Look @ This Layout
Kalopsia
Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
<img src='http://www.members.optusnet.com.au/counter-strike/natural%20selection%20screens/layout.jpg' border='0' alt='user posted image'>
Ok i needs your opinion on this layout. Whats it missing, what it needs to get rid off, etc. thanks in advance
oh and im thinking about putting in another vent at MS.
Ok i needs your opinion on this layout. Whats it missing, what it needs to get rid off, etc. thanks in advance
oh and im thinking about putting in another vent at MS.
Comments
2) Vent from hive to MS = skulk rush heaven.
3) Doesn't look like there are a lot of crucial nodes/chokepoints.
Also, what does your layout DO!? Make a workable station, then break hallways and such until it becomes a workable gameplay map. For instance, common sense says long hallways, but vis and gameplay don't like that. So, what do we do? Add some collapsed girders and stuff, and maybe some open side rooms that you detour through. Things like that. Build a location first, and then make it a map.
<img src='http://www.members.optusnet.com.au/counter-strike/natural%20selection%20screens/layout2.jpg' border='0' alt='user posted image'>
~ DarkATi
Otherwise it looks good, but maybe a few more little rooms.
More res nodes also!
remenber 30 secondes betwen anyhive at ms.
change the hive near ms to more up and change the 2 rts to old hive place.
<img src='http://www.members.optusnet.com.au/counter-strike/natural%20selection%20screens/layout%20copy.jpg' border='0' alt='user posted image'>
btw i like the blue room.
>got rid of double res
>moved marine start to previous double res
>rearranged hallways
<img src='http://www.members.optusnet.com.au/counter-strike/natural%20selection%20screens/layout3.jpg' border='0' alt='user posted image'>
amckern