<div class="IPBDescription">3rd times a charm</div>please let this be good...i know it must seem like im flooding the forums, im sorry <img src="ftp://rby.dreamstation.com:9vhqz@www.dreamstation.com:21/ns_ceheir.jpg" border="0">
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
Here is a tip. Read all of the mapping guidelines, all of them. Search for other peoples layouts and study them. Then, when you have done that, do it all again. Read about the teams skills, and what NS is about.
When you have done that, get a piece of paper and draw out a layout. Then circle the bits you like, and scrap the rest. Make a new one, until it resemebles other maps from within the community and also conforms to the guidlines (these go pretty much hand in hand).
Then, and only then, can you post another layout. They are getting better, but, in my humble opinion, you still have a bit to learn about NS mapping.
Right_Behind_You. Well if you have read them, let me do a little disection:
- The bottom E section (section with hallway, and 3 splitting off it) is absolutely pointless, no resources there or reason to go down there - As mnetioned on your other designs, marines should have to go <b>1/2 back to their spawn</b> before they can head towards a new hive, here they can cut right across - In the middle of the map, and the top left, between the hives, more mosrtly useless rooms no one would go into - All rooms should have 2 entrances in/out and more can be weldable entracnes or alien paths. - Any weldables? - Just a warning, r_speeds would be hard to keep down on this layout in some areas
Ok, this is better, but it's still not quite there.
Instead of spelling this one out for you, I'm just going to give you gentle nudges and hope you find the problems from previous layouts you've made and the Guidelines. Best way to learn is to have to figure it out yourself.
I'll let you know if you get them right though.
Resource nodes are not right.
Routes between hives are not right. Something about them being -too- easy...
The far left and far right vents are not right.
With that resource node in the room north of the CC, there's something not right with the room. It can be fixed several ways... one of which might fix your node problem I mentioned above.
Feel free to ask questions, but I won't be giving you the answers outright (dunno 'bout anyone else)... just hints barely, if at all. I'd really suggest you try and figure it out before you ask though. It'll save time. With the right changes though, I'd say this would be a viable layout.
RBY please stop posting so much. please think more about your layout (guidelines are very helpful) just think about it at least 10 minutes. dont start posting all around please. i really dont want to be mean but...
RBY, don't run off. You almost had it with this layout.
Here's what I want you to do. Take your layout and divide EVERYTHING up. Actually write dividing lines cutting up the map into seperate corridors and rooms. Even draw lines at the turns and such.
Then go through and number each section.
Then, on a seperate piece of paper or something, write each number and ask yourself these questions:
1. What reason would the marines have for going here? 2. What reason would the aliens have for going here? 3. If there is a node in here, is there another one nearby that I can remove? 4. If there is a hive/CC in here, is there a node either inside the room or outside the doorway (think within about five feet of the doorway)? 5. If it is a vent, does this vent really serve a purpose like shortening travel time for the aliens? 6. If it is a route between hives, can the marines use it too? Should they be able to? 7. If it's a room, does it have at -least- two doorways, if not more?
If anyone else can add onto this list (like actual mappers) I'm sure RBY would appreciate it.
Then 'all' you have to do is fix what is wrong, or build a new layout with those questions in mind, and you may just get it. Sure, you'll -still- get criticism (and I and the other mods will try to keep the destructive criticism at bay) but it'll be less doom-ish than "This just isn't going to work".
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Another thing to keep in mind... your hallways and rooms are very compressed. When the Commander is looking down on the scene, he's going to be seeing a lot of areas simultaneously - it makes for very high r_speeds for him, which isn't good. Try to space things out a bit more.
Comments
When you have done that, get a piece of paper and draw out a layout. Then circle the bits you like, and scrap the rest. Make a new one, until it resemebles other maps from within the community and also conforms to the guidlines (these go pretty much hand in hand).
Then, and only then, can you post another layout. They are getting better, but, in my humble opinion, you still have a bit to learn about NS mapping.
- The bottom E section (section with hallway, and 3 splitting off it) is absolutely pointless, no resources there or reason to go down there
- As mnetioned on your other designs, marines should have to go <b>1/2 back to their spawn</b> before they can head towards a new hive, here they can cut right across
- In the middle of the map, and the top left, between the hives, more mosrtly useless rooms no one would go into
- All rooms should have 2 entrances in/out and more can be weldable entracnes or alien paths.
- Any weldables?
- Just a warning, r_speeds would be hard to keep down on this layout in some areas
Instead of spelling this one out for you, I'm just going to give you gentle nudges and hope you find the problems from previous layouts you've made and the Guidelines. Best way to learn is to have to figure it out yourself.
I'll let you know if you get them right though.
Resource nodes are not right.
Routes between hives are not right. Something about them being -too- easy...
The far left and far right vents are not right.
With that resource node in the room north of the CC, there's something not right with the room. It can be fixed several ways... one of which might fix your node problem I mentioned above.
Feel free to ask questions, but I won't be giving you the answers outright (dunno 'bout anyone else)... just hints barely, if at all. I'd really suggest you try and figure it out before you ask though. It'll save time. With the right changes though, I'd say this would be a viable layout.
Here's what I want you to do. Take your layout and divide EVERYTHING up. Actually write dividing lines cutting up the map into seperate corridors and rooms. Even draw lines at the turns and such.
Then go through and number each section.
Then, on a seperate piece of paper or something, write each number and ask yourself these questions:
1. What reason would the marines have for going here?
2. What reason would the aliens have for going here?
3. If there is a node in here, is there another one nearby that I can remove?
4. If there is a hive/CC in here, is there a node either inside the room or outside the doorway (think within about five feet of the doorway)?
5. If it is a vent, does this vent really serve a purpose like shortening travel time for the aliens?
6. If it is a route between hives, can the marines use it too? Should they be able to?
7. If it's a room, does it have at -least- two doorways, if not more?
If anyone else can add onto this list (like actual mappers) I'm sure RBY would appreciate it.