Ns_caged layout

manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
<div class="IPBDescription">The final hurdle?</div><img src="http://www.planethalflife.com/manah/files/caged_layout.jpg" border="0">

Love/hate/prefer <b>cod</b>?

Spot any glaring omissions?  Potential problems?  Things that are just down right stupid/superfluous/nonsensical?

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Super nifty looking - I espcially like your nozzle placement - looks upfront like it would work very well.

    And the inevitable crits (image provided below):

    Circle 1: This might be pretty close to being a bottleneck for the south central hive, only because the 2 entrances are so close together.

    Circle 2: This long passageway seems to be the only entrance to the south east hive area, leading to a bottleneck.

    Circle 3: This is more complex. It seems as though there might not be a reason to use the side passages into the south west hive, as this middle route would be the fastest and lead to less gameplay elsewhere on the way in. Unless it's a vent? In those tight spaces, a couple of Marines with good firepower would be able to overwhelm any aliens which lacked room to use their superior speed and manueverability to close in and attck.

    Looks freaking awesome though, Manah. Can't wait to play this!



    <!--EDIT|MonsieurEvil|May 16 2002,14:05-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    It's pretty good, but I see that in order to get into a hive you have to go through some sort of bottleneck no matter what, meaning the aliens only have to defend 3 places to prevent marines from getting to the hives
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Yeh, there's only 3 ways of getting to the hives.  Perhaps add a fourth way, or maybe some snaeky areas or something.  other that that, I thik it's a great layout, and should play well <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    -Insane
  • The_ButcherThe_Butcher Join Date: 2002-03-30 Member: 363Members
    Yeah, I think you need to add more ways to get to the hives, especially for the middle and right ones. But please make sure you keep this ressource placement, it's really good. The 2nd closest nod to the marine start will probably be secured by the marines early in the game, but there will be some intense fight and frequent takeover near the 3 nods in the middle of the map.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i prefer cod =D

    mmmmmmm cod

    layout is good also (apart from a few issues already mentioned)
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    <b>*Processes information*</b>

    Okay ... additional routes and reduction of bottlenecks coming up.  Thanks all.

    And Black Wolf, I actually prefer cod too <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Looks great, my only concern is this area may be hard on the r_speeds, lots of visible areas, some which are quite large.
    Maybe add a little corridor twist to save some poly's?

    <img src="http://csnation.counter-strike.net/barney/personal/caged_layout.jpg" border="0">
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looks very interesting.  I like the fact that it seems a bit smaller then the other maps...so it means we get it sooner!

    Where are the alien vents and passages?  I know you have some planned in here...right?

    I think the distance that the marines have to run to switch between hive prongs is a bit long and harsh.  I think the marines should be given more options for flanking and maneuvering, it just looks a bit tedious with all those long passages with no choices.  

    Also, unless you have a specific reason for not placing the first marine resource node in the same room as the command station, you should do so.  It's awkward and frustrating for the marines to not be able to defend these both with minimal resource cost.

    In general, I think there needs to be more connectivity.  Try opening things up a bit, then upload your layout again and we'll have another look.



    <!--EDIT|Flayra|May 17 2002,12:06-->
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