Ns_horizon layout

CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
<div class="IPBDescription">Another layout that needs improvement...</div>Hm... thought of this yesterday and thought I might aswell post it. This is the layout the map I came up with and yeah its just your basic infested spaceship again... I'll come up with a backgroundstory once I definetly decide to map it.
The scetch by the way is handdrawn as you may notice and scanned; the parts that look as if the were amateurishly redone in Paint to fit the filesize... are exactly that.
I think I need alot more vents and some more weldables, maybe even some more alterate routes...

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    With all the ins and outs going thru Central Hub (of course, that's what makes it a Central Hub) you may have r_speed problems.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Reminds me of a ship from the game hyperspeed (old 486/33 game.. came on 5.25" floppies, and boy, were they floppy&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> er.. yea. nice layout, but a little tight, and may cause r_speed problems with the commander.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Looks pretty good!

    I think PB has a valid concern with the central hub. You may be able to make it work by giving the room fairly tall and have the entrance/exits at different heights. As in, the entrance from the top would be one level, the sides would be elevated 96 units or so with a ramp or a ladder making the transition, then the hallways on the bottom edge could all lead to a lower level via lifts or ramps.

    I'd give it a try. It may take some work, but I think it may be possible. Oh, put something in the middile of the room - a big column, a computer core, or something to that effect. It'll break some of the VISing across the room and prevent players from getting many good angles into the elevated and depressed areas adjacent that room.

    And wherever possible, have hallways turn 90-degrees as soon as they leave the central hub.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    the map looks cool, 1 sugestion.....
    try to add another choke point coz the central hub will be ###### messy and laggy, also the r_speeds will be really high, so watch out.....
    i hope that ur layout becomes a cool map....



    <!--EDIT|Moleculor|June 26 2002,08:36-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice and small.  Compact and easy to understand.  Good connectivity.  Simple!  I love it.

    I wouldn't worry about commander r_speeds until they prove themselves to be a problem.  Go for it!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    Battousai^^x: dont try to cheat the system by spelling swear words wrong, the filter is there for a reason

    yeah, i like your layout, nice and small and i cant see any glaring issues with gameplay.
  • CallMessiahCallMessiah Join Date: 2002-06-24 Member: 813Members
    Thanks for all the feedback...
    I especially like the idea with the different levels, I was already thinking about doing something like that, but I guess I have to see how that turns out in commander mode, since there will be more things visible at once the lower I go or the higher levels will be very close.
    Guess I can come up with something for the middle of the hub room, good idea!
    Maybe I should add another vent somewhere connecting the two side hives...
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