[map Idea]co_biodome

alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
So this is my concept (quickly doodled using a tablet, I'll upload a better pic as soon as I get to a scanner (probablly tomorrow):
A map that revolves around a biodome with caves on the alien side, vents and plenty of room for fighting.
Legend:
1- Marine start. A dropship, an airlock or someting else (might be connected to the ventilation system, if it won't be a dropship).
2- A small lobby, has a clear view of the biodome and 2 staircases/slopes leading to the Cargo Bay.
3- The cargo bay. It's a medium-large room with a pretty tall ceiling and plenty of crates, some might be explosive. Connected to the biodome by a large door.
4- It's not a fried egg, nor a helipad, it's the biodome. The whole area is loaded with infestation. There's one large entrance to the cave where the aliens spawn and possibly some other places to hide.
5- An observation bridge/control room. The window may be broken.
6- Two seperate halls (Crew Access and Research Lab) or one big hall (maintenance access). Contain some debris and infestation, providing cover for aliens. Connected to the biodome by two doors.
7- The ventilation system's control room. It has a weldable that closes the vents, which takes a long time to weld (20 seconds, even more).
8- The vents. They may have some high spots for chambers and/or destructable parts
9- Elevators or slopes that lead to the hall(s) (number 6).

What do you think? Will it work?

Comments

  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    The problem with centralized locations is they're prime relocation spots and siege areas.
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    It's a combat map.
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    edited November 2003
    Psssst: Uranium- Its a Combat Map. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Looks interesting. Make sure Biodome isn't to open, or it will be a nightmare for aliens.

    Edit: Well dern. alienchickenpie told off Uranium before I could.
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    It has 3 main entrances, two of them are pretty close to each other and link to the same hall. Even if the marines break in, they still have to go down into the cave and get to the hive (or lob grenades into an opening in the cave, which might be added later).
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited November 2003
    Oh missed the combat part.



    Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring...
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    I never really mapped anything that works and has anything to do with fun, so I wanna make a combat map before I start a real NS map to gain some experience.
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    <!--QuoteBegin--uranium - 235+Nov 30 2003, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 30 2003, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh missed the combat part.



    Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    LOL, a game mode which gets boring and stale before it's released to the public, GG.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--uranium - 235+Nov 30 2003, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 30 2003, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh missed the combat part.



    Still IMO, too damn many combat maps. Easy to make and balance so people just churn them out now. Especially since everyone says combat gets stale and boring... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Easy to make and balance? Get a bloody clue before you open that trap of yours; the brushwork, lighting and entity placement sure doesn't get any easier just because you add a "co_" prefix instead of an "ns_" one.
    I think what you meant to say is it's "slightly easier" to make and balance, but it's still not a cakewalk, buddy.
  • HarmondoHarmondo Join Date: 2003-08-09 Member: 19226Members
    Hey, the more the merrier. At this point, there are only a small handfull of co_ maps out. Playing the same maps over and over where everyone does the same thing over and over gets a little boring. Why not mix things up a little bit. Why not make more if they are good maps. I say give it a try.
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