Ns_apocalypsesiege ?

RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
edited April 2005 in Mapping Forum
<div class="IPBDescription">an ns_siege map</div> Well...we're still in the early stages of this map...
I'm basically just giving Alex the drawings of a map i'd like made, he's just gotten started on the map and I'm still working on the drawings, this is the raw concept of the map:
<a href='http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg' target='_blank'>http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg</a>
I made a bit more detailed drawing of the upper part of the map:
<a href='http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg' target='_blank'>http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg</a>

What I'm asking for is feedback, comments, any things you don't like or would like to see added.


Thanks in advance,
Rover

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    anybody kill me, please...
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    all this planning for a siege map?

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    edited April 2005
    We're not gonna make it a barely textured map like siege005returns...we're actually trying to make a decent one

    ps: still need to come up with a better name...the 'apocalypse' is actually the name of the rr music
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> rover the forum will broke your links because the image shack use a e-comercial and taht they turn in a square simbol so you have to change all the link where found a square for e-comercial plus image"&image"=square.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    The second one still seems to be working.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    rover if you edit the link trading square for &image will work.
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    that first image seems not working. looks good
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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--> you dont underrstand if you edit the psot you will broke all image shak links , and have to edit all links removing squares and puting this:
    &image

    now the second image isnt working.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I'm having trouble visualizing this... You are basicly restricting the aliens to one hive right from the start... your siege room is immediately accessable from MS, and the aliens must run around the whole battle zone and PAST MS to even get there. That really isn't fair considering that on siege maps leap stomp metabolism bilebomb and umbra are some of the most useful abilities that are really required for the aliens to take ground. The marines should have to WORK THIER **** OFF to take out the second hive, weather or not you make the third hive easy to keep.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Swiftspear+Apr 11 2005, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 11 2005, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm having trouble visualizing this... You are basicly restricting the aliens to one hive right from the start... your siege room is immediately accessable from MS, and the aliens must run around the whole battle zone and PAST MS to even get there. That really isn't fair considering that on siege maps leap stomp metabolism bilebomb and umbra are some of the most useful abilities that are really required for the aliens to take ground. The marines should have to WORK THIER **** OFF to take out the second hive, weather or not you make the third hive easy to keep. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm not sure you know how siege maps work.

    On most of them, the siege room is directly accessible to MS, but you have to wait 15 minutes, or so, before the doors to it open. The aliens and the marines have about 5 minutes to set up. Then the aliens have about 10 minutes to cripple the marine res intake. Then both teams fight to secure the siege room.

    It looks like a more thought out version of a siege map, like the OP said. I think that putting the 3rd hive in another room isn't a great idea, because once the aliens lose two hives, they've basically lost. It would just take the marines another several minutes to finish the game, which wouldn't be fun for either team.

    When I play siege maps (not often, but I have played several of them in the past), the thing that makes a siege map good is that the fades have somewhere to hide and regenerate their life. For siege007, that place is the top of the jetpack room. Without that place, then the marines can lame up their entire half of the map, drop HMGs and JPs, and then the aliens can't do anything.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    Maybe lots of vents with even small rooms in them ? (in marine halls)
    Alien halls will probably become longer tho.


    Thanks for the replies
    - Rover
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    I like having the hive in another room. How about opening the siege room to the aliens at 14 mins, but make it onos un-usable? Then, after the 1 minute is up for the aliens to go in and build, the door closes, and the marine start door opens. Also, make the holes in the wall deeper, so a full grown fade can hide in there, around 2-3 ocs long, but still keep them thin.

    ns_siege_ultimate

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    edited April 2005
    UPDATE:
    - kind of finished alien halls, I'll leave the mapper free to change them to what he wants (vent to alien door room still needs to be finished)
    - finished both door rooms (marine door will still get a vent)
    - started marine halls, still 2 rooms to come between where i got now and marine start, first a hide room for the aliens (thx theclam) then a defensive room for the marines

    edit: piccy: <a href='http://img239.echo.cx/img239/4784/mapdesignsiege38dy.jpg' target='_blank'>http://img239.echo.cx/img239/4784/mapdesignsiege38dy.jpg</a>

    Once again, thanks for the comments, Best Regards
    - Rover
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-theclam+Apr 11 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Apr 11 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 11 2005, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 11 2005, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm having trouble visualizing this...  You are basicly restricting the aliens to one hive right from the start...  your siege room is immediately accessable from MS, and the aliens must run around the whole battle zone and PAST MS to even get there.  That really isn't fair considering that on siege maps leap stomp metabolism bilebomb and umbra are some of the most useful abilities that are really required for the aliens to take ground.  The marines should have to WORK THIER **** OFF to take out the second hive, weather or not you make the third hive easy to keep. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm not sure you know how siege maps work.

    On most of them, the siege room is directly accessible to MS, but you have to wait 15 minutes, or so, before the doors to it open. The aliens and the marines have about 5 minutes to set up. Then the aliens have about 10 minutes to cripple the marine res intake. Then both teams fight to secure the siege room.

    It looks like a more thought out version of a siege map, like the OP said. I think that putting the 3rd hive in another room isn't a great idea, because once the aliens lose two hives, they've basically lost. It would just take the marines another several minutes to finish the game, which wouldn't be fun for either team.

    When I play siege maps (not often, but I have played several of them in the past), the thing that makes a siege map good is that the fades have somewhere to hide and regenerate their life. For siege007, that place is the top of the jetpack room. Without that place, then the marines can lame up their entire half of the map, drop HMGs and JPs, and then the aliens can't do anything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It still looks to me like the alien team is going to have a hard time pushing the marines all the way back to the siege room. I guess those kind of balance factors are tweakable depending on how long the door takes to open though.

    I still think hive 2 should be in the same room as hive 1 though. Without hive 2 the aliens are just waiting to be slaughtered, they really have no chance of making more forward push. One possible fix would be to allow the sieges in seige room one to kill hive three and roughtly half the alien res, but leave hive one, hive 2, and the other half of the alien res. A highly skilled alien team might turn the game around after those kind of losses, but NO alien team would be able to push back an established marine team at hive 1.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    I'll get my mapper to decide what he wants to do...maybe just make the 2 hive room bigger & siege further si sieges can't hit 2 hives from the big siege room
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    Great idea: Have the siege room below the hive room, with unbreakable glass on top of it. Oh, and don't make the whole map bright. Make it dark, maybe some lava going in the middle of some rooms.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    It looks good, but I'm still concerned that it will take too long for the marines to finish the game, because of the location of the 3rd hive. It's no fun for the aliens not to be able to do anything to stop the marines, especially when it will take several more minutes for the game to end.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Fatal Error+Apr 12 2005, 04:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fatal Error @ Apr 12 2005, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Great idea: Have the siege room below the hive room, with unbreakable glass on top of it. Oh, and don't make the whole map bright. Make it dark, maybe some lava going in the middle of some rooms. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like playable/sensical maps. A seige room below a hive room will be impossible to drop structures in for the commander.
  • TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
    <!--QuoteBegin-Fatal Error+Apr 11 2005, 05:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fatal Error @ Apr 11 2005, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like having the hive in another room. How about opening the siege room to the aliens at 14 mins, but make it onos un-usable? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Skulk walks in, eggs, Onos.

    No such thing as unonosable unless you make it a siege room with only crouch space, then that makes it undropable.

    I also like the idea of alien loosing half their res and 1 hive. It still gives them half a chance of winning, although could lead to potential long endings to the game but of course aliens would run out of res soon enough if they kept dying as advanced lifeforms. So Marines would win eventually, provided aliens are careless.

    Make hive room 2 longways put the 2 hives in there and put half the res nodes beside the hive in hive room 1. Also you might want to think about making the siege room long enough to have 2 DC walls (ie: DC stacks) at either corner or just leave enough room for only one? Also make the hive non JP friendly, stick obsticals are various heights to make it hard to navigate.
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    nothin' against the mapper but haven't you already asked yourself the same question as I do? "How much more siege and stargate maps do we really need?" I think those maps are actually very often played on some servers and I don't know what's so cool about them..they may bring some fun for the first time but not when you play 'em over and over again..

    your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Lt Realness+Apr 12 2005, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Realness @ Apr 12 2005, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nothin' against the mapper but haven't you already asked yourself the same question as I do? "How much more siege and stargate maps do we really need?" I think those maps are actually very often played on some servers and I don't know what's so cool about them..they may bring some fun for the first time but not when you play 'em over and over again..

    your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Considering that I have yet to see an acctually good one, I personally doubt that one more will hurt that much.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-Swiftspear+Apr 12 2005, 07:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 12 2005, 07:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt Realness+Apr 12 2005, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Realness @ Apr 12 2005, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nothin' against the mapper but haven't you already asked yourself the same question as I do? "How much more siege and stargate maps do we really need?" I think those maps are actually very often played on some servers and I don't know what's so cool about them..they may bring some fun for the first time but not when you play 'em over and over again..

    your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Considering that I have yet to see an acctually good one, I personally doubt that one more will hurt that much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ns_seige005 in 1.04 was pretty fun. Igly, simple, but strangly addicting. But as od 2.0, the devs tryed purposfully to rid NS of such maps.

    Meh, I'd just try to make a co_ map if you have your heart set out to make a map. Or do you? Are you just making a layout?
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    The is 2 good siege maps at the moment according to the majority of the players which come to my server and thats quite alot for 1 server.

    ns_siege007_v2 (witht he secrets off)

    and

    ns_siege_generator

    but they request a new siege map alot

    So plzzzzzzz make this map so i can keep them happy for another month or so <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    Jim does that mean you like the layout ? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    Anyway thanks for the replies all, I'm sorry but the siege room under the hive room will make it unbuildable as said before.
    I made this map from scratch, absolutely not using any other map inspiration, except when someone told me aliens need a hideout like siege007's jetpack room. I will leave this room up to the mapper (as shown in the new picture).
    I don't feel like making a co_ map as i don't really like the gametype...
    About only sieging one hive, I'll show my mapper this topic, so he can read your ideas himself, he will also be adding eye-candy and obstacles (as suggested for the hiveroom).

    NEW PICCY (kinda finished):
    <a href='http://img155.echo.cx/img155/4255/mapdesignsiege47ou.jpg' target='_blank'>http://img155.echo.cx/img155/4255/mapdesignsiege47ou.jpg</a>

    Again: Thank you for your many replies,

    Best Regards
    - Rover
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Jim, to clarify, I mean there are no good looking siege maps, they all tend to be ugly as high hell. Being that all seige maps so far are ugly, there is reason for good ones to be made, simply because they would be original. Thus realness' point of there being no reason for a good mapper to make a seige map is not quite accurate.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    edited April 2005
    Tbh mate its not looks that the majority go for its playability!

    take a look at ns_siege_generator and you will see how visually stunning it is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    ns_siege007_v2 looks better with new lighting and its darker

    But the majority do enjoy a siege map!

    Yes i do like the lay out i could have lots of fun on this map by the looks of it!

    Because you don't find seige playable doesn't mean it isn't playable!

    I have seen siege maps be closer than most ns maps in end game!

    You may think marines get it easy but they actually don't it can prove very difficult for marines to win!

    Siege maps can be more fair than ns maps!
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Honestly, I still can't see a seige map in 3.0.

    1.04 yes, it was entertaining back then, and the game dynamics made them pretty fun. I used to play a lot of seige005 and missilecommand back then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (shut up, they were fun <!--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-->) and after 2.0 the game dynamics changed so that the experiance sucked.

    Try a co_ map man, make it pretty, and be less original <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    I see siege maps god knows how many times a day.

    I wish they were normal ns maps but server op's have to think about what brings new players in and most of the players request siege map so i will give them siege map!
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    I'm not one to bump/revive old topics, but I'm hunting around for new/updated siege maps for our custom server.. anything going on with this? Seemed like an interesting/cool idea, similar to supersiege.
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