1.1 Hera Layout

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">For those who like to stay informed.</div> Here's the updated layout for Hera.

You'll noticed the two main changes are that processing has been shortened to make it less appealing as a place to set up camp, and there's a new area in Processing on the '3rd' floor (accessible via the walkway) with an extra resource node in it.

Various vents have been removed/redirected too, with only one vent leading into the holoroom, and the vent into maintenance now comes out at the top of one of the water condensors.

Also, the eastern reception security door cannot be shut anymore, which is why there aren't any welds there. The western door can still be opened for a quick attack on the archive hive room.

Note: The map has NOT yet been playtested, so I don't know how it's going to play yet. Chances are one or two things may have to be changed before the final release.

Comments

  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Aww, wished you'd broke Hera, again.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I love that 3-floor hall.
    Nice that its now worhth one resource.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited April 2003
    <!--QuoteBegin--Merkaba+Apr 13 2003, 11:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 13 2003, 11:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's the updated layout for Hera.

    You'll noticed the two main changes are that processing has been shortened to make it less appealing as a place to set up camp, and there's a new area in Processing on the '3rd' floor (accessible via the walkway) with an extra resource node in it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Does that mean that now you cannot put up a siege cannon in the shortened processing hallway leading to Data Core hive, and have it simultaneously be within reach of the Ventilation hive?

    Hera is one of the best maps in the pack, if it wasn't for that dang dual siege spot. Luckily we have learned and managed to keep the marines away from there the last many games I've played. When their 4th attempt to relocate to processing corner fails in a row, they also tend to try and play a different game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [edit] Oooh I see now, you moved the Datacore Hive up to the other side of the room, and nudged Vent hive a bit outwards as well. I guess that is all it takes?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I don't think its even possible to siege either of them at all anymore from that bit. It *might* be possible to siege the fan hive, but I'm not sure (can't test cos I don't have the updated server files which affect siege range). The Data Core room has been mirrored completely, which makes sense because now there isn't a door leading into a solid wall <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> You can siege the data core hive from about halfway down the corridor, and of course from within the main area of processing itself, but thats it.
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    Looks good. Love that 2-hive siege from processing is no longer possible (hopefully). Hera really gets real good once the marines give up on processing, here's hoping we get that from the get-go now. Is that a new vent leading from walkway into the marine start?

    One thing, why the weldable grate in the top-left? I've never really seen the use of that. IMO, getting that out would help a gorge out alot in getting where he needs to go. At the moment, marines in holoroom makes gorging in archiving a real pain (I refuse to gorge from that start hive). The only way to anywhere from archiving as a gorge is though holoroom, if the marines have that...

    Anyway, said it before, but ns_hera is my favourite map in the set, just nudging out ns_caged for that spot. The changes to proc alone would bump it up heaps, here's hoping the other changes go well too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited April 2003
    Hera has always been my favorite map. (with or without processing siege... I still liked it) I feel at home on the colorful map. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I love the new resource node location from what I can see so far. Makes that wonderful area more useful.

    Oh, and is that a crate blocking the eastern reception door? heh. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Love the changes, and from my rough calculations, I seriously doubt you can siege Vent 3-c from processing anymore.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Another quick concern, has building outside been fixed?

    It looked like it still might be just possible to seige Vent from processing (if this is fixed in playtesting could we recieve info? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). Interesting also that there's now basically 2 double res points rooms; maybe as a counter to one another.

    Fewer welds doesn't bother me too much, hera is still a great map regardless.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    edited April 2003
    Looks really awesome but there is one thing that saddens me...6 or even more weld-spots are missing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited April 2003
    Why were the other two weldables into holoroom removed? I'm not whining, but I don't see why that is necessary with the reception->holoroom door stuck open(which is good)...
    EDIT: Oh, and lookie at the landing pad, no more building outside THAT easily.
    But the glass corridor then?
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    question: will it be possible for a gorge to get out of ventilation hive without having to go through the t junction behind the maintenace door that leads to cargo and processing? i.e. will the vent system from the vent hive be usable by gorges? Hard to tell from the overhead...
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    I always loved Hera before 1.04 and widespread Processing abuse. Looks like my old favorite will be back for 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    One question, though: what is that bizarre red tunnel that goes over the glass walkway?
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Hmm, it looks like you shifted one of the holo RTs forward a bit to fix the bug with dropping on them. Very nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Hera is a good map, and getting rid of those extra weldables ought to bring down the pings.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The north-west weldable grate is meant to provide a back route into the northern Data Core hive. Since I can't play NS, I don't know how often this is used but I felt I may as well leave it in place.

    The weldables in the holoroom have gone because, well, the vents have gone. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (Holoroom -> adjacent Data Core and -> Warehouse) I might put one vent back in if it turns out the holoroom is too difficult for the aliens to attack.

    At the moment, the only way from the Vent hive to the rest of the map is still through maintenance, unfortunately :-/ Put it down to bad map design...I mapped myself into a corner. I have some ideas on how to overcome this (especially now processing is more divided), but I forgot about doing anything about this. If there's time (if *I* have time) I'll try and put another route out in.

    I've adjusted the clipbrushes outside so that you can't get out of the glass tube anymore. As fo building outside...well, you can, but the buildings just fall through the floor.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Yeah, are the holoroom RTs fixed? Also, what's that round red thing at the bottom of the map? I've played this map quite a bit and have it memorized pretty well, but I sure don't recognize that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Is that in a vent where you'd be less likely to go as a marine?
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    It looks as if there will only be one vent to Holo now; the on to the marine base. This seems a bit difficult for aliens, you could maybe consider putting the one from outside Archiving hive(Data Core Delta?) back in.

    Also, in the Ventilation Hive, it's not possible for non-flying/wallwalking classes to get to the resource node without going through the sewer system. A simple ladder up to the grate would be very nice.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The big red thing is the landing pad my dear fellow. I left it in the HLTV view as a landmark.

    I deliberately put all the hive resource nodes in the map a little away from the hives themselves. I can't remember why, I just did ^_^ The reason the 2nd level doesn't have a ladder up to it is because I feel it's a handy spot for the marines to rain fire down from, and I didn't want to make it simple to get up there (i.e. you fall off, bad luck).
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    edited April 2003
    Oooooohhhhhh The landing thingy! Of course! By the way, did you fix he bug that allows marines to build infantry portals and stuff outside the map?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    Read around on page 1. The short answer is - sort of.
  • RionRion Join Date: 2002-11-08 Member: 7752Members
    edited April 2003
    Nevermind, just read what you said about the hive resource nodes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    Hey look, its my favorite map! Haven't seen any questions/comments yet about the ready room. Any new tricks up your sleeve this time for the best ready room in the game?
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->At the moment, the only way from the Vent hive to the rest of the map is still through maintenance, unfortunately :-/ Put it down to bad map design...I mapped myself into a corner. I have some ideas on how to overcome this (especially now processing is more divided), but I forgot about doing anything about this. If there's time (if *I* have time) I'll try and put another route out in.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You could fix it by extending the ledge from the ventiliation res point out so it allows entry into the vent in the hive's wall. This would let gorges/fades get out of ventilation, but not back in, without mov chambers of course.
    Just a suggestion and I'm sure you have plenty of ideas anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    edited April 2003
    <!--QuoteBegin--Merkaba+Apr 13 2003, 12:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Apr 13 2003, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The north-west weldable grate is meant to provide a back route into the northern Data Core hive. Since I can't play NS, I don't know how often this is used but I felt I may as well leave it in place. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's never used. Meh, I exaggerate, I've seen it used once. The problem though was processing. Since every marine wanted it, they either had it or went holoroom. With holoroom you have southern access, with processing you just don't bother. Also, welding that vent open in a big coup for the kharaa as it allows a gorge easier access to data.

    I suppose my concern wouldn't be such a big thing though. The reason it's so hard is because you need processing, so if the marines put up any fight for holoroom they can usually get it. I suppose holoroom will become the new "do or die" room for aliens in archiving, but that's ok 'cause they're rewarded with 2 res points. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I think "protect holoroom while I cap the res" might become a bind for me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Still, I would prefer the weldable grate gone, but it isn't my map and you've done a good job with hera overall. I guess I'll just have to have faith. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    EDIT: Put youself in a gorge's shoes. To get to Data from Archiving you have to go over that green speedhump, then down to the windy corridor just outside holoroom, then through the open part of processing, thorugh the double-siege part of processing into Data. To get to Vent, you have to do the same up to the open processing, but then you have to go through the door, then into maint, up that ladder (if you want that res) and into vent. That's a long way to go with no alternate routes. It also leads you past 2 very contested areas.

    I hesitate to add something like this, but when we get Archiving you hear "lame hive" "gg archiving" and "F*** we dead", 'cause it's so very hard to play from that hive. The hive itself is really cool (best hive ever for atmosphere and aesthetics, that weldable green stuff is a nice idea too), but the postition (away from processing, which is changing from being so important anyway) and the restricted gorge movement, makes it very hard to play.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    yeah the grate leading from data core to archiving's hallway = useless.

    Door from archiving to hera reception = never used.

    Personnally, I'd want a faster route to hera, cuz it's still long way, and it's WAY too easy for the aliens to put a couple of OC on top of hera reception's elevator, and maintenance hallway and completely block the marines in their spawn.
    Seen it done a lot lately.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    Which is why getting cargo welded open ASAP is important. It provides quick access to data core and holoroom and allows you to effectively cut the map in 2.

    I still think the archiving area needs working on. The aesthetics are admittedly very cool, the problem resides in the fact that it's much too far away from the other hives, and there are no handy RTs nearby. Holoroom and reception are very dangerous for a gorge.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    The big question on my mind is the entity count.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited April 2003
    I think Merkaba said in another thread it went from 900 something to 400-500something?
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    <!--QuoteBegin--Kazyras+Apr 14 2003, 02:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kazyras @ Apr 14 2003, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which is why getting cargo welded open ASAP is important. It provides quick access to data core and holoroom and allows you to effectively cut the map in 2.

    I still think the archiving area needs working on. The aesthetics are admittedly very cool, the problem resides in the fact that it's much too far away from the other hives, and there are no handy RTs nearby. Holoroom and reception are very dangerous for a gorge. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Very true about the res points, you get the one in data core alpha (I think that's the name, the one outside archiving anyway) which is automatically capped. Then the next closest is holoroom. There is no other choice for res unless you want to essentially relocate your gorging operations. And holoroom can be a death-trap. The changes to processing will make it even more so. The only other choices you have are to evolve to gorge in reception, which if holoroom is bad for gorge survival, reception is worse. Or you have to go all the way to processing and then either cap that res, or move onto maintenance, cargo or vent. Basically, to get any more res, you have to go through holoroom which can see heavy marine activity which lowers your chances of survival by a large margin. Or you can skulk across the map to another destination, which leaves you without ready backup.

    I think taking out the weldable grate, or making it brakable would be a nice help for gorges who start in archiving. You still essentially have to grab the processing rps, but at least you don't have to go through holoroom if you don't want to.

    If I was to gorge in archiving I'd skulk my way to vent, gorge (and hide in the water tunnels, marines don't usually check there), cap that rp, then DC up and go get maintenance. Maintenance can usually be free as marines often either relocate to processing, phase up processing, or you lock them out so they end up going the recep-holo route. Hmmm... I would write up my gorging strategies on hera if it wasn't for the fact it will be changing so soon. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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