Ns_deepspace Layout

ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">Layout of my "maybe" map</div> Hello all,

well i am not what someone would call an experienced mapper, alas i whant to give NS mapping a swirl just for the fun of it.

<i>Basic Storyline: A Deep Space Explorer Spacecraft has been infected by the Kharaa. A Group of Frontierman has been dispatched to clean the vessel of the Alien infestation. The ship was cartographing the deep space, and the information stored on the ship computers has to be secured to calculate new and propably faster routes through space. This has been made an even higher priority since the kharaa appeared and fast responsetimes by the TSA are becoming more and more important.

The dispatched Frontiersman will dock at the Vessel with a small Squadcarrier. Backup is available from the mothership and can be send in as soon as a Base on the Explorer has been established.</i>

So far so good. Nothing too original, but oh well.

The basic look and feel should be more clean then dirty, so no rust or things like that (well, except hiveareas of course). The rooms should reflect the functionallity of this spacecraft, so there will be a cryochamber and of course an observatory (wich is the doubleresroom)

CC is in the squadvessel, basic base will be in the hangar at wich the TSA crew docked. Orange are all hallways, corridors and misc rooms. Red are vents. The round thingies shall be resnodes. The hive at the top is the bridge, top right is the Life support, and at the bottom the Mainframe.

Please bear in mind the the scale is not 100 % ill have to do some test beforehand and accomondate for siege. ALso i am afraid some of the planned corridors will cause too many r_speed because of vis lines, so there will be some changes propably. But please comment on it anyway. The general connectivity should stay the same during the buildproces.

Thanks in advance! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    edited January 2003
    looks nice. 1 of the ploblems i see is that it might be a bit hard fer the aliens to defend the hives cos they have alot of entrances

    <edit>oopsi i missed the part when u said red were vents, sry, forget what i said</edit>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Northern hive is too far away from MS. just add one shortcut-path.
    There are 2 places were the HL engine maybe would like more curves for better r_speed.
    Then ints perfect.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    edited January 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ollj
    Northern hive is too far away from MS. just add one shortcut-path<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Do you mean the one at the very top? hmm basicly its a straight run south, jump in the vent of the first room you get to and you are there. I am more worried about the one northeast.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ollj
    There are 2 places were the HL engine maybe would like more curves for better r_speed
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I hope to tackle r_speeds not only with curves but also height differences (lifts etc). but of course its one of my main concerns.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oueddy babs Posted on Jan 10 2003, 01:11 PM
    --------------------------------------------------------------------------------
    just a note I want to give to all prospective mappers, try NOT to make your map unnecessariarly mazy  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Honest question, do you think this is to mazy? Mainly i wanted to have at least 2 alternative routes to every important location (besides the doubleres chokepoint). Thats why it looks so mazy. any tip in this direction how i could do it better would be appreciated! <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    On a general note i forgot to mention that the purple thing in the top left is in the place of the ready room, but at the moment a brush in the size of the 1.04 siegecannon range. that should give you some idea of scale.
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