If i do this again...shoot me.

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
<div class="IPBDescription">Ns_collapse layout and info...</div>Uncritical is nice enough to have let me use a slightly sweet sounding(and looking) layout.  So...heres the info, and layout :

During the colonization of the asteroid 6523sd a base was built there to privide the rest of the colony with goods and trade, basically it was a big warehouse that recieved goods from the surface and then dispatched it to the colony in the sub levels.
Before the colony was finished, the aliens had infested the structure and work was abandoned on the colony, this all occured as the alien species was just being discovered and no one knew what to do, a group of mercs were sent in to try and rid the base of aliens, this failed with disaster, the widespread usage of explosives caused the unfinished structure to collapse, making many parts of the warehouse unaccessable, and making extermination very difficult.
Now, many years later, the TSA have been sent in to clean out the remaining infestation as much as they can before engineers can assess the damage to the colony.





This map has been designed specifically for ease of access to each teams bases (commander console and hives) so defense is a major issue, as you can see aliens can use the vents to flank the marines and get to the CC pretty easy, same for the marines using multiple corridoors and some vents.
Corridors have been sealed to make the distence to each location a little longer, while making it a compact map.

The corridor to the back of the Central Cooling hive is acctually a grated catwalk over a rather large drop, part of it has collapsed )(the black hole) meaning no access for marines without jetpacks, but aliens can wall crawl and fly over (maybe jump?).
The small walkways between the Data room and the generator hive are acctually maintenence corridors for power cables and data cables that the Mercs uncovered/ripped open to allow them access to the hive.
Note. the long corridor at the bottom is only supposed to be used as a secondary attack option for marines, so i made it long to stop them using it as a primary route, plus it gives Lvl5 aliens chance to get between hives.

Comments

  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    [Edit]I'm a moron. ignore what my post said.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->[/Edit]
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Either no one cares or I got missed...hmmmm
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    No, you weren't missed.  But I'll say this much:  There only seems to be one marine attack strategy.  They'll go to the hive on the right first.  This way, they'll either get to the hive and know it's there, or they'll get hit by aliens coming from the central cooling hive room, and they'll know it's there, or they won't see any at all, and know it's on the left.  I know this might seem a bit harsh, but the gameplay here could become very repetitive.  My biggest suggestion would be to simply make the layout larger (there's a lot of room to stretch it downwards) if you want to have some dynamic gameplay.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks like a great start but it does have some flaws.

    The maintenance room hive, for example, seems to be quite a bit of an easier trek from the marine start than say, the generator room hive. I realise that the maint. room pathway does twist and turn alot to lengthen the walking distance, but it still seems to be quite a big difference.

    The cooling hive also seems to have a bit too direct of a marine route from the maint. hive. Give em more walking to do in between the two hives.

    The layout does look to have quite a bit of promise though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Like I said...this map will need defense.  It's small because it's a more defensive map.  Aliens have the upper hand here.  The ceiling has fallen on all those different places so it makes it more twisty.  Maybe if I blocked off Central cooling from the top...Also...if there going to be anyone that can blow things up?  Because then he could blow a faster entrance into places...That'd be cool.  And if the Aliens are smart, they'd use the vents to flank and marines, and not show where they're coming from. In case you all are thinking this...the Collapsed ceilings are impassable.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--InZaneFleaArmy+Feb. 14 2002,06:45--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (InZaneFleaArmy @ Feb. 14 2002,06:45)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->if there going to be anyone that can blow things up?  Because then he could blow a faster entrance into places...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You might want to consider putting the welder into play here.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    maybe some func_randoms in the map, with different parts of the map collapsed (still the marines will be able to move everywhere) this would add some great athmosphere, since you never know if the route you take is a dead end, trapping yourself with you backs against the wall and aliens everywere...
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