Map plan

nrbynrby Join Date: 2002-03-05 Member: 270Members
Just a layout, this is my first ns map so let me know if you can see any potential gameplay issues. The vent system is tba. Lots of vents not going anywhere yet <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->


<img src="http://csnation.counter-strike.net/barney/personal/sent_plan.jpg" border="0">

Comments

  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Nifty. It does seem a bit symetrical to me, though. Is there any way to make the map less of a mirror image in halves? It also seems like the hives are awfully close to being directly linked. A good Marine team would be able to take one, then roll up the other two pretty quickly once they had that foothold established...
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Where's the marine start and command console?
  • neagneag Join Date: 2002-01-24 Member: 12Members
    Where are the resource nodes?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Sorry, my mistake. The marines start in the airlocks, 16 spawns. Resource nodes will be added later
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks good, but I agree with MonsE in that it would probably benifit from having less of a symetrical layout. The connecting of the hives with normal marine passages that close is also discouraged.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Are those two big boxes skyboxes as in outdoor area?

    Is this the same map with the (laser <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->) sam sites?
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    I cant figure out why marines would use the jetpack only section, it doesnt seem to have any advantage going that way.
    Whats the two rooms above the two outer hives for?
    And i kinda agree about the symetrical layout, but if you can texture each side differently (as in alot differently) then it shouldnt be a big prob.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--UnCritical+Mar. 11 2002,14:54--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (UnCritical @ Mar. 11 2002,14:54)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->but if you can texture each side differently (as in alot differently) then it shouldnt be a big prob.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I like that idea, UnCritical.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    ok what about this:

    green is alien only, blue is jetpack only

    <img src="http://csnation.counter-strike.net/barney/personal/sent_plan1.jpg" border="0">
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    It's a bit hard to tell what's going on in the middle of the map, but as far as the hives being connected go, this one is a lot better. I actually liked your use of the jetpack areas in the old on too... good use of them near the hives here also.

    Is the hallway with the green squares in it the marine start?

    Overall, I'd have to say I like this version better. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    you cant see the marine spawn in this pic, its below. The commander console is by the spawns
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I don't know.  Symmetry isn't really something that's ever been too appealing to me in a map.  Maybe some slight variation could be in order here.  And also, I think that the middle hive will be a bit more difficult to defend than the other two, with  4 entrances.  Granted, 2 will require jetpacks, but still.  And those stairway/elevated things on the top corners look a little wierd and non-essential.  And it just seems far to squarish and blocky overall.  Maybe the detail will be able to erase that little problem.

    Also, I'm sure you realize this, but the level one and three aliens will be able to go through the jetpack only areas as well.
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    NS_Penumbra is symmetrical in four directions. I get around the reptition by having some areas blocked off from some directions, and varying the contents of the symmetrical areas. I think N@rby can pull this off.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    <!--QuoteBegin--Yamazaki+Mar. 12 2002,07:25--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ Mar. 12 2002,07:25)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->NS_Penumbra is symmetrical in four directions. I get around the reptition by having some areas blocked off from some directions.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    OOH.. yama? are these blocks func_random? that the one time you play the map the corridor leading to hive 3 is free, the other time hive 2, the other time hive 1, but you never know which one??? this would be awesome... (although maybe the commander could easily see which ways are cut off, and plan around it)...
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    This should be no guide to detail, its  just showing where things go, not how they will look at the end. Symmetrical maps are easier to learn, and often promote better team play. But i'll try and add more variation if thats whats needed.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    I agree with Yamakazi and n@rby here, symmetry is perfectly acceptable and useful when applied with a bit of thought and some subtle, basic variations (as I’m sure Yama has packed into Ns_Penumbra) it can easily keep the map from feeling repetitive.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    It will be well differentiated in the map, a lot of signage, variation of routes etc. Its not a clinical maze or anything <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    <!--QuoteBegin--Kassinger+Mar. 11 2002,21:24--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Kassinger @ Mar. 11 2002,21:24)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Are those two big boxes skyboxes as in outdoor area?

    Is this the same map with the (laser <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->) sam sites?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I still haven't got any answers to thesee questions. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    This overiview shot reminds me of how fun natural selection gameplay will be, with all the aliens +jetpacks. :S
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    No those have been cut for now. I'm concerned about the clipnode limit, so we'll see how it goes. Those areas also take up a huge area and space is limited.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    One benefit to a symmetrical design is that it's easier to remember the layout as you play. It's also incredibly easy to balance the gameplay between two teams, which gives you more time to focus on other things.

    The barriers in ns_penumbra aren't random, because their location makes them somewhat critical. I've actually considered removing them, since they might cause more problems than they solve at the moment. They basically create chokepoints leading into some of the start areas, but I think some chokepoints are needed in other areas instead of outside the spawns.
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