Ns_complex  layout

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
here it is...either a deserty type planet, some sort of marine stronghold, or an underwater place....Not sure yet...Which would you prefer?

<edit> My god it's huge! <edit>



<!--EDIT|InZaneFleaArmy|May 24 2002,18:55-->

Comments

  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Great layout!!!!!!!!!!!!!!!!!!!!!!!!!!!!


    I would love to play this -- however I think you have 1 too many ways to get into the hive at at the right.  I suggest getting rid of the 'middle' hallway into the right hive.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Well, the top right hive is really well connected with the marines spawn, multiple routes (maybe a little excesiive, but still good! ) But, it seems you forgot about the other hives, there is only 1 main path to each, yes there split into 2 sometimes, but it is just one path the whole way <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    never really noticed that...hmm....Good point...I can't really find any places to put in new hallways and areas that would make sense....This layout I dumped a year ago...just came back across it, and with my amazing skills now, Noticed "Hey....This rocks".  What if where the hall going to the top left hive splits first, If I make that room above it not connect back to the big one?  And have it go around into 1-2 more rooms, then end up at the same Hive....it'd give it more diversity... and on the bottom...I got no idea.  Thats supposed to be the easily attackable HIVE, whlst teh other two are a bit harder...I dunno...I'll put in an updated Layout in a few min.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Changed that Hive's routes, Put in possible Vents and RP's.
    Also...sry bout the poor quality...thats my Photoshop and scanner skills for ya.

    <edit> I'm also fairly sure I'm going to make an Underwater map, and instead of a Dropship, It'l be a "Drop Sub" </edit>



    <!--EDIT|InZaneFleaArmy|May 24 2002,19:45-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    A couple of possible vis issues, high r_speeds in the marked areas. The thick black lines are possible alternatives.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    forgot to add, there seems to be a LOT of hallways, its gonna be hard to fill them with cover and make them varied enough to be intresting. Might cause some clipnode and max_map_model issues.

    Any height changes?
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    The ones on the left are fixed with the new layout typish thngy...and the ones on the right are fine, because both exits of the Hive will either be a)doors or b) Higher than the rest (Aka- They'll be on some sort of grating, thats accessable only right next to them.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Yes...a lot of height changes actually...It's going to be underwater, a few ways may be blocked off randomly in the final ver (So...not that many hallways) and there will be anywhere from 3-6 different height levels.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    The problem about complex maps like this is that its easy to get confused... not necessarely lost, but still.. it can make your squad "spread out" and get pretty thin. And this results in making it too easy to get hit from behind.

    Choping down on hallways should help your layout, but you can make a few of them accessible after they have been blown out or some other objective has been done.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Some will be blocked and only open by welders n stuff....U get the idea.
  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    This will be a cool map, it seems like most aren't maze like; so this is to be quite a treat <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Hmmm, I can imagine you will be able to make dark and moody areas with windows out to blue water or whatever.

    I'm interested in hearing how the underwater theme will work.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I got about hundreds of ideas on moody areas....If this all works out, It'l be so scary.....
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