Map Layout.....

ReeseReese Join Date: 2003-05-08 Member: 16143Members
<div class="IPBDescription">still no name, but a possible layout</div> Here's a layout i've been working on to go with some of the concept work I just posted a few days ago. This is my first preplanned layout, so please warn me if it looks awful.

Red- vents
blue - rooms/hallways
black lines - dividers to distinguish between rooms/halls that are near each other
text - self explanatory.

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Add vents that go all around the map. I love maps where I as an alien can go all over the map through the vent system. Especially when I lerk, I'll just go around sporing everywhere until I get HMG'd. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Just make sure that key locations have weldable openings so the spores don't get TOO annoying.

    Other than that... it looks well balanced. Good job. (I never bother with layouts myself, because I never follow them. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )

    ~ DarkATi
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I think there is too many corridors/hallways connecting in the
    center of the map, which makes it look like a bit of a maze!!!
    and the bottom left hive is too close to the bottom right.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • PaqueMannPaqueMann Join Date: 2003-05-22 Member: 16606Members, Constellation, Reinforced - Shadow
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I could drop the hallway on the bottom connecting the last room before the hive (as you go left to right) That would set them roughly equidistant travel-wise. I like the maze-ish center layout. I see it as being a new possibility with the operational minimap, easier to keep your orientation.

    Paque I don't really see where you're relating this to nothing. Please be more specific... especially if you see a cargo-hive type problem.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    yeah if u drop that corridor that would be good.
    I suppose it is a good layout,go for it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    :sighs: You look like a young me. After about 20 or so layouts like this (VERY busy and full of corridors and rooms) I learned quantity is not better than quality. Cut out some hallways, make the map seem more like whatever it is (IE, What I do now - If it's a land installation, get an ENTIRE layout, and then get a section for the map. The more realistic it seems, the better for the avid NS player. Not saying Go all out, and build every single detail in a level, then choose it, I just mean, general areas. Make every room serve a purpose, whether as a choke point, or a Double Node, or even a connector room, make every room seem like it's needed.) Just my 2 cents...
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