Ns_eon

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
edited March 2004 in Mapping Forum
<div class="IPBDescription">layout</div> Ok i've come up with a layout for my ns_ map ns_eon, this being the third version . Background story is simple enough, the ship is a fully functional prototype for a new class of engine, that allows travel to great distances, being able to reach places that conventional travel would take eons to reach, hence the ship is named the eon. The layout may well be really bad, so please point out forseeable problems you might notice in the design.

Also there probably is problems with res, hive layout, siege problems etc so please give me some feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Ah and one more thing, the vent color coding is kind of silly, it was just a way of me working out what was going on visually. If a vent joins a room and is red, its a low vent, if blue then high, if a red vent crosses over a room its under the room, blue then its over.

Third version - Simplified some areas, ie the big looped corridor has been removed and DSE cooling has been shifted more to the centre. I have already started mapping this, and the ms is complete, apart from a couple of r_speed and lighting issues.

Comments

  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    yeah, the Engineering Hive needs some more access routes.
    I mean, your other Hives have 2 or 3 entrances, so it seems a tad strange.

    Instead of putting another walkway in, why not a hive, or sewer that comes up from the floor, instead of a corridor shooting off from the first floor Walkway.

    The sewer could be similar to that off Hera, which leads to the Hive.
    Just an idea, so it does not casue architecture faults for the walkway.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Where would the pipe lead to though?
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    nice overlay, looks wery pro
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    w wha? overlays? Thanks though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> .
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I'd say add a walkway from Engineering to Port Engine.
    And what's the deal with Starboard Engine.


    (all those engines)
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    ok starboard, port engine - conventional engines. deep space engine is a prototype (thats right a prototype! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ) for space travel between far greater distances than ever achieved before. The idea is that it envelopes the entire ship and even a fleet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> so its position on the ship doesn't have to be central <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    edited March 2004
    <!--QuoteBegin-Edgecrusher+Mar 7 2004, 12:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Mar 7 2004, 12:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok starboard, port engine - conventional engines.  deep space engine is a prototype (thats right a prototype!) for space travel between far greater distances than ever achieved before.  The idea is that it envelopes the entire ship and even a fleet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->  so its position on the ship doesn't have to be central <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Also known as Hyperspace. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    If you've played Homeworld 2, then you know about the Hyperspace modules on certain ships that also allow you to bring ships that don't have the module with you in a jump. Just call it Hyperspace Engine or something like that.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Also, deep space hive looks a bit too open don't you think?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited March 2004
    The lighter grey circle will totally vis block one tunnel from seeing the other.

    [edit] to the cheat - why should i change the name for homeworld's sake? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    Oh and yes i have played homeworld1/2, the worst game engine ever <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> .
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Hmm, I just looked at the MS, only 1 way out? That's not good.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    kewl layout

    hmmzzz, eon as in æon? latin?
    make it ns_æon or ns_aeon, looks kewler imho <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I don't think they use hyperspace travel in NS... as I recall, they use giant phase gates...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2004
    <!--QuoteBegin-Plaguebearer+Mar 7 2004, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Mar 7 2004, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think they use hyperspace travel in NS... as I recall, they use giant phase gates... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Maybe its a prototype for the next big thing since "Giant Phase Gates". Remember with NS2 on the brink of development, Flayra and others may get inspiration. Also it sets a nice backstory for the map.
    <span style='color:gray'>
    I also think that "The Hallway" seems to long. Maybe you could do something about that somehow. Maybe height variation?</span>
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Looks pretty good.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    I might divide the walkway in two, seems i will make life hard for an onos trying to make its way to the ms. Also to jezpuh i'm aware of the problem with the one ms entrance, i'm going to be adding a breakable side door maybe with something like 4000 health, so that an onos or a bunch of skulks can wear it down <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. I'll try to put a vent system in the next layout version, possibly with one running underneath the walkway.

    Last question, where should the entrances to engineering hive go?

    Also i've changed the first post a bit because i missed something out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    To square, needs better textures.

    Just kidding <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    Let's see. One entrance to MS... one entrance to hive. Well, you said to look into it, so do so. Uh, remember to check for siege spots. For example, that weldable area could be a good siege spot for the hive there (Engineering I think), and there's only one entrance there. Lookin' good though, nub.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-ShdwStal+Mar 8 2004, 01:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Mar 8 2004, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To square, needs better textures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Cliche Amckern <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Nice lil' layout.

    I know breakables are fun, but i suggest a second normal entrance to the MS instead. It could look weird to see marines slashing their own base walls to get out if a onos is camping the other side. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> One exit/entrance is not only bad for aliens, it only depends of who is camping and who is trying to get out/get in.

    Hmm also take care to make the weldable to starboard engine large enough so marines cant get past by exploiting PG's, or they could camp in there with a res nozzle and in siege range of a hive <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.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-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    If you give the aliens some good vents so that they can setup ambushes on the way to the left and right hives you should be fine with that layout....ie make sure the marines cant camp the entrance from dse supercooling and thus easily take bridge. Mind you look at silo so feel free to toattaly ignore this. I like the layout alot.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin-Thursday-+Mar 8 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Mar 8 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShdwStal+Mar 8 2004, 01:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Mar 8 2004, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To square, needs better textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Cliche Amckern <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hehehe, don't insult the guy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    amckern is a great guy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Anyways to the point, i'll post a new version on the first page some time later tonight, i'm still undecided about what to do with engineering so we will see. Also, that weldable room was meant to be a siege spot for DS Engine, but now that you mention it, it IS rather close to engineering <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If i can get it into a better spot, and not have to remove it, i'll make most of the corridor that branches off from the walkway to that room nobuild to stop those sly marines. Also i never considered marines trying to break through from the ms, which is a rather valid point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Perhaps i can make it team specific, but i doubt it.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    updated with new layout version tell me what you think.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    umm anyone want to tell me what they think? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Looking good. Now start mapping. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    suppose i should <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, i'm kinda stalling really.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    version 3 of the layout done. i'm already mapping the parts that have remained pretty static through the different layout changes.
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