Map layout ... ns_cruisecontrol
infi
Join Date: 2002-07-07 Member: 891Members
<div class="IPBDescription">Maybe i'm gonna do a map for ns...</div>this is a layout I made today while reading the mapping guidelines... I <b>never</b> made a map like this... I never made layouts but in NS it's kinda hard without layout
so tell me what you think, what is wrong, what I should change, what does not follow the guidelines, where I could get problems... and and and, thanx
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol.gif" border="0">
...btw it's supposed to be a marine spaceship
so tell me what you think, what is wrong, what I should change, what does not follow the guidelines, where I could get problems... and and and, thanx
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol.gif" border="0">
...btw it's supposed to be a marine spaceship
Comments
oh, and you will probably want to add another entrance to the command center room, because AFAIK (Correct me if I'm wrong), offing the commander is crucial for an alien victory.
oh, and you will probably want to add another entrance to the command center room, because AFAIK (Correct me if I'm wrong), offing the commander is crucial for an alien victory.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
that hole in the corridor... is <b>exactly</b> what I just thought about...
mhh I dunno about the command center... *read through guidelines again*
The hanger and engine room hives seem to be connected very directly. I think they need to be moved further apart, otherwise the aliens will get 2 hives mucho quick.
A couple of turrets in the south-east T-Junction could cover both marine base entrances, 2 resource nodes and an exit to two seperate hives.
I would like to suggest expanding the northern most resource room eastward so it joins up with the other hallway. This would mean the the marines have to pass though at least one room before reaching the hive and it doesn't become a long trek through endless corridors. Soemthing similar should be done for the southern most hive.
Nice presentation of your layout there. It has all the right elements, they just need tweaking a bit.
The command console area can be (and usually is) slightly secluded - often up a ladder, usually with a window overlooking the main marine base. As long as it's not large enough to build multiple structures in the room, it's ok if it's only got 1 entrance.
About the issues brought by our fellow forumites:
- Hmm, commander room? why you have to have a commander room? <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> Don't get it. You have to separate the commander room from the marine base??
- Although the "crack-in-the-floor" sounds good, why not just make it seethrough?
- I think twisting corridors are a must ^_^ .
- Having 2 Hive rooms almost directly connected can be bad. I don't know. Have NS mappers tried that? Any SIGNIFICANT unbalance? You know, if marines can secure the third hive room as easily ... :| ?
Erm, thats all? just my opinions <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
-I thought of the crack in the floor as a crack where you can get through...
-that's only the basic layout I'll try to fix everything you tell me...
and btw I started mapping the marine hangar, note that vent/fan in the upper right of the second pic, in the alien hangar this one (since the hanger is basically identical) will be broken and this is gonna be the alien only tunnel in the upper left of the layout <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> don't know if planning that far is good for me...
btw one more question... is it too big? because it is <b>big</b>, roughly 1200x1000 units
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0000.jpg" border="0">
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0001.jpg" border="0">
I don't think that this is the final lighting/atmosphere
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0002.jpg" border="0">
Try varying the lighting strength and colour a little. Also using spotlights to add onto a base colour (the nice blue in this case) works well and can help to highlight certain areas and guide players.
Finally, and this is a bit of a nitpick, but try some different light textures other than the HL ones. If you can’t find one the right colour/size/shape then edit some of the NS textures or post on the forum and someone will knock something together for you ...
one more question... is it bad to have many doors to open and close (toggle) through switches?
<a href="http://www.chaosworx.net/maps/ns_cruisecontrol-pre01.zip" target='_blank'>http://www.chaosworx.net/maps/ns_cruisecontrol-pre01.zip</a>
now it should work :/
A few niggles: The red forcefield looks out of place. I wouldn't see any problem removing it. Also, the whole scene tends to lack contrast. A few more light spots and a higher env_gamma value maybe?
Edit: About it being too big, it seems perfectly fine.
<!--EDIT|Fam|July 18 2002,21:13-->
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0003.jpg" border="0">
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0004.jpg" border="0">
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0005.jpg" border="0">
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0006.jpg" border="0">
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0007.jpg" border="0">
its lookin very promising.....
Keep up the good work <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol0008.jpg" border="0">
ohh and look what I need for an elevator with custom sounds...
1*trigger_relay 1*multisource 1*multi_manager 3*ambient_generic and of course 2*trigger_presence
<img src="http://www.chaosworx.net/maps/ns_cruisecontrol_elevator.jpg" border="0">
I think you could give this level a REALLY creepy feeling that this ship could burst apart at any moment, depressurizing everyone in it to the point of explosion. I think that would be an awsome, creepy theme. I would do it if I could map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> And since you have seemed to master ambient sound, you could make the ship creak and groan a whole lot.