Co_diortem

BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">A layout.</div> Here is a layout for a combat map I am working on. It's not much. Strictly halls right now, (I made some hall prefabs so I can quickley change it around and get a layout going) but I do plan to add rooms and landmarks as I go along. I am going to try to make it a nice close quarters map, and make it so that neither team wants to "spawn camp". This overview shows no vents, because I will add them as I playtest it. I plan to really develop this map through playtesting (as much as I can with what I have) and work balance out that way. Yes, the aliens "start" below the marines!

Comments

  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    Cartoonish :>
    It looks pretty good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    well... I just slapped that pic together in paint <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    You could make the area where the two halls pass over each other into a room. It could be the main conflict area. You could keep the walkways on separate levels but with ladders between them.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Hmm... I think that would work well. Thanks for the suggestion Kage! <!--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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