Ns_deep

RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
edited March 2003 in Mapping Forum
<div class="IPBDescription">A bit frustrated...</div> Well, i wanted to do a NS map. And i did, overrun the problems, the limits.... But now i just don't think it looks as good as i expected...

Especially for connections... Any comments would be great.

PS: This is just the minimap, i COULD show you the map itself, but it isn't detailed and i didn't run rad or vis, therefore it looks ugly in that brightness.

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Could you mark the hives, CC and resource nodes for us please.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Sure, here it is... The resource nodes - I haven't decided yet where to put them.


    What i'm concerned is all the dead ends here.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    i want to play that early version.
    maybe get some ideas...
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    You should always, or at least almost always, run rad and vis. It takes quite a bit longer compiling, but if that means you aren't able to compile your map as frequently, or if you have to leave it running while you do something else, it's always worth it in the end. It's really hard to test a map if you have no true idea of how it looks.

    About the layout--I can't comment on nodes, since you didn't mark them, but the connections to your hives need some reworking. The top left hive and the top right hive are both connected by a single chokepoint, and the bottom left hive comes dangerously close to being in the same situation. ALL hives need to have at least two entrances, or a single wall of lame can cut off that hive from the marines. Also, the top right hive looks a bit too close to the marine spawn.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Thank you for the comments.

    Yes, i did think of the choke points myself. The fact is, i decided to make another entrance to the top-left hive.

    As for the bottom-right hive, if i make another corridor from the left and connect it to the upper room - mainframe room, the aliens will have a bit shorter route to walk to the other hive.

    The upper-right hive does have 2 choke points, they're just very close and i think i'll make another entrance.

    If someone would like to try this map with me, PM me. And i'll try to compile it with rad and vis.

    Check the new placement, how about it?
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    New connections are good, i'd also recommend that on the top left hive that perhaps you link the hive room to the room next to it that currently leads to the hive. Put another entrance there but make it a weldable, like Cargo Storage on tanith. That way there's still 2 entrances (discounting the vent because you only really worry about vents when jps come onto the scene, and 1.1 looks to be fixing jp issues)
Sign In or Register to comment.