Ns_reverse

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">New layut...still a few problems</div>Well, after cursing at PS and dreaming about getting a wacom tablet, I finally broke down and converted my nicely hand drawn layout to digital. Man, it looks 10x worse than it does on papar, oh well.

Now for the usual notes:
- This map will be upside down when finished (supposed to be a crashed ship&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
- Im looking at the engine room and wondering, I might just cut it down in size and use it as a detail type room, it seems too big and is only en route to 2 alien hives.
- I dont like how the engine room is connected to the rest of the level, have to access it from cargo holds or the holo-deck. Room is just being a burden, but is vital in linking, ######
- I just slipped alien paths in quickly, maybe make one to engine room (there it is <b>again</b>! )
- A door with an <b>X</b> means it wont open, due to being broken, busted in or such
- I will be adding in "fake" stairs and such to make it look bigger, just Ill put them where r_speeds allow it best
- That squiggle near the bridge is fallen walls and such, blocking the path for everyone
- The left rock thing has a tnnel through it, acesable to marines and aliens right from the start (thats what the dotted lines are for)
- The hand drawn line along the top is a pathway hanging over the edge of a cliff, thus parts have broken off an fallen down. Only semi-outdoor area in the map
- There will be some areas on slant, like they got bent sideays from the crash. Havent exactly decided on what areas yet, comments here?
- Finally, all the weldabes will be CLOSED at the start and can be opened to allow for quicker/more routes

Be critical, but not mean please! I like to hear what you think, no matter how stupid it is. If you think I should remove half the level, I just might listen <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
P.S - sorry about the width!



<!--EDIT|Comprox|Feb. 10 2002,04:07-->

Comments

  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hmm layout is much better now comprox, it's just that that engineroom isn't quiet clear to me. Can they acces that corridor that leads to the holodeck? if they can they won't have to go through the engine romm, they can just stay at the beginning of it, otherwise i should place the engineroom more to the left, closer to the holodeck and place those ladders at the end of the engineroom(so at the complete right of you layout).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    [edit] ignore this post dumb question [/edit]
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    This one is quite a bit nicer. I like what you've done with the destroyed areas and such to keep it from becoming too easy for the marines to advance. I can't find much wrong with it at all. The hives seem fairly equidistant, with multiple access routes, etc.

    I don't really hae any suggestions about the engine room though... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Maybe making it a detail room like you mentioned, would be a nice way to deal with it.

    Oh, and where is the command room? If it's in the marine spawn it may be a bit hard to defend... mabye.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    The distance to the stasis cell hive is quite short, you just have to run down to the infirmary, across, under the crouched area and you there. (although this could be balenced out due to the fact you ahve to crouch under that area, <i>or</i> maybe you can put that crouched area under water, or partially underwater giving aliens the advantage under there)

    And i dunno if level fives can climb ladders, if they can then great, but if not maybe if you add some wide walkways to the backs of the stasis cell hive and the storage room hive and then link them too the engine room you can give  access for level fives and make use of the engine room, but you might need a method of stopping the marines utilising this roue (or maybe just leave it and a level 2 can built traps there)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--UnCritical+Feb. 10 2002,13:19--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (UnCritical @ Feb. 10 2002,13:19)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->And i dunno if level fives can climb ladders<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    lol, now there's a thought. I don't even <i>wan't</i> to know  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • 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
    Interfect0r, I was going to put the engine room completly over with the ladders at the back, but the I ffigured there would be too much over lapping <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

    The command station will be right in the marine spawn, hopefuly that works out ok.

    Finally, I know the stasis cells hive seems alot closer, and that's why I added the crouch area. I have been pndering this alot too, any suggestions would be hepful <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|Comprox|Feb. 10 2002,12:47-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    * imagines crawling though that low space towards the stasis cells and meeting a couple of Bobs running the other way *
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think that the biggest problem here is size.  From what I can see, and from how I judge the scale to be (based on what would make r-speeds acceptable with enough detail), aliens spawning in the bottom stasis cells at the start of a map could reach the marine spawn in about 20 to 30 seconds.  Remember that all aliens will initially spawn as crawlers, and they'll be able to dart through that crouch area because they are already at that level.  A significant rush squad could really give the marines quite a "deathblow," if you will.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    say, it looks ok but it shall take lots of  time to map, also when you post your first pics be sure to show the r_speeds.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    hmm yeah the stasis cells are a bit too close to the marine spawn, maybe put a door between it, a real slow opening one that makes lots of noice so the marines are warned, maybe put a weldable in that corridor so the marines can slow them down.
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    Look!  Bob's on the roof!

    Umm, Jimmy we're on the roof also.

    O'yeah.

    By the way, near the end of Case Closed there is a upside down level.  Maybe it could have some ideas. /me shrugs

    Good job Comprox!
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