This Time I'll Do It The Right Way.

doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
<div class="IPBDescription">To begin with, the scary-nsmap-layout...</div>This time i'll do it the right way.
I'll start with the layout, proceeding to basic architecture, and at the superdistant end, i will add the details.
Will the doc pull it off this time?
Follow the mindnumbingly layed back life of the drunken mapper.
Discouver new environments and lighting! And best of all; PARTICIPATE interactively with your thoughts and fingers!

First tell me whats good/bad about this layout called SCARY NSMAP (cause it's supposed to be scary) :

Comments

  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    oO 3d-ish me likes! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
    The route to hive 3 from the MS seems much shorter than routes to any other hive. The route from Hive 3 to hive 2 is very short, you could probably siege both from the midway junction. The bottom left area looks like it would be much unused. The area to the right of the MS seems a bit wasted. You could make better use of 'vents', most of these duplicate hallway paths. Vent's are best used as alien only shortcuts.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Man, what program did you use to make that layout pic?! Photoshop? Flash?
    You might run into some visibillity problem in the middle area, don't you just love technical limitation....

    Lots of tight spaces, thats good. It will add some tension to the map.
    I would add one or two more resource nodes.
    By far down, I assume you mean bottomless pit? If so, thats good...some of your walk ways should have busted handrails. Heh, the players will catch themselves teatering on the edge! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    GJ, can't wait to see more!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    Good layout for a small map. Bad layot for a medium or big map.
    see the long vis-lines below.
    Try to cut them shorter.
    If they are that long and that much you will have 3 problems on a big map with much detail:
    1. big advantage for marines and long range weapons.
    2. high r_speeds because the engine renders ANY face of Any "room" you can see (from the "room" you stand in) infront of you in 180°.
    3. more server traffic, worse pings because you see/calculate more at once.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Number1) Needs more vents
    Number2) More Nodes
    Number3) Cramped, easy to siege
    Number4) Very small map
    Number5) Too square
    Number6) Where is the weldables?

    Apart from them. Good. I like the program you used, (what is the program?)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Ollij. IT is unlikely for him to leave it open. I feel in those areas you pointed out most will have doors.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    edited January 2003
    Are you pointing out areas where marines will be able to shoot long distances, or are you pointing out possible trouble areas for r_speeds since alot is visible along those pink lines you drew?

    (doors don't block vis)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    Both.
    Of course closed doors can block bullets. but its easy to keep doors open.

    <b>Doors, func_seethrough, func_wall, func_weldable and such do not block the visìng. </b>The faces behind closed doors will still be calculated, as if the door is open, you will just not see this polygons.
    (in gl mode "gl_wireframe 2" in software mode "r_draworder 1" to see what not visable polygons you still see (and alculate ingame) by vis)

    thats no big r_speed deal for GL mode, but really bad for software mode.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Ok, thanx for the feedback, i'll try to answer as accurate as possible.

    What program did i use?
    I made the layout in hammer and photoshop, as usual.

    Small map?
    Prolly because of the wide corridors i've drawn.
    Can you see those little white dots in the marine spawn? Those are start entities. The map covers most of the workspace in hammer.

    vis and/or r_speed problems.
    True. But still, I don't plan to make the corridors that wide. The map will be kinda post-destruction oriented so there will be lots of "general stuff" in the way.

    The routs between ms, h3 and h1.
    I have to do something about that. perhaps just make the terrain ruffer to slow down some passages. water? climbing?

    Weird vents?
    I figured the aliens would want atleast one vent directly from their base so they can escape easier. the semi-transparent vents that cross hallways are above and out of reach for marines without jetpacks. just for looks. Anyway, i designed the vents for the aliens.

    Unused parts in the map.
    **obscenity**, you're right ofcourse! Would it solve the problem if i added res.nodes there? Change the hallways so you pass through on your way to the enemy?
    Change the entire map? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I dunno. Why don't you help me...

    BTW. I'll try to get concept screens and renders asap.
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