Ns_shattered Layout
wrongwaygoback
Join Date: 2003-03-02 Member: 14237Members
<div class="IPBDescription">here's what i'm thinking...</div> Hey all,
Here's the relatively firm layout for NS shattered, which takes place on a Russian spaceship...
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/ns_shattered_layout.gif' border='0' alt='user posted image'>
I generally build each room seperately and piece them together at the end, so everything can be juggled...
Feedback appreciated.
Here's the relatively firm layout for NS shattered, which takes place on a Russian spaceship...
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/ns_shattered_layout.gif' border='0' alt='user posted image'>
I generally build each room seperately and piece them together at the end, so everything can be juggled...
Feedback appreciated.
Comments
**edit** sry i just realized after i posted the h1 h2 h3 on some of the rooms <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
btw, what are those blobs supposed to be anyway?
Belg
1. The Bridge Hive has no expansion resource point. The only options are Life Support Systems (right next to marine spawn) or the Galley hive. Throw a res point down in say, Computer Core and it might work better.
2. The marine spawn is an area of conern for me. For starters there's 2 res points there, making the marine spawn almost by default a double res point. Secondly, one single turret factory can cover both those res points, plus the spawning room, plus block off the southern area of the map to gorges, fades and oni (not that oni care whats in their way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
3. Seeing as the marines can usually hold their spawn with just numbers, their other option could be to go to the small room between Compter Core and Research & Development and plonk a tf down there. This gives them another res point, a seige location for Galley hive, and combined with their base it splits the map in half. In such a situation Bridge could be easily taken, along with it's res point brought under marine control. With galley unobtainable thanks to the nearby base which is close to the marines spawn, marines could grab the galley res quickly as well. From then on it's an easy expansion to chapel or maintenance before the eventual taking of hyperdrive. Thats if the aliens start there. It;s worse if they start in galley or Bridge. Starting on Bridge means almost no chance to expand and the probable scenario of the marines splitting the map, stoppin expansion to the 3 res nodes on the east side of the map. Start in galley and you have a chance, but with the marines controlling 2 res points from the start they will likely have the numbers, and res, to take the room near R&D or even R&D itself, and set up seige.
Well, those are my concerns which I thought I'd bring up. I think they can be addressed, or may have already been addressed. Good luck with the map and I'll certainly play it when it comes out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
As a concern for the NS story, I don't think that any faster than light drives exist, if they do the ship is probably almost entirely the drive alone. Instead, they use jump gates.
Just a side note, you can ignore this completely if you wish.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Yeah, I'm gonna adjust the entry corridors somewhat. Also, the corridors are on two different levels, which should help somewhat.
<!--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--> looks good, though H1 and H2 are much closer to the marine spawn than H3; you might want to do something about that<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They kinda look closer, but they are very different vertically. It takes a marine over 20 seconds to run from cargo to R&D, if that's any indicator.
<!--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-->btw, what are those blobs supposed to be anyway?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Machinery <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--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-->(1. 2. 3.) Well, those are my concerns which I thought I'd bring up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Okay, let me re-jig things a little and see what happens. They were all good points.
<!--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-->As a concern for the NS story, I don't think that any faster than light drives exist,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Fusion Drive? Nano Drive? Hmmmm....
<!--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--> A direct vent from h1 to h2 might be problematic, it would be good to make the pathways from hive to hive not so easy. And as others have said, h3 is pretty far away and would taken by marines and defended within one minute. Lastly, spread out the map a little, longer hallways etc. it will allow for more variables and longer game play. These are merely suggestions, hope you find them helful.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thanks for that. The hallways will be longer and more twisty - line of sight issues, and skulk gameplay heaven.
I'll post a new map soon.