Ns_reverse
Comprox
*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!<!--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-->
Now for the usual notes:
- This map will be upside down when finished (supposed to be a crashed ship!<!--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
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.
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)
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-->
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-->
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!