Ns_odlers - layout

HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">Sector a</div>This is a rough layout for the section of the map
"Sector A:Civilian Habitation".

good, bad, what to fix?

Just to let you all know - the main corridor from the circular area in the centre of the map, has ducting all the way along for alien-dropping-on-your-head fun...

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    3 different directions to attack the command station ...?

    I like it ..
    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    whats an access in floor? pretty color, unkown function.
  • StalKalleStalKalle Join Date: 2002-04-01 Member: 371Members
    dude looks good, maybe more hives? (8
    i like the way u drawn that modell looks cool. Lets hope the map will be to.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    aaaaarrrggg, what program is everyone using to do this uber-1337 layouts =(
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Access in floor - means just that...to access the vent/passageway/whatever leading off the room, you enter through the floor..

    More hives - well, that's sector A of the map...there is 3 sectors <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    What program - I'm taking screendumps from worldcraft, inverting the colour and desaturating it, then printing them out, adding my changes on paper, scanning, then using corel photopaint to touch it up <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • DarthDiviDarthDivi Join Date: 2002-03-13 Member: 311Members
    great pic, one question...

    the main route to the hive seems to be via the cold room, via the kitchen. Will level 5 aliens be able to navigate through here?
  • DarthDiviDarthDivi Join Date: 2002-03-13 Member: 311Members
    also you have a lot of resource nodes in this 1/3 portion of your map...less could contribute to more aggressive play from both sides as they fight over key resource locations. By having more, there is less of a need to control those positions.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    level 5 aliens - yep, the vast majority of areas in my map are level 5 friendly. That's not say that it wont be a little difficult for level 5 aliens to get to key positions...

    the resources closest to the cc and the ones close to the hive are actually rather drained. that is, they will have a tiny bit of resources to get each team going but to really rake in the resources they'll need to hold onto the lounge or outdoor area, which has easy access for both teams.

    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    um...are you suggesting that marines have to have a jet pack to get out of the spawn, cause thats how it appears currently with the altitude change kind of blocking the exit to the room.  also on the left of the map, the ventilation system could be simplified.  This is because the furthest left entrance is useless,  there is an entrance close to the hive and that is the one that makes since to use so why have extra vents no one will use.  Besides those quibles the layout is shaping up nicely. I enjoy the complexity.  We really can't give you alot of good useful feedback till you post up the whole lay out. Keep at it.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    hey, by altitude change, I think he means ramps, or stairs. Just to add a height feel to a level without going under-over in the design
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    And I don't think many of you realize, this is just one small part of his map. There are at least two other sections... some of which I believe some of those vents/passageways lead to.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    lol trane... the altitude change thing is just an indication that it slopes or has a ramp or so on....no jetpacking required from spawn...

    as for the vent on the right vs vent on the left - mr right vent may have a shorter distance but is much tighter quarters and makes for an incredibly difficult assault...the mr left vent however is much simpler with longer unobstructed spaces...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    spot on comprox <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    molecular, spot on as well <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I was going to mention again that there still doesn't seem to be any reason to go over on the left hand side there, but it makes a lot more sense to me now with this newer version. I'd clutter up the mess hall a lot to, as you mentioned, make it a less desirable path. You could probably throw the tables around a bit and possibly add some debris. Just something enough to make it so the marines don't chose that path exclusively.

    Overall, It looks great! Though I'm a bit suspicious about that "Outdoors simulation..."



    <!--EDIT|ken20banks|April 02 2002,20:52-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Outdoor Simulation - well, this whole stations purpose is to research environment restraints and productivity for oxygen dependent lifeforms (which is also why the aliens are there - they are oxygen dependent but it seems they have gotten loose) - so it would seem only natural for there to be a section in the civilian quarters that recreates earth for them. It's nothing special, just a small forest...
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Ok, the one huge thing I like about this map thus far, is that every room has a logical purpose, kitchens, lounges, dorms. That's what I love to see in maps, a logical purpose to the areas shown.

    That said i'm looking forward to seeing the other 2 sections, is it going to be more of the same or are you going to aim for different areas? Like Security, Engineering or ops.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Mart, I should have marked this on my map but I'll just type it now

    <b>Sector A (the one shown)</b> - Civilian Habitation -
    that is, all the living areas - kitchens, dorms, relaxation areas etc.

    <b>Sector B </b> - O.D.L.E R&D Labs -
    What the hell is that? "Oxygen Dependant Lifeform Environments - Research and Development Labs". This is all the scientific parts of the station. Test areas etc - imagine a hospital type set up.

    <b>Sector C </b> - Specimen Storage -
    to have test areas we need test subjects and to have test subjects we need enclosures for the test subjects <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    This area is somewhat similar to a zoo. It seems however, that it was not the best built zoo because Bob escaped.

    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> hope that clears things up
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