What do you think of this map layout?

ZeroPointNRGZeroPointNRG 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.

Comments

  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    outside? read the mapping guidelines again <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Ok, I'm no expert on map layouts but i'll give you my opinion...

    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.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Outdoors is a very, very bad idea.  Also, I think you should add a resource node in every Hive spawn, and you already did add one in the marine spawn.  The two nodes together I did not like at all.  The general layout of your map is execellent, however you might want to consider a weldable door, or something like that.  One more thing -- that big room in the center looks like it is going to be one massive area.  How do you plan to keep r_speeds low in this area?  If the r_speeds get too high you may have to cut the room in half, and add a hallway to divide them.  Other then those points -- it is a very nice layout.  Here is my version of it:
  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Yup, I agree with mart and steve.
    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.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    Thx, this is some criticism I can use!
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I thought about connecting the upper two to the lower one but I didnt.. heres why..

    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>
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    What are the best places for weldable doors?
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    (I hope I now send the right one)

    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.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    The main problem I can see is that your paths to the hives converge into a single choke point right before entering the hive area proper.  This seems like it would (A) allow the aliens to easily defend a single chokepoint, or (B) allow marines to set up a firebase there and pin down anything bigger than a lvl1 (who could just run to one of those vents).
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think the botom hive is a bit isolated from the other two as it stands now.  It may be difficult for aliens spawning there to get to either of the other two in case those hives are attacked.  Other than that, I think it's pretty good, it doesn't look like you should have too many r_speed problems with the layout.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    I put those hives there on purpose, so that you can't fire at the hive until you are in the same room. Or else you can spam/spawnkill at great distances.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looking good.  I did like how you had two resource nodes together though, that's something we're trying in playtesting and I think it works well.  I like how you have a very minimal layout.  You don't have a lot of extra rooms or passageways, and the overall layout feels tight and clear.

    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.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Maybe, Zero, but I'm pretty sure the requirements ask for two routes into each hive.
  • ZeroPointNRGZeroPointNRG Join Date: 2002-05-18 Member: 628Members
    That's what I like about the NS forums, people actually give arguments about what they say. Not just "it sux0rz". And that the developers themselves are also taking part in the forums.
  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Maplayout looks pretty good now.

    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-->
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