Scrap It Or Map It?
GSHound
Join Date: 2003-08-05 Member: 18940Members
<div class="IPBDescription">first map idea...</div> Here are some style concepts for the main architecture:<ul><li><a href='http://iruyun.dublers.com/images/nspics' target='_blank'>Gargantuan Corridor w/ Crates & Pipe</a></li><li>More coming soon</li></ul>
Thoughts comments concerns
The random blackish map edge on the southern part is rocky terrain.
<img src='http://iruyun.dublers.com/images/mapidea.gif' border='0' alt='user posted image' />
Thoughts comments concerns
Things I'm aware of:
I've modified the layout. What do you think now? Perhaps the northern hive could have a modified hallway (the uppermost hallway where it says [GS]Iruyun) could be potentially shortened, or curved.
Map it or scrap it?
Thoughts comments concerns
The random blackish map edge on the southern part is rocky terrain.
<img src='http://iruyun.dublers.com/images/mapidea.gif' border='0' alt='user posted image' />
Thoughts comments concerns
Things I'm aware of:
I've modified the layout. What do you think now? Perhaps the northern hive could have a modified hallway (the uppermost hallway where it says [GS]Iruyun) could be potentially shortened, or curved.
Map it or scrap it?
Comments
Blue marks the long hallways.
Try adding some bends and some rooms to break up the long straight lines.
All hives seem to have nice seige locations, but it could be hard for marines to get to the bottom left hive, they need to basically walk right past the entrance to the other hives to get there.
edit : One more thing, the map seems to have a very circular flow (you can basically do 1 big loop and cover all the res nodes). Try moving a res node to the middle of the map, it seems very empty and useless around the center.
Sorry for the long post and comments, just trying to be helpful.
Other comments that i'm going to cast my vote with:
1) Too circular. Put something interesting in the middle of the map.
2) Hallways are too big. The outer hallways span the entire map. At the least break them up. You could put a wall in the hallway that forces players into the middle of the map to get to the other side. (Best example I can come up with is the division between the two hallways outside of marine start in eclipse) This would also help solve point 1 by making the middle area a more trafficked zone.
Also, make it look as cool as this overview. This is the best looking hand-generated overview I can think of. (hand-generated as opposed to generated by NS) It looks awesome and puts my nublet half-layouts to shame. Take the time to put your map on this level of quality and it will be well recieved. (especially since you're getting layout help now)
Do you have any kind of style concepts or finished rooms for us to look at?
Remove some of the longest hallways and move some hallways so that the overall lay-out isn't so tight.
There seem also be some points where you can see in very long distance. Could cause some r_speed issues, but I trust a skilled mapper can make it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
One solution for <b>long hallways</b> could be using level differences. Maybe elevators/stairs.
That's a good idea... I'll make a room or two right now with the architecture involved that I plan on using. However, this map will have 3 major architectures - the rocky hive on the bottom right, the more advanced, ovally hive on the top left, and the rest of the map. I'll post screens in a little.
Yes, the long corridors are a giant problem... I'll have to modify those and I'll upload a new potential map layout. I'll also put some thought into forcing the rines into a split-up-middle.
(At one point there was an awesome thread going, where modelers made map models...you should try to include a few that they had there. A lot of neat hive effects, aswell as marine body parts, busted structures, etc.)
-----------------------------------------
Added First Images Link
(<a href='http://iruyun.dublers.com/images/nspics' target='_blank'>Gargantuan Corridor</a>)
Updated Layour (less long corridors, much more "split"
The New Layout:
<img src='http://iruyun.dublers.com/images/mapidea.gif' border='0' alt='user posted image' />
What do you think? I've made the corridors alot shorter, added weldable locations, and split the map in two for marines. Aliens however, have the comfort of vents that pretty much connect everything.
Break up the lighting. It looks like you only have one kind of light in there, and only two of them total. A lot of ns maps that i've liked more (personal opinion here) have had multiple lights that don't cast as much light as the ones in your area. To me this looks better as it makes more in the way of little, non-balance-affecting, atmospheric shadow. Other than that, the breakable pipe is interesting. I would suggest not putting the crate in unless you have some kind of means to transport it. Sorry I don't have much else in the way of comments, kind of drunk at the moment, not terrible observant. Anyways, keep working on it. What you have looks good, just refine it. And if you think you're right, and i'm not, listen to yourself. It's your map and it shouldn't be done until you're happy with it.