Do You Guys Think Something Liek This Would Be...

RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
<div class="IPBDescription">...possible? (map design)</div> I think I got a little carried away in MS Pait... I'm not sure if something like this would be really possible to do, or even fun to play <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Obviously, you wouldn't be able to take all the pathways, some would be blocked and inaccesable, and there would be some vents too. And it's obviously not 100% to scale... What do you guys think? Back to the drawing board?
map.JPG 49.2K

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I think that there was somebody working on a similar looking map.

    Btw, the resources are too far away from the hives.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Hives with just one entrance are jsut "fair" as long as there are 3 or less players on each team, wich , for a good reason, is rare.
    Hives should have a Res close to them, or the commander will feel too "caged".
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Yeah, I was thinking the same about the res, which is why I'd also add vents. If you look you can see that some of the hives are quite close to res if I conected 'em to the hives by vents. And There would obviously be a seprate res in each hive and the marine start, didn't think I needed to label those though.

    Also, who was working on a map like this?
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Alright, slightly modified...
    map.JPG 50.9K
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    The trick with vents is to remember that fades and, much more importantly, gorges, cannot use them; therefore vents should not be a substitude for full corridors in terms of sufficient connectivity in the map. Hera is a good example of this.. there is a vent access from the Vent hive to Processing and that room between Vent and Marine Start, however gorges cannot use that vent, therefore the only way for a gorge to get out of Vent is through that room whose name I can't remember, which can be problematic because it becomes very easy to hunt the gorge early in the game.

    Things to think about. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -tal
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    edited April 2003
    Well, as you guys can probably see, when I was first drawing it, all three hives had 2 entrances, but they were also all connected, and I thought that was probably a bad idea... anyway, I'll probably just throw this away and do a not so round map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I never design my maps before starting 'em anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • iFireiFire Join Date: 2002-07-31 Member: 1038Members
    The marines would get most of the res towers unless you block some of the basges with something ..
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--RPGreg2600+Apr 13 2003, 04:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 13 2003, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, as you guys can probably see, when I was first drawing it, all three hives had 2 entrances, but they were also all connected, and I thought that was probably a bad idea... anyway, I'll probably just throw this away and do a not so round map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I never design my maps before starting 'em anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My current map started as a radial design, and has evolved away from that concept--I think it's difficult to provide that sort of symmetry without damaging the gameplay because of the distances involved (especially when you have walking distances that are much higher than actual distances and siege cannons come into play).
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    First of all, I like the idea, I like the theoretical lay-out, so plz proceed with it! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Maybe you could make a "ring" for the aliens and a "ring/core" for the rines => The Deep Space Nine kinda thing

    so each would get res in base/hive and three outside base/hive, just as it is now, but you make 3 extra corridors to connect the two "rings" instead of connecting the two "rings" like they r know, through the res points etc...

    I'm sure you haven't got a clue of what I'm talking about <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->,
    so just keep up the good work, I really like the plan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Crm_GreyCrm_Grey Join Date: 2003-01-05 Member: 11890Members
    the marine spawn has 3 entrances which is sad and it would be easy for aliens to ambush so i have came up with a new design
  • Crm_GreyCrm_Grey Join Date: 2003-01-05 Member: 11890Members
    here, lol double post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    edited April 2003
    I know the scale isn't right yet, but I sure do pitty the gorge who has to walk down those Hive corridors.... maybe shortening em a bit ey <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    While we're at it, why don't make the marine base above the ambush chamber with a "drop" lift in the center of the room... like a section of the floor just comes down => "open" lift... ah wel... I don't know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    keep up the work! this could be a very cool map m8
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