Ns_pot Layout
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">A Map layout that may go to far?</div> <b>This is NS_pot, a mine and factory.</b>
No screenshots because lights and effects are not really added yet.
This map is BIG (im hardly srinking it) and looks very complex... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
But its not as complicate as it looks on this layout, and a lot of orientation will be garanted:
each level has own design, NESW-direction signs, alpha-beta-gamma signs for best way to hive-sieging-rooms.
Layout below...
<b>The ideas are:</b>
3 levels; lowest is a mine + toxic dump, highest is a Factory, middle contains controll rooms and such - one hive in each level.
Marines start in between of 2 possible command consoles, but because of energy loss they can just activate and use one of them. Repairing the energy controll enables both.
Choosen CC and Hive+Ressource determines indirectly on what levels the main action takes place.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=17330&st=0#entry199200' target='_blank'>other thread about 2 Command consoles</a>
The Consoles and Ressources are behind closed doors whose triggers kill each other.
Hives can be sieged from nearby rooms that are a long way for aliens.
Marines have the disadvantage, that they must build up the CC first <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Biggest problem is the scale of the map. 3 levels are no problem for the command-view and r_speeds.
You need 20-25 seconds from any (!) hive to another hive or CC (from CC to CC, 15 sec).
<b>Any suggestions?</b>
I mapped much, but not much compared to the whole map, really in love with details and compiling problems...
Im thinking about vents, but I wont use them as shortcuts (would be a labyrinth than) , I will use them as "parallel" ways.
No screenshots because lights and effects are not really added yet.
This map is BIG (im hardly srinking it) and looks very complex... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
But its not as complicate as it looks on this layout, and a lot of orientation will be garanted:
each level has own design, NESW-direction signs, alpha-beta-gamma signs for best way to hive-sieging-rooms.
Layout below...
<b>The ideas are:</b>
3 levels; lowest is a mine + toxic dump, highest is a Factory, middle contains controll rooms and such - one hive in each level.
Marines start in between of 2 possible command consoles, but because of energy loss they can just activate and use one of them. Repairing the energy controll enables both.
Choosen CC and Hive+Ressource determines indirectly on what levels the main action takes place.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=17330&st=0#entry199200' target='_blank'>other thread about 2 Command consoles</a>
The Consoles and Ressources are behind closed doors whose triggers kill each other.
Hives can be sieged from nearby rooms that are a long way for aliens.
Marines have the disadvantage, that they must build up the CC first <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Biggest problem is the scale of the map. 3 levels are no problem for the command-view and r_speeds.
You need 20-25 seconds from any (!) hive to another hive or CC (from CC to CC, 15 sec).
<b>Any suggestions?</b>
I mapped much, but not much compared to the whole map, really in love with details and compiling problems...
Im thinking about vents, but I wont use them as shortcuts (would be a labyrinth than) , I will use them as "parallel" ways.
Comments
im not too sure on the double CC idea, and now im worried about inter-level sieging of hives.
in the room with the locked CC is a big tobggled func_nobuild + the room layout is designed the way, that marines just have an advantage if they have turrets or lots of ppl there (big room, straight crossings, a lot of acess vents, most locked if in choosen room).
Another trick is the lightning: the choosen CC-room is full bright, the not choosen room falls into a deep black with just a few red-alert-lights.
Marines should better walk to the next hive instead of fighting for a black scary room they cant build in.
madine disatvantages.
Marines have the big disatvantage of time.
In NSTR, if you use 2 Command consoles, just one will stand from the beginning, the other needs to be build up first. -> ill need 3 CC stations, the third at the "W" room, easily destroyable by aliens. the other 2 CC stations (one of them at the 2 places) need a build up first - huge disatvantage at the beginning.
Marines need to walk 5-10 seconds till they reach a CC- position. misttake if they go to the wrong one - small disatvantage.
Map is large , Aliens are faster - big disatvantage for marines.
Anyway, good luck!
Btw, how can you toggle a func_nobuild?
Will there be vents?
More parallel- and hiding_to-attack_from_behind- vents.
The overlapping problem will be half solved in 2 ways (wich should give a complete solution <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> :
1) Were paths overlap both paths will be smaller (damaged area, doors, sense-making clip_brushes, ...)
2) 2 overlapping levels will have enough free z-distance for the commander to see-scroll below the top.
I know about the problems Merkaba mentioned.
Yes. the lowest level has less detail...
and the zoom factor is just a problem if the commander eye is close to the upper level and far away from the lowest.
If the commander eye is far enough away from upper level its no big problem. Then the poly count is the problem...
Problem is: Im soo in love with details and leaks.
Crappy because there is not much eye candy detail yet.
Im more into architecture and ballancing than into lightning and detailed objects.
They will come later.
Overview from south west of the map:
Bottom left is one CC-room. right is a part of the ready room (docking room) connected to the Reception.
I will add rocks top left were the whole building is build at.
Windows are missing - there are large windows and a large outside area (can see crom RR to both cc rooms) but no more than 700r_speed.
<img src='http://www.df5jz.de/Ollj/ns_pot/pot-a3.jpg' border='0' alt='user posted image'>
docking room from inside with a (too bright and boring) light test.
<img src='http://www.df5jz.de/Ollj/ns_pot/pot-a1.jpg' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/ns_pot/pot-a2.jpg' border='0' alt='user posted image'>
is the reception and will soon look like this
<img src='http://www.df5jz.de/Ollj/ns_pot/pot-a3e.jpg' border='0' alt='user posted image'>
*edit* i just realized the second picture is a render.... but i still want to eat it
Belg
**finger ready on screen shot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> **
Even better if the whole map looked like that.
I reckon screw those ppl with 233 mhZ <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Don't talk my suggestions as commands, i was trying to pick some name off the top of my head.
maybe ns_foundry? Once again just ideas.
If not I would rename it to <b>ns_ollj</b>
wich is an acronym for
<b><i>O</i>peration <i>L</i>evel`n <i>L</i>ocation .<i>J</i>umping.</b>
wich describes the layout really good.
The location still needs a name.