<!--quoteo(post=2024445:date=Nov 15 2012, 04:07 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Nov 15 2012, 04:07 AM) <a href="index.php?act=findpost&pid=2024445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're not done already? What the hell..<!--QuoteEnd--></div><!--QuoteEEnd-->
The map seems pretty done to me. All that needs to be done is textures and maybe a redo of the lighting. I wish there was more water elements to play with for the sewer rooms.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2024866:date=Nov 15 2012, 09:34 PM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Nov 15 2012, 09:34 PM) <a href="index.php?act=findpost&pid=2024866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The map seems pretty done to me. <snip><!--QuoteEnd--></div><!--QuoteEEnd--> Unfortunately, that is not the case. ;D It's not just slapping textures on the archaic geometry of the original, I'm going to redesign each room to look like it's an NS2 map instead. Well, that's the plan, anyway. It's currently functional, though flawed in parts. Yesterday we held another playtest on the KKG 3 server (I'm sorry for not advertising this on the forums, it was all a little too impromptu and short notice to do so) and together with the feedback in this thread I'm zeroing in on the layout changes for the next revision. I'll do another Youtube video post in a little bit.
Great work! You do know that caged never really was competitive map in NS1? The reason was Generator hive. The infamous worst starting hive location in whole game. Marines could easily cut aliens from rest of the map camping in that hallway and Generator in general had more distance to other hives and resnodes. It works probably little better in NS2 but I would still make a vent between Generator and Aux to give another route away from the hive and to close distance to center of map.
<!--quoteo(post=2024921:date=Nov 15 2012, 09:27 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 15 2012, 09:27 PM) <a href="index.php?act=findpost&pid=2024921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm going to redesign each room to look like it's an NS2 map instead. Well, that's the plan, anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am looking forward to how you will re-imagine it. It is not as easy as it seems, but you are a level designer of considerable skills and that makes me sure, that the map is in good hands :)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2025663:date=Nov 16 2012, 03:23 PM:name=Tane)--><div class='quotetop'>QUOTE (Tane @ Nov 16 2012, 03:23 PM) <a href="index.php?act=findpost&pid=2025663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great work! You do know that caged never really was competitive map in NS1? The reason was Generator hive. The infamous worst starting hive location in whole game. Marines could easily cut aliens from rest of the map camping in that hallway and Generator in general had more distance to other hives and resnodes. It works probably little better in NS2 but I would still make a vent between Generator and Aux to give another route away from the hive and to close distance to center of map.<!--QuoteEnd--></div><!--QuoteEEnd--> I did not know that, but I can definitely imagine that it wasn't. I know that at pone point I paid attention to the competitive scene in NS1, but my memory is unfortunately pretty hazy in general. I remember downloading some Knife demos to perhaps learn some new tricks, but I think those were on Tanith.
Like I said in the video, I'm going to add a corridor between Stability and Central Processing in order to make that corner of the map more in line with the other hives. One long path from Marine Start to Generator without any junctions makes little sense. I was musing over a vent leading from inside Stability to Auxiliary Generator, but I am open to moving any and all vents' access points, depending on how much sense they make. :D
I'm placing the bar pretty high for myself, and am hoping to turn this map into something competitively viable.
<!--quoteo(post=2025708:date=Nov 16 2012, 04:08 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 16 2012, 04:08 PM) <a href="index.php?act=findpost&pid=2025708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am looking forward to how you will re-imagine it. It is not as easy as it seems, but you are a level designer of considerable skills and that makes me sure, that the map is in good hands :)<!--QuoteEnd--></div><!--QuoteEEnd--> Can I steal your Alien Junction? XD No? :( Oh well, I'll just have to try and make something equally cool, but different. ;)
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
For all of you who are interested in actually playing a game on ns2_caged, it's now in the map rotation on <b>KKG 3 Overclocked Game Servers</b>. So go there and you're bound to run into it at some point. :D
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
<!--quoteo(post=2029319:date=Nov 19 2012, 07:05 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 19 2012, 07:05 PM) <a href="index.php?act=findpost&pid=2029319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For all of you who are interested in actually playing a game on ns2_caged, it's now in the map rotation on <b>KKG 3 Overclocked Game Servers</b>. So go there and you're bound to run into it at some point. :D
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2029334:date=Nov 20 2012, 01:33 AM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Nov 20 2012, 01:33 AM) <a href="index.php?act=findpost&pid=2029334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe drop it on a couple of walls and perhaps in each tech point area?
Just a thought.<!--QuoteEnd--></div><!--QuoteEEnd--> Good idea, I'll drop it in various places. Thanks! :)
(Summit has been tilted 45 degrees for comparison's sake.)
So I have sketched out some changes on the Ventilation hive/Shipping/Aux Gen side of the map that should have each hive make the same amount of sense. Once I've implemented those changes (and the fixes to the other issues that come up when testing) I'll release the next build of the map... Hopefully, after that, I can get started on the detail work... <i>Hopefully</i>.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2033672:date=Nov 24 2012, 09:25 PM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Nov 24 2012, 09:25 PM) <a href="index.php?act=findpost&pid=2033672"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please not another summit/tram circle with hub that allows you to get everywhere crap.<!--QuoteEnd--></div><!--QuoteEEnd--> What do you suggest?
<!--quoteo(post=2033698:date=Nov 25 2012, 12:22 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 25 2012, 12:22 AM) <a href="index.php?act=findpost&pid=2033698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you suggest?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, its not that bad if you leave the travel distances between central proc and hives the same they were in ns1, and not putting a techpoint there. I dont think its good when you have a single room that has the most optimal hive/rt assaulting routes all connecting to it.
<!--quoteo(post=2033698:date=Nov 24 2012, 12:22 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 24 2012, 12:22 PM) <a href="index.php?act=findpost&pid=2033698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you suggest?<!--QuoteEnd--></div><!--QuoteEEnd-->
looking at your diagram, I think it would be interesting if you merged, aux and shipping nodes, and made central a double res node. this way you end up with a circular, 4 tech point map with a double node.
It is a compromise between veil's 4 tech point layout, and a summit/tram circular layout.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2035983:date=Nov 27 2012, 11:14 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Nov 27 2012, 11:14 PM) <a href="index.php?act=findpost&pid=2035983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looking at your diagram, I think it would be interesting if you merged, aux and shipping nodes, and made central a double res node. this way you end up with a circular, 4 tech point map with a double node.
It is a compromise between veil's 4 tech point layout, and a summit/tram circular layout.
my 2 cents<!--QuoteEnd--></div><!--QuoteEEnd--> My current (unreleased) build has Shipping and Aux Gen moved closer to each other, with a corridor connecting them directly and only a res node in Aux Gen. I will release it with a tech point in Central Processing, but I'm putting off making a final decision on whether it should be a tech point or double res node location until after extensive testing.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2036265:date=Nov 28 2012, 05:32 AM:name=despair)--><div class='quotetop'>QUOTE (despair @ Nov 28 2012, 05:32 AM) <a href="index.php?act=findpost&pid=2036265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so where to dowload the latest version?
i want to put it in my serv<!--QuoteEnd--></div><!--QuoteEEnd--> You can get it from the Steam Workshop. Subscribe to it, then go into the game and to Mods in the menu. There, toggle NO to YES in the 'active' column, and you'll get the map. It will be saved to one of a variety of horribly named folders in "C:\Users\YOURNAMEHERE\AppData\Roaming\Natural Selection 2\Workshop" (on Windows 7, at least).
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=2033698:date=Nov 24 2012, 12:22 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 24 2012, 12:22 PM) <a href="index.php?act=findpost&pid=2033698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you suggest?<!--QuoteEnd--></div><!--QuoteEEnd--> Pretty much any layout where the tech nodes are laid out symmetrically in accordance to the starting locations would probably work (e.g. equilateral triangle, square, pentagon, hexagon, etc).
<!--quoteo(post=2029319:date=Nov 20 2012, 12:05 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 20 2012, 12:05 AM) <a href="index.php?act=findpost&pid=2029319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For all of you who are interested in actually playing a game on ns2_caged, it's now in the map rotation on <b>KKG 3 Overclocked Game Servers</b>. So go there and you're bound to run into it at some point. :D
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
<!--quoteo(post=2036790:date=Nov 28 2012, 06:22 PM:name=despair)--><div class='quotetop'>QUOTE (despair @ Nov 28 2012, 06:22 PM) <a href="index.php?act=findpost&pid=2036790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I installed the mod on my server and noticed the majority of the map's walls textures is pure grey. Did I install it incorrectly or is this normal?<!--QuoteEnd--></div><!--QuoteEEnd--> Its grey boxed so it can be playtested faster
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2036790:date=Nov 29 2012, 01:22 AM:name=despair)--><div class='quotetop'>QUOTE (despair @ Nov 29 2012, 01:22 AM) <a href="index.php?act=findpost&pid=2036790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I installed the mod on my server and noticed the majority of the map's walls textures is pure grey. Did I install it incorrectly or is this normal?<!--QuoteEnd--></div><!--QuoteEEnd--> What Wiry and Killer Monkey quoted/said. :D I will update the original post with more up-to-date information, hopefully that'll help reduce confusion.
<!--quoteo(post=2036775:date=Nov 29 2012, 12:59 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Nov 29 2012, 12:59 AM) <a href="index.php?act=findpost&pid=2036775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty much any layout where the tech nodes are laid out symmetrically in accordance to the starting locations would probably work (e.g. equilateral triangle, square, pentagon, hexagon, etc).<!--QuoteEnd--></div><!--QuoteEEnd--> That's a good point, but in the original the five major locations in the game were the three hives, marine start, and the dual res node in the center (before it was turned into a single), with res nodes (more or less) in between these locations. I'm trying to stick to that principle, but will be altering a few things to make it work for NS2. I don't mind adding a new corridor, but I don't want to move the original tech points so I can fit an entirely new tech point location on the rim of a pentagon, for instance.
The only two viable options I see include a hallway between Stability/Monitoring and Central Processing, and a slight "merging" of Auxiliary Generator and Shipping Tunnels, but differ from each other in that Central Processing is either a double res node location or a tech point. I can't think of a way to make other layouts work for Caged without deviating even more from the original map. (Regardless, suggestions are and will always be welcome.)
I may have said this before, but the next version will feature the Stability -> Central Processing hallway and the Aux Gen/Shipping res node changes mentioned above, and Central Processing will be a tech point. Then a lot of testing will happen and I will see if it's necessary to perhaps test it in a later version with two res nodes in Central again.
I hope to post a new layout soon - if I can manage it I will do so later tonight.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Here's a layout update, with some possible new yet-to-be-made vents photoshopped in, as I deleted most vent geometry for now. The vents are general ideas, suggestions on those are especially welcome.
o That One Hallway now has a chamber in its middle, which will hopefully feature a pretty view of space and some asteroids some day. It will not really become its own chamber, I suppose. More a widening/junction of the hallway to break it up a bit and supply some extra cover for aliens. As you can see I added a vent leading from underneath the little 'bridge' in Generator to That One Hallway.
o The Break Room hallway connecting Monitoring and Central Processing (now a tech point) will probably be renamed, as my original Break Room plan doesn't work out very well. Still trying to work on ideas to give that area character and a purpose.
o Auxiliary Generator has been moved south a bit, and Shipping Tunnels shrunk down westward. You can ignore the little bits of floating geometry east from there, those are just detailed/textured geometry tests.
o Purification Station is a little bigger, though I may do some more work there as that resource node is pretty far from Ventilation.
o Marine Start now has two separate entrances. I still intend to make the whole room a little bigger.
I think that's about it. I always crave feedback, so if you have any feel free to drop it here.
Comments
The map seems pretty done to me. All that needs to be done is textures and maybe a redo of the lighting. I wish there was more water elements to play with for the sewer rooms.
Unfortunately, that is not the case. ;D It's not just slapping textures on the archaic geometry of the original, I'm going to redesign each room to look like it's an NS2 map instead. Well, that's the plan, anyway. It's currently functional, though flawed in parts. Yesterday we held another playtest on the KKG 3 server (I'm sorry for not advertising this on the forums, it was all a little too impromptu and short notice to do so) and together with the feedback in this thread I'm zeroing in on the layout changes for the next revision. I'll do another Youtube video post in a little bit.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/3FYCDJ6mr_w"></param><embed src="http://www.youtube.com/v/3FYCDJ6mr_w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I am looking forward to how you will re-imagine it. It is not as easy as it seems, but you are a level designer of considerable skills and that makes me sure, that the map is in good hands :)
I did not know that, but I can definitely imagine that it wasn't. I know that at pone point I paid attention to the competitive scene in NS1, but my memory is unfortunately pretty hazy in general. I remember downloading some Knife demos to perhaps learn some new tricks, but I think those were on Tanith.
Like I said in the video, I'm going to add a corridor between Stability and Central Processing in order to make that corner of the map more in line with the other hives. One long path from Marine Start to Generator without any junctions makes little sense. I was musing over a vent leading from inside Stability to Auxiliary Generator, but I am open to moving any and all vents' access points, depending on how much sense they make. :D
I'm placing the bar pretty high for myself, and am hoping to turn this map into something competitively viable.
<!--quoteo(post=2025708:date=Nov 16 2012, 04:08 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Nov 16 2012, 04:08 PM) <a href="index.php?act=findpost&pid=2025708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am looking forward to how you will re-imagine it. It is not as easy as it seems, but you are a level designer of considerable skills and that makes me sure, that the map is in good hands :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Can I steal your Alien Junction? XD No? :( Oh well, I'll just have to try and make something equally cool, but different. ;)
Kind of wish the Marine start command station was kept in the same spot as before, running through the tunnel was pretty stylish.
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
<img src="http://i.imgur.com/onDDn.jpg" border="0" class="linked-image" />
Just a thought.
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
<img src="http://i.imgur.com/onDDn.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
We have it in our map rotation 24/7. It's an awesome map!
Just a thought.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good idea, I'll drop it in various places. Thanks! :)
It's no secret that I'm trying to reach some kind of Summit-esque balance deal regarding Caged's layout. I analyzed each map, and ended up with this:
<img src="http://i.imgur.com/el3uM.jpg" border="0" class="linked-image" />
(Summit has been tilted 45 degrees for comparison's sake.)
So I have sketched out some changes on the Ventilation hive/Shipping/Aux Gen side of the map that should have each hive make the same amount of sense. Once I've implemented those changes (and the fixes to the other issues that come up when testing) I'll release the next build of the map... Hopefully, after that, I can get started on the detail work... <i>Hopefully</i>.
What do you suggest?
Well, its not that bad if you leave the travel distances between central proc and hives the same they were in ns1, and not putting a techpoint there. I dont think its good when you have a single room that has the most optimal hive/rt assaulting routes all connecting to it.
looking at your diagram, I think it would be interesting if you merged, aux and shipping nodes, and made central a double res node. this way you end up with a circular, 4 tech point map with a double node.
It is a compromise between veil's 4 tech point layout, and a summit/tram circular layout.
my 2 cents
It is a compromise between veil's 4 tech point layout, and a summit/tram circular layout.
my 2 cents<!--QuoteEnd--></div><!--QuoteEEnd-->
My current (unreleased) build has Shipping and Aux Gen moved closer to each other, with a corridor connecting them directly and only a res node in Aux Gen. I will release it with a tech point in Central Processing, but I'm putting off making a final decision on whether it should be a tech point or double res node location until after extensive testing.
i want to put it in my serv
i want to put it in my serv<!--QuoteEnd--></div><!--QuoteEEnd-->
You can get it from the Steam Workshop. Subscribe to it, then go into the game and to Mods in the menu. There, toggle NO to YES in the 'active' column, and you'll get the map. It will be saved to one of a variety of horribly named folders in "C:\Users\YOURNAMEHERE\AppData\Roaming\Natural Selection 2\Workshop" (on Windows 7, at least).
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=104617372" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=104617372</a>
Pretty much any layout where the tech nodes are laid out symmetrically in accordance to the starting locations would probably work (e.g. equilateral triangle, square, pentagon, hexagon, etc).
Playing it on that server earlier tonight, I noticed I had to explain that the map was work-in-progress, and that it's a remake. To make things more apparent, the next release will feature this texture on a wall in the ready room:
<img src="http://i.imgur.com/onDDn.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Its grey boxed so it can be playtested faster
What Wiry and Killer Monkey quoted/said. :D I will update the original post with more up-to-date information, hopefully that'll help reduce confusion.
<!--quoteo(post=2036775:date=Nov 29 2012, 12:59 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Nov 29 2012, 12:59 AM) <a href="index.php?act=findpost&pid=2036775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty much any layout where the tech nodes are laid out symmetrically in accordance to the starting locations would probably work (e.g. equilateral triangle, square, pentagon, hexagon, etc).<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a good point, but in the original the five major locations in the game were the three hives, marine start, and the dual res node in the center (before it was turned into a single), with res nodes (more or less) in between these locations. I'm trying to stick to that principle, but will be altering a few things to make it work for NS2. I don't mind adding a new corridor, but I don't want to move the original tech points so I can fit an entirely new tech point location on the rim of a pentagon, for instance.
The only two viable options I see include a hallway between Stability/Monitoring and Central Processing, and a slight "merging" of Auxiliary Generator and Shipping Tunnels, but differ from each other in that Central Processing is either a double res node location or a tech point. I can't think of a way to make other layouts work for Caged without deviating even more from the original map. (Regardless, suggestions are and will always be welcome.)
I may have said this before, but the next version will feature the Stability -> Central Processing hallway and the Aux Gen/Shipping res node changes mentioned above, and Central Processing will be a tech point. Then a lot of testing will happen and I will see if it's necessary to perhaps test it in a later version with two res nodes in Central again.
I hope to post a new layout soon - if I can manage it I will do so later tonight.
o That One Hallway now has a chamber in its middle, which will hopefully feature a pretty view of space and some asteroids some day. It will not really become its own chamber, I suppose. More a widening/junction of the hallway to break it up a bit and supply some extra cover for aliens. As you can see I added a vent leading from underneath the little 'bridge' in Generator to That One Hallway.
o The Break Room hallway connecting Monitoring and Central Processing (now a tech point) will probably be renamed, as my original Break Room plan doesn't work out very well. Still trying to work on ideas to give that area character and a purpose.
o Auxiliary Generator has been moved south a bit, and Shipping Tunnels shrunk down westward. You can ignore the little bits of floating geometry east from there, those are just detailed/textured geometry tests.
o Purification Station is a little bigger, though I may do some more work there as that resource node is pretty far from Ventilation.
o Marine Start now has two separate entrances. I still intend to make the whole room a little bigger.
I think that's about it. I always crave feedback, so if you have any feel free to drop it here.
<img src="http://i.imgur.com/mrmsI.jpg" border="0" class="linked-image" />