Ns_eon
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
![Olmy](https://forumsdata.unknownworlds.com/uploads/userpics/580/n1UCG7FRF1T33.jpg)
<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.
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
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.
And what's the deal with Starboard Engine.
(all those engines)
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.
[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--> .
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-->
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>
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-->
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-->
Cliche Amckern <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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-->
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-->
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.