I Am Out Of Inspiration For Ns_attrition

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">So you can help me</div> Basically, I'm running short on ideas for locations in ns_attrition, so I'm asking you guys;

What would <b>you</b> like to see in ns_attrition?

Pictures or words, it matters not.
If you're wondering what attrition is looking like, <a href='http://www.unknownworlds.com/forums/index.php?showtopic=82124' target='_blank'>here is its screenshot thread.</a>

Comments

  • HellabeanHellabean Join Date: 2004-06-30 Member: 29644Members
    Umm..how about a tired and worn-out looking nuclear reactor
  • GNSGNS Join Date: 2005-02-02 Member: 39476Members
    Make a discombobulator room, with a funky looking machine!
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    alien blood?



    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    What terrible suggestions.

    How about a huge vertical tunnel, which has small bridge crossing over and is a vital cross over point in the map. Kinda like those collossal places in the star wars films.

    Or a corridor strewn with marine bodies and blood.

    Ressurect the crate, no one makes good cargo bays anymore!

    How about a ship's core refuel station. You could design a huge pump where the ship is fuelled every few years or something.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    So far, every NS map has had a wide open 'Rusty Freighter" feel to it. Why not have some "Cleaned up" areas, sections of the base used to "put a good foot forward" with some clients. Look at a mall for example. The "Shopping enviroment" seems clean, shiny, and warm. But, once you get behind the scenes and through a "Employee Only Access" door, you have a more Utilitarian feel.


    Or, take a chapter from Aliens: Make a section that has some makeshift barricades (Damaged enough for somthing < Fade to fit through),minor damage to some structures (A grenade without FF would probably shred a corridor) And dont forget the weldables! stuff that affects the enviroment rule! have lights come on, have a burst gas main be shut off, be able to seal off a big section of the vents with a single hard-as-hell-to-defend weldable...
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin-Mr Headcrab+Feb 25 2005, 08:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Headcrab @ Feb 25 2005, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not have some "Cleaned up" areas, sections of the base used to "put a good foot forward" with some clients. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Only the official maps have to stick to the rusty freight. If they were clean looking it would be betraying the "NS Feel" of the "NS Universe" according to Flayra's mapping rules.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <!--QuoteBegin-SamR+Feb 25 2005, 10:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Feb 25 2005, 10:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What terrible suggestions.

    How about a huge vertical tunnel, which has small bridge crossing over and is a vital cross over point in the map. Kinda like those collossal places in the star wars films.

    Or a corridor strewn with marine bodies and blood.

    Ressurect the crate, no one makes good cargo bays anymore!

    How about a ship's core refuel station. You could design a huge pump where the ship is fuelled every few years or something. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No more cargo bays please!!

    EVERY map has a cargo bay, it's getting boring <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Naigel+Feb 25 2005, 01:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Feb 25 2005, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No more cargo bays please!!

    EVERY map has a cargo bay, it's getting boring <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's a cliché!
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Delta Cargo Monitoring Access System Monitoring Station. That would be so awesome, just for the nerdy satire value.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    if you put i sign in the map that says "The monkey escaped -signed Abra" i will kiss you... well i won't but i will praise you and worship your name and avatar!

    ... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Danger Alert Systems.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    What sort of areas are you missing? Do you need themes for corridors, choke points, hive rooms, siege rooms, etc.?

    Think about what your map has, which elements of gameplay it already caters for, and then fill in the blanks.

    For instance, if you have a general area near a Hive which is too Alien friendly, you might want to make an open room.

    Thinking about what you're lacking gameplay-wise will give you some initial architectural requirements for these new areas. If you make an assessment of your map the new areas will practically create themselves!

    If you can't think of anything post a screenshot of an overhead view of the map and I'll try to give you some ideas...
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    Put in a burger joint.

    You could call it, DBB's Burger Palace

    seriously tho, a little area where marines attend to there "personal" needs would be kinda cool. Whats scarier than being attacked by an Alien while taking a shower! (probably a lot of things <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> )
  • antichristantichrist Join Date: 2003-05-27 Member: 16769Members
    - Landing pad
    - workers sleeping area/cantenia: bunkbeds etc..
    - command post
    - Research labs
    - broken teleport area
    - obs tower/ sentry tower
    - armoury storage area (without guns of course!)
    - Equipment storage area
    - Fushion/ nuclear reactor
    - Space port/ spacecraft storage area

    Hope that helps!


    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Well, if you only have about one hive left to go maybe, I'd say make that area in a completely different style than the orignial style. Like an industrial/sewer, warm type style, apart from your clean and cold style you have now. That would add some contrast to the map and actually make some areas stand out a bit more, and also give you more room to work with.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited February 2005
    <!--QuoteBegin-Mendasp+Feb 25 2005, 12:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Feb 25 2005, 12:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Naigel+Feb 25 2005, 01:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Feb 25 2005, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No more cargo bays please!!

    EVERY map has a cargo bay, it's getting boring <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It's a cliché! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Duke Nukem survived pretty much on crates. Everybody makes boring cargo bays these days, that's not my fault. I think I should launch a Cargo Bay map making competition. Yes.

    Anyone be interested?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Well the Cargo Bay in my map is inaccessible, so I'll be able to put in a bit of extra detail. In light of this, I'll certainly take up the challenge <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Anyways, back on topic... Mouse, have you tried playing other games? That usually helps a lot of people... I know it has helped me before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Or just walk around outside and start placing things about like brushes etc in the real world and saying damn that'd look fine in my map.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Something I've always wanted to see in NS is a catacomb style pillar room... Scary as hell for marines because skulks could be hiding behind any piller, and just a cool deal altogether.

    Other ideas:
    -resavoir
    -some sort of high elevation electic shaft
    -prison/animal storage area
    -hydroponics bay (PLANTS!)
    -surface access/airlock
    -tramtunnel/railaccess
    -loung/livingquarters/indoorpool
    -gymnazium

    anyways, hope I helped...
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    Secret room with loads of kewl stuff in.....
    And that Cargo Delta Bya monitoring system access monitoring room place
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    amuse place for the marines like a bar n music like dukenuken.
    or play x-com or avp 2.
    or see some movies like 2001, 2010.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I've seen the architecture of attrition and it seems to me to be very pristine. You should recreate all the hallways on the other side of the map and ruin them; rubble, cracks, struts missing. You don't need to use every gimmick prefab known to man, all you need to do is create aesthetic variety without sacrificing style.
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