Ns_deepblue Layout

BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
<div class="IPBDescription">new layout, comments appreciated</div> I've made three possible versions of the layout of my map ns_deepblue. These ones took me all night, so I greatly appreciate feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Below are the links to my other threads if you don't remember which map I'm talking about.

<b>red = ventilation exits</b>
<b>white = weldable</b>, the double res room which exists in two of the layouts has weldable doors/vent around it in one of these. This means that this room is inaccessable until the marines weld one of the doors. When one of the doors is open, all the others + the vent open too and make this room accessible from all directions.

<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62460&hl=ns_deepblue&st=0' target='_blank'>post 1</a>
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=71893' target='_blank'>post 2</a>

The first picture shows the layout with a double res room without weldable doors which means the area is accessible from the start for everyone.

Comments

  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    This picture is almost the same with the difference that the double res room has weldable doors in every route and is therefore inaccessible 'til the marines weld one of them and the others open automatically.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    In the last layout, I've taken away the double res room and replaced it with a single res room. I think this layout is the best since then the gameplay will spread out to every corner of the map and won't be as focused on the double res room.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    So far judging the pictures it looks wonderful, what I am concerned is the wpoly count as you can see for a map to be submitted and released to the ns community you'll need to do something about the wpoly count as 1000 is a bit too high, try to go below 800 or 500 is even better.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Zerotech</b>
    Thanks, yeah, I'm going to cut down on the detail. However, the hangar with the ship will only be visible through a window in a corridor - you can't actually go inside.

    What do you think about the layouts? Which one do you prefer?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2004
    looks good so far.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Ollj</b>
    Thanks, but which layout do you think looks good? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    looks very complex
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    The double res is much too close to the marine start in the first one so I have to say I'd go with the second. The only thing is it seems like there are many twisted random almost hallways. Every hallway should have a certain purpose.
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    I like the third becouse double would be to close to ms. And it does look a bit like a maze
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    The layout isn't quite as complex as it may look (which is a good thing i think). Some of the corridors have big kinks in them so that they look more complex than they really are. Are they actually necessary?
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Damn, how do you do that... I really suck at layouts... they are one of the reasons I haven't finished a map.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>-=[Drake]=-</b>
    Hmm okay, maybe you're right. I've analyzed the official map layouts more so I think I'll have to create more rooms instead of all those corridors.

    <b>Lazer</b>
    Yeah, but I've given it alot of entrances making it difficult to defend. I'm not sure about my second layout, since then there would be a long way to walk around the double res area if it's locked. But of course it would be more interesting game play if I made a locked double res location which opens in every direction once it's welded.

    I'll try to replace some of the corridors with rooms so it won't look as much like a maze.

    <b>Hibame</b>
    I also like the third one most because then the gameplay will spread out to every corner of the map making more interesting tactics available.

    Yeah, as I wrote to the others, I've looked more at the official ns layouts and I've seen they don't contain as many corridors as my own, but more rooms.

    <b>Edgecrusher</b>
    I don't know how it would look like if I would finish this, probably not as complex, as you say. But it contains more corridors (some of them are probably unnecessary as you mention) than the official ns-maps and I think I have to do something about this.

    <b>Naigel</b>
    Well, I'm not very good at making layouts either, I think it's really, really difficult and you and me are probably not alone about this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Making a fun and balanced layout is really a challenge.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Bara, i like the 3 hive places. They are so good placed on the map, and i really hopes that u finish this map! And where is the readyroom lol.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited June 2004
    <!--QuoteBegin-Nz-Nexus+Jun 2 2004, 01:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Jun 2 2004, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bara, i like the 3 hive places. They are so good placed on the map, and i really hopes that u finish this map! And where is the readyroom lol. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Um, you don't usually add the readyroom in the overview, since it's not really necessary considering you probably shouldn't need a "map" for the readyroom.

    Anyway, it's looking *very* good Barathrum. Might I ask how you did that nice looking fog? Mine always appears too see-through, it doesn't look as thick. In my opinion, this should go official when it's done... I like the third layout by the way.

    Keep up the great work! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    edit: typo
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited June 2004
    Of the three you've posted the one with the single node is the best. The marine start should not be so close to a double node. I don't think any of them are very good though. If you haven't already, check out the guide to mapping and competitive play stickied at the top of the forum.

    The placement of the marine start is a bit unconventional. I wouldn't say categorically that it won't work, but there are some issues to think about. First of all, everything north of the marine start isn't really on a route to anywhere. The fastest paths to every hive are in the lower half of the layout. If it weren't for the resource nodes, the top half wouldn't be travelled through at all. In general I think maps play better if the resource nodes are in more heavily travelled areas. When they aren't they don't end up getting fought over. The marines will put them up, and then ignore them because they don't normally travel past them. Then an alien will come while its unattended and take it down. Then the marines will notice that its down and put it back up. This is complicated by electricity, but you get the idea. When nodes aren't on main roads they don't get fought over very much.

    It also seems like the least direct route to every location on the map was the one picked for the hallway. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> It doesn't make sense from an atmosphere perspective, but more importantly, it makes the map a pain to travel through. Before people know a map, to get to a location, they basically point themselves at the waypoint on their screen and run in that direction deviating as little as possible. Layouts are easier to learn if this strategy ends up getting to the desired location in a reasonable amount of time. If you moved your marine start to a more conventional place you may be able to uncoil some of those routes and still have the walking time to each hive reasonable.

    Do you have minimap images of the rooms you have made so far? It would help for giving suggestions because then we would know the shapes of the rooms we would need to accommodate. Good luck.
  • StavesacreStavesacre Join Date: 2003-09-13 Member: 20816Members, Constellation
    Singlenode layout seems to work the best. And I agree with whoever said to cut down on the corridors some, just to save the map from being to complex.
    Just gotta tell you this is one map I have been waiting on forever! I sorta gave up hope since in your first post you siad it would probably never be released. But its looking great! And you have amazing style. Keep up the great work!
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Nz-Nexus</b>
    Thanks, yeah, that's probably the way they will be placed, however I'll change the layout (again duh).

    <b>ShdwStal</b>
    Thanks alot for your nice comments! The fog is herafog.spr in different sizes, colours and additivity.

    <b>moultano</b>
    Yeah, I agree with that the one with a single node is best. You're right about that the marinespawns position takes away the gameplay from the areas north of it. I think I'll just shrink the map a little and do as you told me to, to put the marine spawn in a better place where all routes can be utilized tactically. Also making more rooms and less corridors.

    No, I don't have any minimap pictures at hand right now, but I can make some and put them up later. Gonna update my layout now.

    Thanks for the help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <b>Stavesacre</b>
    Yeah, I agree with that the single node is the best. Yup, gonna shrink the whole map. Hehe thanks alot! I'll do my best to get it finished although it might take a while. Thanks again.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    Okay, I've remade the layout once again.
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