Ns_academia

Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
<div class="IPBDescription">Opinions on layout</div> Ok Im planning on doing a map based on a orbital university and I want some opinions on the layout. Below I'll put info about the rooms. Also keep in mind that this is a rough draft and that its also kinda squished right now, there will probably be longer hallways in the final version.

1.Docking Bay (Marine start point)
2.Information Desk
3.Security Office
4.Biology Lab
5. Observatory (Hive Point, Half the room will be a geodesic glass dome, a large telescope will be in there)
6.Physics Lab (Catwalk over various machines)
7.Grand Entrance Hall (Large Holo-display in the middle)
8.Lecture Hall (Hive point, rows of seats facing towards podium and stage)
9. Lounge (Various seats and a small kitchen)
10.Computer Labs
11.Dormatories (Mostly doors dont work)
12.Computer Core (Hive point, large electrical pit down middle, some catwalks)
13.Matainence

Im open to any suggestions or comments. (Ohh and by "Breakable I mean they begin welded but can be broken down by either side)

Thanks

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Looks good. The only thing I'd suggest changing is that looooooooong vent on the left.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    edited November 2002
    That very long vent doesn't look very useful for getting places fast... you have to go out of your way, and there aren't many intermediate points where you can get out into a room. The only use is if the marines have turrets filling the hallways, and you need to get from one side of the map to the other... and even then, because most people won't be familiar with the long vent, it won't be used much.

    Give it more connecting points, and it might be more useful. To shorten it as well, don't use right angles exclusivly. Curves, or at least 45 degree angles will help.

    Also, don't forget that having very long hallways or vents like that will kill your frame rate. You need to break it up (at least by having it go up and down) in order to be render friendly.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Hives shold be equal length from marine start.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I like things in threes.

    1) The vents are fricking HUGE! Redesign them so that instead of going around the map they go over or under (which is fine if they go over/under the commander's view and aren't readily used by Marines.) However, cut down on the amount of vents a little, and make some vent routes easily Marine-accessible, or it will be an Alien camp-fest.

    2) The hives are too close to Marine Start and too far from the third hive... any Marines with their act together will be able to secure one or both and make quick work of the Aliens.

    3) Otherwise, looks neat!
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    hmmm maybe you could swap the right hive with the marine span to make em equal distance?
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Hive in room 8 would start with the resource node in room nine. They wouldn't however be able to defend it straight away because of the weldable. It seems that room 7 would have to be traversed, quite close to the MS.
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