<!--QuoteBegin--BigBull+Dec 29 2003, 03:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Dec 29 2003, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its huge. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yes, the map looks amazing and definetly looks like it can go up for running as an offical map, but as this quote says its too big. theres nothing u can really do about it but its ust like ns_hydrosity, amazing map yet too big. Aliens have no time to save a rt, structure, or even a hive (unless they use movment) in time. other than that great map
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yes, the map looks amazing and definetly looks like it can go up for running as an offical map, but as this quote says its too big. theres nothing u can really do about it but its ust like ns_hydrosity, amazing map yet too big. Aliens have no time to save a rt, structure, or even a hive (unless they use movment) in time. other than that great map <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well I just timed myself to see how long it would take to get from the northeast hive to the southwest hive and it takes 40 seconds without movement. I also have key vents throughout the map to help with skulk movement. Using vent system 30-35 seconds.
Have you ever seen Ns_Fenris? It’s probably the largest NS map ever made, and from what I heard it was going to go official but the source was lost.
If I find out it’s to big from play testing then ill change it and make it smaller.
Looks good... I don't know what kind of weldables your planning to put in, but I want to see more crucial weldables (or other interactive map features) that can make or break a strat. And not just hallways/doors you can open... like, destroy/sabotage a certain atmospheric control section that forces a certain hallway to be locked down/inaccessable due to air leaks, or perhaps a central command station that, if captured by marines, can be used by the comm to close vents, open doors, block off certain nozzles, etc. Just some random ideas.
I do not agree with anyone about tweaking neither the lighting or the size of the map... keep this work of art as is, man! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
in time (as with all maps after they've "been around" for a while), this one'll tell you <i>itself</i> what needs be tweaked, if anything at all (which I highly doubt)...
<span style='font-size:8pt;line-height:100%'>yes, I believe maps and mappers talk to each other, late at night...</span>
If maps are too big it can cause severe problems not to mention the map would never be used for clan play.
There are 11 nodes right now on that map. Ideally you would want 8 maybe 9, because if you have too many nodes you aren't creating a lot of interection between teams.
11 nodes could easily mean marines camp down 5 aliens take 6 and on a pub you'd have stalemate city, and on competetive play with only 6 players it would be a struggle to hold any territory.
That is my experience with big maps and before I start making specific suggestions if anything should be changed on this map, I hold reservations for an actual PT of this map.
I think it looks amasing as it is now, and restructuring it for clan play would take forever. Don't change the lights - darkness = grief/powerstrip usage
One thing: the 90 degree turns look terrible. I know you had to do it to block vis, but look at the hallway passing northwest of the marine spawn. It's just a ton of 90 degree turns every 6 feet. This'll give aliens a HUGE advantage, as well as just being downright annoying to walk through.
Plus, starting in the lower left hive puts the aliens at a res disadvantage: it's the only hive that only has two nodes immediately accessable, not 3.
it looks Sweet i was wondering if this map is about done
and if its not could we get a beta version to see if we can find bugs <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
I really don't think this map needs to be "shrunk" and if it does then ill scrap it!
Im working on a new map at the moment and don't have the time to screw around with this one anymore (I work 40 hours a week at my current job) and dont have much time to map.
anyways #cri is beta testing this map and will hopfully fill me in on whats needs to be done if anything. If i find out that the whole thing needs to be changed then ill just release it to the community.
peace.
new pics on first page. Lighting has been changed.
Comments
yes, the map looks amazing and definetly looks like it can go up for running as an offical map, but as this quote says its too big. theres nothing u can really do about it but its ust like ns_hydrosity, amazing map yet too big. Aliens have no time to save a rt, structure, or even a hive (unless they use movment) in time. other than that great map
Well I just timed myself to see how long it would take to get from the northeast hive to the southwest hive and it takes 40 seconds without movement. I also have key vents throughout the map to help with skulk movement. Using vent system 30-35 seconds.
Have you ever seen Ns_Fenris? It’s probably the largest NS map ever made, and from what I heard it was going to go official but the source was lost.
If I find out it’s to big from play testing then ill change it and make it smaller.
Peace.
Moose I'm looking at the layout now and I think I could help you shrink it down better layout wise
in time (as with all maps after they've "been around" for a while), this one'll tell you <i>itself</i> what needs be tweaked, if anything at all (which I highly doubt)...
<span style='font-size:8pt;line-height:100%'>yes, I believe maps and mappers talk to each other, late at night...</span>
There are 11 nodes right now on that map. Ideally you would want 8 maybe 9, because if you have too many nodes you aren't creating a lot of interection between teams.
11 nodes could easily mean marines camp down 5 aliens take 6 and on a pub you'd have stalemate city, and on competetive play with only 6 players it would be a struggle to hold any territory.
That is my experience with big maps and before I start making specific suggestions if anything should be changed on this map, I hold reservations for an actual PT of this map.
Its one mother of a map, on a sheer epic scale.
It has that official tinge, lovely work.
Plus, starting in the lower left hive puts the aliens at a res disadvantage: it's the only hive that only has two nodes immediately accessable, not 3.
it looks Sweet
i was wondering if this map is about done
and if its not could we get a beta version to see if we can find bugs <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Im working on a new map at the moment and don't have the time to screw around with this one anymore (I work 40 hours a week at my current job) and dont have much time to map.
anyways #cri is beta testing this map and will hopfully fill me in on whats needs to be done if anything. If i find out that the whole thing needs to be changed then ill just release it to the community.
peace.
new pics on first page. Lighting has been changed.