connection a Y-split for two ways to enter. Thanks for the comments. I had a feeling it being asymmetrical would give me some problems.

    Edit: I've ended up scraping this layout since I can't get it to work. Replaced with this \/

    <a href="http://img697.imageshack.us/i/l2c.jpg/" target="_blank"><img src="http://img697.imageshack.us/img697/6041/l2c.jpg" border="0" class="linked-image" /></a>
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