Map Layout

X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
<div class="IPBDescription">.</div> Ok, I've been working on this layout on paper for a bit and just finished laying it out in WC/Hammer. I'd like some feedback on it as a layout and whether you think it might turn out to be a good map if I build it. The hive location on the left and on the right are both at the end of the map. The corridors are mainly 256 units in width, althoug they should be smaller when I create them as I'll add walls over them etc. And here's the pic: <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

<img src='http://www.vs-central.com/misc/maplayout.jpg' border='0' alt='user posted image'>

Comments

  • CookieCookie Join Date: 2002-11-04 Member: 6817Banned, Constellation
    cool i like the map layout. i wish i could be creative like u <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> i just put in rooms
    on my map and the 3 hives in different corners of the map and the marine base in the other and stick a few more rooms inbetween em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    weee I like new layouts.
    here the west and east hive are too far away from each other.
    cant say more because such unimportant stuff like z-levels (ladder elevator ceeling-height), ressource nodes vents and welables are missing.
    paths are nice
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The rightmost hive lookslike it would take less time of teh marione to get to than the other 2 hives. The route between the elfmost and centre hives seems too short. That asside it looks good.
  • X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
    The marine spawn was indeed too close to the hive location on the right and the left hive had a fairly nice access to the bottom right hive so I've moved the marine spawn to the left and added another room at the bottom to make it more even. The only problem I see now is that the bottom right/middle hive is more far away than the other two hives from the marine start which would make it harder to access.. What do you think? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    <img src='http://www.vs-central.com/misc/maplayout2.jpg' border='0' alt='user posted image'>
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    i gor ur original layout and put in red lines where r_speeds will get high if u put in lots of detail. could be a problem if you dont put doors.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Angel+Jan 6 2003, 02:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Angel @ Jan 6 2003, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i gor ur original layout and put in red lines where r_speeds will get high if u put in lots of detail. could be a problem if you dont put doors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Uhm.. Angel, doors don't block r_speeds.

    X | z 0 r have you thought about placement of resource nodes yet?
  • X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
    Yes, the resources will be distributed as follows:
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    thoose resource nodes right of the marine spawn is waaaaay too close!
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Best information I can give you is don't go by your original paper or mindset layout. You will rarely have it perfect right from the start and don't be afraid to rip up an area and re-do it if its not what you want or it isnt working for gameplay.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    11 ressource nodes are too much.
    it should be close to 5-8 (depending on map size)
    suggestion:
    <img src='http://www.df5jz.de/Ollj/post-z.jpg' border='0' alt='user posted image'>

    here ressources are closer to marine than to alien. make one marine res behind a weld to open door (the one in the death end) and make much vent schortcuts to make this fair.
  • X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
    edited January 2003
    Heh.. I really want to have some double resource node not too far away from the marine base. Some commanders may get lured by the resources and go for it while the aliens will try to clear out the place, which can lead to some intense combat. A bit like that holoroom <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Thanks for the feedback, I'll keep that in mind <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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