Ns_? Layout
DarkSeraph
Join Date: 2004-06-07 Member: 29174Members
I was hoping some people could help me on the layout of my map.
i was goibng to call it ns_temple, but i found out that is already taken. i tried to email the creator of that one about the names but he never got back to me, so i may end up calling it ns_tomb, even though it is much more of a temple than a tomb, and his is more of a tomb than a temple.
The yellow is a passageway that is optional, and i'm thinking abomut putting in. right now i'm leaning towards yes, putting it in. tell me what you think and any other problems with the map.
<img src='http://www.seraphsoftware.com/DarkSeraph/ns_templeLayout.jpg' border='0' alt='user posted image' />
(each of the passageways leading to the large room come out in small "houses" that you can see on the edges of this next pic)
here are pics of what i have so far. this is the large area you see, that i did my best to make it fair and balanced, let me know what you think
<img src='http://www.seraphsoftware.com/DarkSeraph/SS4.jpg' border='0' alt='user posted image' />
here is that small room in the center of the map, above the large one.
<img src='http://www.seraphsoftware.com/DarkSeraph/SS5.jpg' border='0' alt='user posted image' />
i was goibng to call it ns_temple, but i found out that is already taken. i tried to email the creator of that one about the names but he never got back to me, so i may end up calling it ns_tomb, even though it is much more of a temple than a tomb, and his is more of a tomb than a temple.
The yellow is a passageway that is optional, and i'm thinking abomut putting in. right now i'm leaning towards yes, putting it in. tell me what you think and any other problems with the map.
<img src='http://www.seraphsoftware.com/DarkSeraph/ns_templeLayout.jpg' border='0' alt='user posted image' />
(each of the passageways leading to the large room come out in small "houses" that you can see on the edges of this next pic)
here are pics of what i have so far. this is the large area you see, that i did my best to make it fair and balanced, let me know what you think
<img src='http://www.seraphsoftware.com/DarkSeraph/SS4.jpg' border='0' alt='user posted image' />
here is that small room in the center of the map, above the large one.
<img src='http://www.seraphsoftware.com/DarkSeraph/SS5.jpg' border='0' alt='user posted image' />
Comments
About the names, ns_temple is taken. Until the author gives up on the map it really is bad form to try and release with that name. Honestly uffo (the original creator of a map named ns_temple) has been developing the map for a while, and as such still "has rights" to the name. If you're still stuck on the temple idea give it an egyptian name, that will probably convey the proper idea.
Thats about all I can say...
i just was trying to talk to uffo about it and he didn't give me the ocmmon courtesy of a "no" <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
and most "rooms" aren't withing 1088 range of eachother, due to siege turret range, but point taken. that isn't to scale, the hallways will be smaller and stuff.
recoup, glad to know u like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> </sarcasm>
i was afraid ppl wouldn't be very open to it...
also, since the hive on the right is so close to MS, i also put the dbl res right above them, to give them a little advantage. in fact most games the aliens should be able to get that before the marines.
there actually are a couple ns_ maps with a smaller layout, and i think it makes the gameplay more fun and challenging. ns_bast is a pretty small map, unless the aliens start in refinery, the MS is VERY close to their hive, but aliens tend to hold them off nicely (most of the time), and the marines are forced to go the other way around the map.
Otherwards i think this miight be some fun, for some smal games <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
HOW did you manage to sneak this into the mapping forums? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
unique, but wierd... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> gj!
sadly i took the w-polys on that room w/ the pillars down from 2500 to 1100 (which i get a 60fps at perfectly) but i was hoping during playtesting people can play, let me know if it lags them, and see if they can think of any ways to lower it further. i made all of the textures larger cut out a fair portion of the detail, and can't think of much else to do.
I was aiming for a unique map, and my g/f(who also helps make the textures for it) is also gonna help me with the background story that kind of fits. thanx for your input!'
edit: if you mean unique to the layout, that is a VERY simple layout and the minimap won't look ANYTHING like that. i used circles instead of squares cuz i'm lazy, and don't actually know the shape of it yet.
[edit] might end up posting this question to off-topic section.. ;D
didn't post it becuz i didn't want to double post, and figured my poor thread was dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
let me know what you think, the white passages on the xy are larger, where as the colored ones are skulk/small ones. you can tell what i already did by the textures on the 3D look. the blue is the sky texture on the big room.
<img src='http://www.seraphsoftware.com/DarkSeraph/ns_mayanLayout.jpg' border='0' alt='user posted image' />
10 res total, did my best to balance it, let me know if there need to be more in some place, or less, or a skulk path, really w/e you think i'll change <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i made the passageways straight yet kinda maze-like, i hope it will help with the atmosphere.