Ns_settlement plan 2

HowlingHowling Join Date: 2002-01-26 Member: 97Members
I drew up a second map of NS_Settlement. I added some new features to it and remove some old.

<img src="http://www.thepitnetwork.com/in_dev/ns_settlement2.jpg" border="0">

Legenda:
1. Machine Room (you now <b>have</b> to go through this room to move on
2. The bar (now with 2 airduct exits from where aliens can attack. I'm still going to at least try and implement the jukebox)
3. Dormatories
4. Command Room
5. Furnices
6. Gally and Kitchen
7. Showers
8. (Changed) Airsupply and flow control
9. Fans
10. Closed of corridors. The purple one can be breached by marines to gain access to the top hive. The red corridor on the right is for reinforcements from the right hive to go the top hive and vice versa.
11. Computer room
12. Maintenance corridor (now with 2 more airduct exits)
13. (new) breachable corridor through which marines can gain access to the left hive. Aliens can go via this corridor into the airdcut leading into the computer room.
14. (new) Another breachable corridor through which marines can gain a 3rd access to the top hive. When breached the aliens will have lost 50% of the safe route between the left and top hives. But Marines can still be attacked in the back.
15. (new) alien only room. This is a main hub for airducts where little aliens can gather.
16. (new) breachable corridor through which marines can gain extra access to the bottom right hive. Though the map doesn't really show it, when breached, large aliens will also be able to get through this corridor posing the marines with a serious problem.
17. (new) Alien only corridor (a shortcut) to get to the top hive or from the top hive to the right hive.

Notes:
- There are now some dead end hallways (with locked doors) for making the impression that the colony is larger than where you can go.
- More airduct exits. I'm trying to create these so that for example small aliens can easily get into the command room via airducts near the furnices.
- Here and there there will be a nice overpass for small aliens. It will blend into the scenery though.
- The corridor with the fans (9) will have a higher than normal ceiling. There will be a ridge running on both sides of the corridor where small aliens could run along. Marines will only be able to reach these spots by crouching (or climbing up ladders maybe)
- Still going to try and see if the jukebox will work well.
- Large aliens will only be able to reach the marine spawn points when the marines do not defend the bottom right breachable corridor well. Large aliens cannot go passed the airsupply and flow control room.

This is it for now. Mapping has already starting on some points and i'm creating new textures too. Let me know if you have any pointers, ideas, etc.

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Looks great! Can't wait to see some shots.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work.  Doing this kind of high-level "pre-production" seems like the way to go.  You can even start to extrapolate gameplay from that diagram to an extent.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Very nice. It looks like you really put a lot of thought into that layout. The whole thing looks excellent. I especially like the idea about the ledges for the smaller aliens in corridor 9, and the short little dead-end hallways: perfect for ducking into for cover.  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  The whole layout is great in my opinion.
Sign In or Register to comment.