ns_map1 concept

t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
edited September 2008 in Mapping Forum
<div class="IPBDescription">(rough draft 1)</div><img src="http://i188.photobucket.com/albums/z178/iruyun/ns_map1concept.png" border="0" class="linked-image" />

What do you guys think?

Long corridors will be combatted with Doors and changes in height...
I haven't placed any "rooms" besides MS and Hives, so it all looks like a corridor facility.

Map Dynamically, Marines can "unlock" the map with weld points (changing distance relationships).
a)Marines can also unlock bottom left for a surprise hive rush. If the aliens are aware of that possibility, 2 vents serve as their counter measure.
b)Marines can unlock the double weld in the middle of the map, allowing them faster access to the farthest hive, again, with a vent as a counter measure + 2 vents that open with the welding.

10 RTs, might make it 9...

Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited September 2008
    Looks like there are some fun ideas in there, but I don't think it's fair to only allow one route from the MS at the beginning of the game without having to spend res on welding. Any sensible Alien team will send all of their Skulks to the chokepoint on the right side of MS to try to pen the rines in and perhaps 1 to cover the weld spot.

    Also you have no vents from any of the Hives themselves, so if you were to get camped on either side -as frequently happens with a Hive like Cargo/Sub on Veil, or Fusion on Tanith- there are no vents that are from or just outside of the Hive room unlike the aforementioned maps.

    Vents are not only for access, they're for egging, too. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    As it is you would have to egg in a vent outside the Hive room and then take a risky route back, or else the Hives themselves would need to be designed with inaccessible and 'safe' areas like Bio and Fusion on Origin.
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    edited September 2008
    Well, the marines actually have 3 routes at the beginning of the game.

    1) The quick weld to west hive
    2) , after exiting on the right side of MS, Marines can move east or west.

    And I suppose I can do Hive Vents as well...

    Give me more info plz <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2008
    Hive vents to be able to exit the hive as a skulk towards incomming marines or siege locations are an example. Vents are usually a "safe spot" for skulks/lerks to either escape or attack/harras areas.

    The area right beneath the north hive is an example of a possible siege spot defense vent, but they're not attached to the hive area, which could be a vent hive for example (2 entrances into the hive instead of the hallways)
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    edited September 2008
    Here's another concept. It lacks weld points at the moment but a roughe sketch.

    <img src="http://i188.photobucket.com/albums/z178/iruyun/mapconcept2.png" border="0" class="linked-image" />

    Just noticed some extremely long corridors in there... will edit later...
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1688887:date=Sep 26 2008, 08:45 AM:name=t0x1kw4st3)--><div class='quotetop'>QUOTE(t0x1kw4st3 @ Sep 26 2008, 08:45 AM) <a href="index.php?act=findpost&pid=1688887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the marines actually have 3 routes at the beginning of the game.

    1) The quick weld to west hive
    2) , after exiting on the right side of MS, Marines can move east or west.<!--QuoteEnd--></div><!--QuoteEEnd-->Well the original layout struck me as similar to Eclipse (not a bad thing) but only with the left side blocked off by a weldable. Forcing Marines to spend 5 res early on on a Welder AND sending 1 'rine to weld with at least 1 to cover is unfair, imo, because all good commanders will be using all their res at the beginning to get their tech-tree unlocks going, with perhaps a bit left over for medpacking.

    It's fine to have an optional weld close to the MS (such as the wedable vent exit next to MS in Lost) because if you watch commanders in that game some will want to spend the res on the weld but others won't - it's all down to their decision and they are not forced to spend that early res.

    ---
    Anyway the new layout looks like you've made this 'shortcut' weld optional (i.e. it can be bypassed by taking a longer route), which is a much more balanced design.

    The new layout looks better with the vents but it's difficult to say how the area directly above MS will turn out. It could be a good relocation spot so I'd keep an eye on how biased that is for Marines as you build it.
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