Ns_hulk - My Vision Of Spaceship

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Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    he should not. 12 restowers are more than enough. maybe they should be placed more wisely...
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited September 2004
    relocate the rt i marked red like shown. green are vents that i thought would be nice if added, not necessarily all of them. btw i hope you have plenty of backups since this map is propably the best ever to be made for ns, id hate to see it get lost.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    The RT wich U marked is behind the weldpoint, there is also cargohold hive siege area.

    layout updated (thanks for vents ideas TOmekki)

    <REMOVED>
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i guessed it was behind the weld-point but none the less i think it should be moved, theres just too many nodes on that side of the map compared to the other side =/

    about that siegeroom, make it possible for aliens to counter it: either make the glass breakable like in ns_lost, or make 2 notice: 2 not 1 vents leading there. i like the idea of a siegeroom there, just dont make it too overpowered like the old ns_lost siegeroom.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited September 2004
    It still looks to me that around marine start a lot of resource towers are bunched up, yet when you get to the hives the resources get really far apart.

    Edit: oops didnt look at the new overview enough.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    Well i done something that MIGHT help you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> but i dont know 0_o
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited September 2004
    they arent too close because theres just a vent between them, no hallway. it doesnt really benefit either team, so i dont see a problem.

    edit: heres a reworked version of the changes i suggest (i presume the blue parts are undone hallways/rooms)

    + the vents in my previous post.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    <!--QuoteBegin-TOmekki+Sep 25 2004, 04:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Sep 25 2004, 04:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> about that siegeroom, make it possible for aliens to counter it: either make the glass breakable like in ns_lost, or make 2 notice: 2 not 1 vents leading there. i like the idea of a siegeroom there, just dont make it too overpowered like the old ns_lost siegeroom. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Dont worry, all siege rooms will have at least 2 vent acces

    I like the last layout changes that you suggested, I will think about them.


    to All> Thanks for help with laout tweaking, its nice from you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    (Edit - attached new laout)
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    If there's a download available for this map, let me know and I'll gladly look it over for you to see what feedback I can offer.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin-TyrNemesis^+Sep 25 2004, 05:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 25 2004, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If there's a download available for this map, let me know and I'll gladly look it over for you to see what feedback I can offer. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Flayra asked the map to be sent for betatest when done. I think careful betatest from NS playtesters will show embarrassments.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    erm, tyr's the official "map critic" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> pming him the map will propably reveal any obvious layout flaws even before a pt, or so i'd think.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited September 2004
    I have one thing on the general map-layout.

    The map is almost split in two parts for the alien team, depending on start hive. Either you have your second hvie close-by, or you have an extra rt or two. Even though that might seem pretty well thought out, I still worry wether the distance between the cargo hive (ugh, there's always a "cargo" hive) and a possible second hive is too far, making cargo the new "pipeline". That coupled with marine res dominance if aliens start with cargo hive (four plus start rt very far from hive location). Just a feeling I've got, thought I'd air it.

    Other than that, excellent map!

    [edit] I'm looking forward to a throughout test of this map, it would be sad if the map turned out unbalanced due to lack of feed-back.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    Yeah the Cargohold Hive (uh eh it pains) is very far away but is the hardest to siege. The RT will be moved (I must this area rework)
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Cool, I've got AllocBlock:Full error. I wanted release map tomorow, but this problem will delay me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Hope u dont mind, but i've taken a look at your layout and made some changes that might help re-balance the hive layout with respect to each other.

    Behold, The Seraphy Remix
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    good but it has a few corridors too much.
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Yeah. i though so too.

    points of note... in your edit TOmekki, the left most of the two bright green corridors was one of Rendy's that i didnt want to move. Ur right about the one on the right tho, but i didnt want to mess with the Architcture too much, just the positioning. (once i'd moved the RT that came off the U turn bit, i was a little stuck for what to do with the gap... )

    I think the left most one should stay, it produces a nice spread of RTs arounf the crew quarters section, pretty much equally spread at quarters u see..
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the reason why i removed the left corridor was because i think that the rt in that lights out room should be more an alien rt than marine. and the trip from ms to there seemed a bit too short for comfort, because of said corridor.

    meh, i could be totally wrong. its hard to balance by just the layout.
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    yeah. looking at it, it is a bit close to MS. its also rather close to the southern hive.

    But its Rendy's map, so lets see what he thinks eh? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    sure. if it had been a finished corridor i propably wouldnt have removed it, but seeing as it was undone at the time the layout posted...

    but again: youre absolutely right on those changes. vents can always be changed and discussed though ;o
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    Wow, nice discussion here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> . I like the layout changes very much (hives are now much ballanced), but it will by hard fight with "leaves" limit. I will do my best.

    Thank you
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Strange, Readyroom is causinge AllocBlock:Full to me. Map compiled without RR don't embody any error. The RR compiled alone is without error too. Compiled Together the log don't report any error but AlloBlock:Full appear oin NS when loading teh map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    Last layout plan. Thank you both, theese changes gives some areas much more purpose. Also the hives are now equally close to each other.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Yeah, that layout look really good. Hope to see this map finished soon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i am so looking forward to this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    The only questionmark I have is how the game will play if the aliens start at the eastern-most hive. Alot of RTs, two hives to choose from and a pretty long way from the start hive. I guess the abundance of possible mairne RTs will balance it though (note: pure speculation). This might be one of things to look at when play-testing.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    this map looks nice, but its a tad bit big dont you think?
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <!--QuoteBegin-Radagast+Sep 29 2004, 03:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Radagast @ Sep 29 2004, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this map looks nice, but its a tad bit big dont you think? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no? yes that is the correct answer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Very uniqe style(and that's a good thing). Nice job!
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Can't wait for teh sex! Pity I'm in Barcelona with no computer....

    /me cries
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