Lost layout
Greedo
Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
<div class="IPBDescription">Except you probably won't get lost</div>The top half here shows pretty much what I've had for a while now. I super-imposed a shot of what I've got from a high up no-clip in the hopes that it will alleviate the congestion of the WC x's and clutter in the second half. If you look, you'll actually see a new room, but that isn't important now. The big question mark is that bottom right area. I never really had any good idea of what to stick down there, until now. I think I've got a fairly solid layout that I can build off of and expand upon. Yes, I'm the fool who did it in WC and not on graph paper. Yes, I'm also the fool who realizes that that isn't the best way. And yes, I'm the fool who knows that he can't ever stick 100% to these things, so I expect the layout to be somewhat dynamic, but at the same time it should keep the same general shape I have in the bottom half.
A bit of explanation: Green = Hive, Blue = Marine Base, Purple = Resource Node, Red = Vent, Greedo != Pokeable, Yellow = Welds Open, Light Blue = Welds Shut.
With this layout, I've given the marines two general directions they can take out of their base, and hopefully one won't become dominant over the other. Also, I've given all but the bottom hive two marine enterances (though the second enterance for both hives must ultimately be welded open). Most of the rooms have at least 2 ways for the marines to get out. Commander r_speeds might get a slight bit high in that new bottom right area, though they aren't any problem with what I've got mapped so far. And I didn't feel like trying to confuse the layout even more by trying to show elevation changes, so use your imagination. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
A bit of explanation: Green = Hive, Blue = Marine Base, Purple = Resource Node, Red = Vent, Greedo != Pokeable, Yellow = Welds Open, Light Blue = Welds Shut.
With this layout, I've given the marines two general directions they can take out of their base, and hopefully one won't become dominant over the other. Also, I've given all but the bottom hive two marine enterances (though the second enterance for both hives must ultimately be welded open). Most of the rooms have at least 2 ways for the marines to get out. Commander r_speeds might get a slight bit high in that new bottom right area, though they aren't any problem with what I've got mapped so far. And I didn't feel like trying to confuse the layout even more by trying to show elevation changes, so use your imagination. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
And for size, well, you should be able to tell, High. The top right is the hive room, then to the middle is the pipe room, and in between those two rooms and to the right is the hallway leading to the elevator. The only new part is the room right below the pipe room, which is still architecturally iffy. You've seen the .bsp, so you should be able to at least somewhat recognize those areas. (Don't feel as though I'm leaving the rest of you out: check <a href="http://www.planethalflife.com/nsworld" target="_blank">NSWorld</a>.)
Some additional bits: the part I've mapped out in WC right now is about 20% planes and clipnodes, so I've got a lot of room to grow. Take that as you may.
<!--EDIT|Greedo386|May 19 2002,18:51-->
It appears fairly simple an easy to follow at first glance... but after actually following a route to a hive from the marine start, it looks to provide a decent trek. And that's a good thing.
Looks like you're over 20% complete here, so congrats on a lower-than-progress planes count. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-Edit- Hmm.. on second look, that top hive looks a bit close to the MS... closer than the rest at least. Wonder if that is something you'd want to consider.
<!--EDIT|ken20banks|May 19 2002,21:37-->
As always, lost loooks very great. I still think the new hallways don't come close to your old ones. Those old ones were amazing. However, I am sure they had high r_speeds and added to the planes count. So if they had to go, I will miss them.