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.
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.
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.
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
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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.
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.
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_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
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..
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.
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-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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.
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 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-->
MasterGgmfbstJoin Date: 2003-08-24Member: 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-->
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-->
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.
<!--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-->
Comments
layout updated (thanks for vents ideas TOmekki)
<REMOVED>
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.
Edit: oops didnt look at the new overview enough.
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.
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)
Flayra asked the map to be sent for betatest when done. I think careful betatest from NS playtesters will show embarrassments.
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.
Behold, The Seraphy Remix
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..
meh, i could be totally wrong. its hard to balance by just the layout.
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-->
but again: youre absolutely right on those changes. vents can always be changed and discussed though ;o
Thank you
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-->
/me cries