Hera V.2.0 (sorta) Teaser.
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Marine Start.</div> Behold the new marine welcoming lobby. Walkway for improved room coverage, more defendable warehouse door, and the opening of the hanger doors! The resource node has been moved to the landing pad now, and no, you can't close the doors. Oh, and ignore the fact that the top half isn't open...its fully open now.
<img src='http://www.gre.ac.uk/~cj226/herams.jpg' border='0' alt='user posted image'>
<img src='http://www.gre.ac.uk/~cj226/herams.jpg' border='0' alt='user posted image'>
Comments
I had never thought that you would redesign the whole marine start.
I really like the architecture and lighting.
And ... can this be possible ?? You finally can walk outwards to the helipad again ??
One thing that looks a bit weird is the pitch black ceiling. I think you should add some small minor lights , just to see a bit. I know it should be skulk friendly....but it just looks too dark.
But anyways. I havn't seen it in-game yet, so lets wait 26 more days and we'll see (maybe)
Beats abusing the phase gates to get outside, that's for damn sure.
I do like the idea of being able to get out to the landing platform.
Glad to see the landing platform is back to being accessable, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
There will probably be clip brushes preventing most of this. You'll likely be able to fly around the landing pad and tube-walkway areas, and that'll probably be it.
(yaaah for 2 ladders <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
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how is this dealt with visually/ conceptually? The mapping guidelines weigh in pretty strongly on this.
thats a good idea..
thats a good idea.. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Err... a dropship, where skulks can hide...gorges can build wol's...
If some people even want a brightened ceiling, don't give the aliens even more places to hide behind <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
But about the map:
ooooooooo00000000000000hhhhhhhhhh wet trousers ^_^
A dropship was considered, but since I don't have a model for one (and I only wanted Cory to do it), it's not gonna happen.
There's now a vent into the walkway from holoroom area.
I remember reading and seeing something about it. There is plenty of room so it isn't a double hive siege spot, but the focus on taking that central area is just as important.
Uh, one thing That gets me is the placement of the huge crates. To be blunt about it they just stick out and look crappy. Perhaps you could conjour a less counterstikesque method of providing cover.