Ns_cassandra

ComproxComprox *chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
<div class="IPBDescription">Layout and backstory</div>/me ventures into the realm he usually never touches, mapping <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

First, the backstory:

NS_Cassandra

PROFILE LOG:
… originally in the hands of Murphy Darwin, built about 7 years ago, and named after his daughter, Cassandra. It was an old cargo ship, running mostly spices and herbs between the Barden and Kollsa systems. Carrying around 200 tons of cargo, it boasted a set of impressive dual X14S00 sub-light engines to push it along. This ship could hold a crew of around 15, and held many amenities such as a large kitchen area, and a highly developed navigation system. The TSA does not believe that anyone could amass enough money to build all these perks in just from running herbs around the block, but, all suspicions have been cast aside during this time of war. When the war broke out, in 2XXX, the TSA seized the ship and converted it into a supply ship for their drop missions on alien infested planets and …

You, James Pyle, stop reading the ships tactical information scrolling by you on the datapad. “Sir? This thing is supposed to help us in attacking those alien ########, and it has been labeled as level 4 infestation? You have to be kidding, right sarge?” Your sarge, Sargent Mike, as he was called, was one of the few soft-##### in the TSA core. His skills were enough to prove his worth, but he lacked the god-like attitude, preventing him from reaching anything higher in the ranks. Usually this line of questioning would result in “On the floor soldier and give me 20 now!”

“Well, isn’t that just ####### ironic? Well, nothing I can do about it, except we can eradicate that disgusting infestation or take a nice vacation, eh?” the sarge turned back to the whole room, considering the topic closed. Continuing with the briefing, “If you have finished reading the profile log of The Cassandra, you would of noticed that she was a supply ship, as Mr. James so kindly pointed out. Also, you would of seen the information pertaining to redundancy of supplies. It seems some buildings that we will be using, already have a backup in storage on board, and can be accessed via a weld inside the engine room. Unfortunately, our scans report that engine room is almost a death trap, with one small exit for us. Also discovered was the fact that nearly all of the supplies on the ship have been infested or destroyed, meaning we still have to build, not “borrow” what we need.” That comment brought a chuckle from the men in the room.

“Can we back up a bit here, who, what, where, when, why?” a young soldier, Justin fired out some questions.

“The Cassandra was supplying a battle being waged on the planet Hera. It had landed to drop off some stockpiles and the TSA heads assume an alien crept aboard during the time it was down. About a day later, we lost contact with the ship while she was in orbit over Hera after we heard gunshots and a lot of profanity being yelled. That was yesterday, and we still have not heard a word from them. She is still orbiting but has not headed off to the resupply depot in the Aldairs system as per ordered. We sent out a scanning team, and found the worst.” The sarge grimly replied.

“####…Sir? What is still usable that is left on the ship?” Justin quizzed the sarge again.

“Well, we do know there is at least one command console, and likely another in storage that we can access. We do know one of our resource nozzles was left there also, in position and in good shape. Anything else…”, the sarge shrugged his shoulders. “You know what to do once we get there, so get a good sleep. Meet at docking bay 4 in the east wing at 0500 hours to move out. Dismissed!”

------------------------------------------------

Just some pointers
- The 3 welds with the line connecting them means the 2 in the Marine spawn are controlled by the weld off to the right.
- The one way marine paths means a normal marine can walk/crouch in that direction without any aid (jetpacks or stacking), but he needs one of the those to get back the other way
- I will be fiddling with doors, there seems to be a lot in the bottom part of the map, and none in the top
- This was made in MS Paint on my lunch break at work <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
- Comment away on it!



<!--EDIT|Comprox|Aug. 07 2002,17:01-->

Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    damn comp, you got some mad MSPaint skills.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Yes he has <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It looks like you've dealt with the R-speeds very carefully, good work. The only place I'm not sure about is the diagonal passages heading into the top left hive.
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    well comprox
    the CC/spawn is kinda wrong there should be NO vents there.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I know in the guidelines, it says no. But mine has some nifty modifications done to them, don't worry. The powers that be think they are ok <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Hmm, another map with the name of a girl. Really nice stuff though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    the upper right hive seems a bit close to the CC in comparisson with those other 2, especially since the other 2 have doors slowing the marines down. I like your backstory, Darwin and Pyle s:D
  • f3rretf3rret Join Date: 2002-05-29 Member: 686Members
    That really doesn't look like a ship layout to me, at all. I'm not trying to be a stickler for reality, but on a ship, there would be no wasted space at all. Like, no spaces between rooms. Also, to me, a ship would have a "longer" feel to it.

    Any suggestions I have would mean completely redoing the layout based on your story. If you like your layout, keep it. If you want to hear what I think a ship-based NS map would look like, just say so and I'll draw it.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Well..i aint good at back storys, so ill know who to come 2 2 get a back story from that once u read it...u will want to play the map....

    It kinda sounds like one of those storys that u can read on avp world on their site.

    The layout looks nice...but it doesnt have that spaceship feel to it....looks like a facility on a planet..
    make it more..symetrical more Human <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->...

    hehe from now on..no more paper to draw out the layout....
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Heh, thanks for the help guys.
    For starters, it has to be somewhat spaced out, or else the commander would get horendous r_speeds, nothing I can do about that. I will put in a few closed doors, to make it "feel" more filled it, when it really isn't.

    As for the make it longer thing, I designed it on papr first and did that layout in 30 minutes at work. On paper, it is longer in the left/right direction, I cramped it a bit too much in the digital form <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • f3rretf3rret Join Date: 2002-05-29 Member: 686Members
    Hm... okay, I have a few ideas.

    One hive in the bridge (front of ship), one in engineering (rear of ship), and one in a cargo hold (bottom of ship). The marines enter through a hatch on the top of the ship. All the space should be filled with crew quarters, etc, but make the rooms locked/welded shut. You could make them completely black to the commander, but the marines should feel cramped as they walk through it.
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