Lost layout

GreedoGreedo 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-->

Comments

  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    looks exelent keep up the good worx
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think that looks pretty good.  If I had to suggest one thing, I'd say that there were too many resource nodes and that the position of the resource nodes seems to favor the aliens.  There are at least two places where there are resource nodes in basically consecutive rooms, and I feel like they're all on the alien side.  You have about 10 nodes, though, so I presume it wouldn't hurt to get rid of a few of them.  Anyway, I look forward to playing this <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Looks great greedo!
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    I like maps with lots of resources!  Resource nodes are a good thing!  Looks great greedo, a good start for what appears to be a medium-sized map.  How big in actuality is it?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Ok, about the resource nodes:  I'm definitely going to be keeping one in each of the hive rooms and the marine spawn.  Also, the other 2 I've already put into the map will stay.  As for the other 4, well, I'll probably consolidate the bottom 2 into that empty room in the middle.  Also, I wonder if I should stick one of those other 2 in the more securable room right below the marine spawn.  The only reason I had so many was because Hera and Bast also have a lot, though I wouldn't be opposed to the removal of one or two here in my map.

    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-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm not the guy to get layout advice from, but it looks good to me!

    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-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't think complete length symmetry is something that needs to be really important.  I'd say it's fairly close enough now that there won't be too many problems associated with it, but I also feel that there's enough variation that it could mean a rough start some games and a calm start in others.  Variety is the spice of life. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  I like that reasoning.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    rofl - Greedo ! = pokeable

    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.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The big problem with that old hallway snippet was r_speeds.  Now that I've seen that I'm under the limit with what I've done so far, I realize that it's not the planes I need to be worried about too much (though if it comes down to that, I've got some really wierd ideas for lowering the plane count).  It may yet find its way back into the map.  It's just that, since it was the first thing I did, I didn't really know what to do with it.  It just doesn't feel right in the industrial sector of my map.
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