Co_waterymaptypename

BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">layout troubles</div> alrighty. i've decided to go full blown on this map i've started up and make it a co map since i dont feel i have the vission/dedication for a true NS map yet. so here. i've started a layout, but i'm already hitting problems.

<a href='http://www.angelfire.com/anime2/belgarion115/layouts/WaterCavern-sub_lvl_1.jpg' target='_blank'>this image is rather large, which is why i'm making it a link.</a>

right now the room with the circular things in it, the one i posted in the screenshots thread, has a wpoly count of about 700. that's the maximum allowed by the NS mapping guidelines. now, i have to figure out a way that i can connect this larger room to that smaller room on the left without letting the player be able to look into either room at the same time. i plan on making that other room rather detailed and i don't want wpoly of 1500 when you're in that corridor. ~_~

the rooms are on the same level. stairs/elevator is not acceptable. i'd like a minimal ammount of corridor in there as well. and the room to the right is an elevator shaft, so that one is not a problem. pleeeeease suggestions i wants them. make illustrations too. everyone loves drawings.

thanks

Comments

  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited January 2004
    1st! Looking at it now.. (man I wish I could map like you!)

    Alright, lets get my comments in it. I also have an MS paint edited image to show you what I mean with these comments.

    <b>Center Room</b> (IE big ...circular thing...you know what I'm talking about!)
    Remove that hive! Its far too easy to jetpack. Instead, put the hive in the broken elevator shaft. Makes it easy to defend for aliens against jetpackers. Also, the center room (IMHO) doesnt look good all infested like I've seen in the show your map screenshots thread. The red lighting also seems really harsh on it. And what are w_polys? (Nub to mapping here!)

    <b>Room to the left of center room</b> (What else should I call it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
    Make it bigger. You've got too many corridors and not enough rooms!


    Those are really my only two comments. Look at the image below to see what else I made on it.

    Key: <i><span style='color:red'><b>Red</b></span> means to add this thing I've drawn in, <span style='color:blue'><b>blue</b></span> means to take away the area outlined.</i>
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    v2 picture about the stairs and the things beyond stairs
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    As for connecting the two rooms with a minimum of hallspace and no vis, try a hollow doughnut. Basically this is used to connect two doors directly across from each other. It's made of an outside circular wall with an inside column that is wider than the doors centered in the area. It's impossible to see into both rooms until you get into the hallway, at which point your hall will block a lot of brushes for you. I can't think of an official map that uses this right now, i'll edit later if I do.

    If not that then you'll need a very tight s-junction. This is the kind of connection used in ns_tanith to get from MS to the double res. (The area of the double res where the weld point is) It's basically an s-shaped halway with the doors at both ends of the s. It takes up more space but absolutely guarantees that you cannot see from one to the other. Basically as long as you make at least three 90 degree turns in the hallway you'll guarantee complete vis blocking between rooms.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    yeah, i decided to do something like what you said reese. however... vis is being stupid. 8.35 seconds for -fast, over 15 minutes so far for normal vis. i think i'm stuck <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    hly crap you sole my handwriting! like seriously that looks exactly like mine *ph34rs*

    as to lay out think about adding a short underwater vent type thing so that if a rine or alien falls in they can swim out, i thing going up (in the layout drawing) might work well...
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    ha. sure sure hyp. whatever you say. we'll compair ages then decide who stole from whom.

    anyway, i'm not putting in an underwater vent. rspeeds won't allow it, and even if they did, what would a vent be doing in water down there? i can understand maybe an inlet for more water, but... meh. rspeeds. i already started work on the next room. i likes it too. i might post pics if i finish some more of it today.
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