Now I know that you're working on a new theme at the moment, but since you say it's rough I figure that I could at least give some comments on possible mechanics that would make the map unique.
For one thing, since it's set underwater and there are plenty of rooms with water in them (and assuming whatever theme you choose in the future doesn't change either of these things) make it a bigger part of the map. Include weldables that raise or lower (most of the time lower, I would suppose) water levels, flood some rooms in the beginning, possibly include underwater trams and/or this magical minisub (if you ever find a modeler to make one) for automatic marine transport through these areas. I'm thinking of things that would make playing the map memorable, and imo peering through the porthole of a minisub with a teammate or two and seeing a bunch of skulks swim past, knowing full well that as soon as that hatch opens I'm dead....that's memorable. And Altair would fill the very empty spot of "The Water Map" for NS. Definitely unique. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I used to have more water in the map but with HL a lot of the water looked fairly rediculous and/or caused problems with the engine. As cool as some of the other ideas you have mentioned, I'm not sure that they would be worth implmenting as they would be more of a gimmic and not very useful. As I go through and redo parts of the map I'll see what I can do to enhance the theme more.
You say "gimmick", I say "memorable theme". Like daimos' phase gates. People who can't remember the map's name just say "The one with the pgs". People who can't remember altair's name....they can't really say anything right now. "The really confusing one with the sewer." "The one with lots of rooms that don't really do much." Etc. Much better to be "The Watery Map", I would think. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-KungFuDiscoMonkey+Mar 15 2005, 04:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 15 2005, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not going to be combining Station Monitoring into one big room especially if you look at it from an engine perspective. Stataion Monitoring connects to sevearl rooms already, if it was all one big room, the FPS/R_speeds would be unacceptable. The reason The entrences to station monitoring are the way that they are is to keep that area of the map playable from a performance perspective. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Are there like a billion polygons in the room already? Anyone with any sort of up-to-date comp should have absolutely no problem with this game. The engine's 7 years old. Those script kiddies that started playing hl at 13 are now 20. If they can't get off their **** and buy a real video card and something better than a p2 400 with 128mb, they deserve to be left behind.
<!--QuoteBegin-Gillie+Mar 18 2005, 11:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gillie @ Mar 18 2005, 11:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuDiscoMonkey+Mar 15 2005, 04:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Mar 15 2005, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not going to be combining Station Monitoring into one big room especially if you look at it from an engine perspective. Stataion Monitoring connects to sevearl rooms already, if it was all one big room, the FPS/R_speeds would be unacceptable. The reason The entrences to station monitoring are the way that they are is to keep that area of the map playable from a performance perspective. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are there like a billion polygons in the room already? Anyone with any sort of up-to-date comp should have absolutely no problem with this game. The engine's 7 years old. Those script kiddies that started playing hl at 13 are now 20. If they can't get off their **** and buy a real video card and something better than a p2 400 with 128mb, they deserve to be left behind. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> NS is designed to run on a system which is as low as a 32MB RAM graphics card.
I can look into putting some signs around the level to help with navigation. I'm looking for some layout feedback. Here's a cleaner minimap image. I'd like to know if there are things that need shifting while I'm doing the more major work to the map. if you have suggestions please be very specific on your reasonings.
I still say that even if you can't make a big memorable area in the middle (and again, I'm only talking about the size of the infamous cargo or reactor room), the middle should junction up more directly and intuitively somehow. I still think this area is the major source of confusion and "corridor crawl" on the map.
I think one thing that would be very helpful is to manually go through the whole map in a sprite editor and make the sewer system VERY obvious; maybe a different colour than vents? Right now, I tend to get lost in the system a lot; there should be some way to fix it.
2 of Eight: I could easily color the sewer differently
Apos: I'm currently rebuilding several rooms and the middle area will be redone as part of that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
signs around a map are a no no.. if they are meant to help with navagation anyway.. navagation should be easier to learn, taking time to read a sign is just as annoying as having to open up the minimap over and over.. u have to make it clear. currently it isn't.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
yes.. signs do help when u have time to navigate. but u have to look for the sign and read it, thats the point. u should be able to no instantly, not look for a sign. it can all be done with mixed lighting.
Sigma test site can be shot down from the next room. This alien node shouldn't be so vulnerable. It feels like the old psj on eclipse. Also the node in the middle needs to be one room to the east, or you need to do a double node in the middle of the map. The node situation is a little rough for marines as is.
Comments
For one thing, since it's set underwater and there are plenty of rooms with water in them (and assuming whatever theme you choose in the future doesn't change either of these things) make it a bigger part of the map. Include weldables that raise or lower (most of the time lower, I would suppose) water levels, flood some rooms in the beginning, possibly include underwater trams and/or this magical minisub (if you ever find a modeler to make one) for automatic marine transport through these areas. I'm thinking of things that would make playing the map memorable, and imo peering through the porthole of a minisub with a teammate or two and seeing a bunch of skulks swim past, knowing full well that as soon as that hatch opens I'm dead....that's memorable. And Altair would fill the very empty spot of "The Water Map" for NS. Definitely unique. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
As cool as some of the other ideas you have mentioned, I'm not sure that they would be worth implmenting as they would be more of a gimmic and not very useful.
As I go through and redo parts of the map I'll see what I can do to enhance the theme more.
I do want to try to extend the water theme if I'm able to.
Are there like a billion polygons in the room already? Anyone with any sort of up-to-date comp should have absolutely no problem with this game. The engine's 7 years old. Those script kiddies that started playing hl at 13 are now 20. If they can't get off their **** and buy a real video card and something better than a p2 400 with 128mb, they deserve to be left behind.
Are there like a billion polygons in the room already? Anyone with any sort of up-to-date comp should have absolutely no problem with this game. The engine's 7 years old. Those script kiddies that started playing hl at 13 are now 20. If they can't get off their **** and buy a real video card and something better than a p2 400 with 128mb, they deserve to be left behind. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
NS is designed to run on a system which is as low as a 32MB RAM graphics card.
Right now, I tend to get lost in the system a lot; there should be some way to fix it.
I could easily color the sewer differently
Apos:
I'm currently rebuilding several rooms and the middle area will be redone as part of that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->