What do you think of this map layout?
ZeroPointNRG
Join Date: 2002-05-18 Member: 628Members
<div class="IPBDescription">Positive and negative criticism pls :)</div>I think it is very hard to make a map layout for NS that meets all the criteria, I made a try, tell me what you think of it. There isn't any height on the map yet as I am still undecided, I want to make some stairs and maybe an elevator.
It probably has some flaws and I'll be more than happy to hear some helping criticism. I don't know a name for the map yet.
It probably has some flaws and I'll be more than happy to hear some helping criticism. I don't know a name for the map yet.
Comments
It looks like your map could do with some more resource points, especially as the far left hive lacks one. Also the hives could do with some vents linking them to one another. Also, what's theblast furnace about? Will it just be a texturing scheme or will it actually have some kind of function?
Oh, and he's right about the outside thing, maybe you should put some glass all around like a giant greenhouse, a nice bright area whose exits all lead to dark places would be a fairly 'grand' sight.
You really should give each hive a reasourve node. Take the two in the big room for that. For the big room place them like steve suggested. so there's lot of <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo--> vs. <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo-->
Also connect the hives with each other. the two on the top are easy to connect *points to steve's version of layout*, but the third down on the bottom is quite isolated. Consider about placing the south hive closer to the other two. Oh, and think about r_speeds!
Besides from that it really looks awesome.
The lower hive has lots of vents near the command station. If done right, they can own that side. Now, if the upper two hives were connected with this lower one, that side would be getting hit very hard, and I dont know if the marine could hold them off. It would sorta be like a rush to that hive, then everyone rush out of the vents and overun the marines. If they arn't connected, however, then the marines can put up turrents, or assign someone to garud the room that the aliens would come out of to get into thier vent that takes them into the third hive. I think if you connected all three hives you would have to lose some vents that are to the right of the lower hive.
Or..
You could make all three hives connected then make most of the exits out weldable, that way if the marines do get overrun they cannot blame it on the map layout, it was thier fault they didnt weld them.
<span style='color:black'>Does anyone notice these?</span>
I updated it a bit, the upper and left hives are connected, the resource nodes are now in the hive areas, the large main room is now split up in 2 parts and there are no outside areas anymore.
My main crit is that the whole lower-right part of the map will probably be unused. It's far away from the hives, and it doesn't have anything to gain except one measly resource node. Even that resource node will rarely be built on, because it's not worth defending it (because there will be so little alien traffic there). Given a choice, the marines will always investigate and build toward one of the other two hives first.
So if you make it a bit more symmetrical (making sure the the time it takes a marine to get to each hive is nearly the same for each hive route), then you'll be in business.
And I have to pull my hat from Flayra, as I wouldn't have noticed that problem with the lower-right part. <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->