Map Concept
t0x1kw4st3
Join Date: 2008-04-27 Member: 64167Members
<div class="IPBDescription">Rough Draft</div><img src="http://i188.photobucket.com/albums/z178/iruyun/mapconcept.png" border="0" class="linked-image" />
White Line = Corridor
Yellow Line = Corridor that can be welded open
Red Line = Vent
Small White Square = Room
Large Blue Square = Marine Start
Large Green Squares = Hives
Light Green X: Resource Tower
The idea is that travel times should be very close (based on the equidistant lines in this abstract map layout, between hives/ms)
Possible MS/Hive Location: (through the evolution process)
<img src="http://i188.photobucket.com/albums/z178/iruyun/marinestart.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/mapconcep3.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3_1.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3concept2.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3_3.png" border="0" class="linked-image" />
Wouldn't that be sick? Thinking about calling it ns/ns2_toxic
Thinking about moving medical hive a little more north...
White Line = Corridor
Yellow Line = Corridor that can be welded open
Red Line = Vent
Small White Square = Room
Large Blue Square = Marine Start
Large Green Squares = Hives
Light Green X: Resource Tower
The idea is that travel times should be very close (based on the equidistant lines in this abstract map layout, between hives/ms)
Possible MS/Hive Location: (through the evolution process)
<img src="http://i188.photobucket.com/albums/z178/iruyun/marinestart.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/mapconcep3.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3_1.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3concept2.png" border="0" class="linked-image" />
>>>
<img src="http://i188.photobucket.com/albums/z178/iruyun/t0x1kw4st3_3.png" border="0" class="linked-image" />
Wouldn't that be sick? Thinking about calling it ns/ns2_toxic
Thinking about moving medical hive a little more north...
Comments
I would really appreciate more comments from various people about what they think... <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Key Too...
So wait no further. Do you know how to map? Go for it. I eagerly await your results. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Edit: Glad you went through all the trouble to create a layout with equidistant lines. All mappers should follow this example. *gives mean look to mappers who don't*
<!--quoteo(post=1689577:date=Oct 7 2008, 05:27 AM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 7 2008, 05:27 AM) <a href="index.php?act=findpost&pid=1689577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So wait no further. Do you know how to map? Go for it. I eagerly await your results. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, I have... I'll post some screenshots of my horrible piece of trash later. BUT, considering this was intended for ns2 but i'm bored so I am using hammer, might not be in the proper forum but it's cool in here <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
HAMMER, TOP DOWN MS
<img src="http://i188.photobucket.com/albums/z178/iruyun/topdown1.png" border="0" class="linked-image" />
HAMMER, 45ish DEGREE MS
<img src="http://i188.photobucket.com/albums/z178/iruyun/45view1.png" border="0" class="linked-image" />
I would advise you to remember that while it is important to have a strong central feel for the map, you should also create variances. If the same wallpaper were used throughout the map, it'd get boring quick despite the decent layout.
I also realize of course that you haven't finished the map by any means and that you were probably going to do that anyway once you started the other parts. Just giving advice, that's all.
Keep it up! Keep us informed too! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Need a tester =P, i can test on saturdays and sometimes Sundays =P
Yes, once I have gotten a little farther with it. Right now its still bare bones layout. Texturing has been a once over, just so things look bland (and no half life logos everywhere). I'm working on it now... Plus, I have to revise and edit throughout so...
@ Hawkeye
Cool, thanks. To me, it seems imperfect and bad (just because my little inner judge loves to slam my stuff). But, thanks for the good words. Makes me want to build more. Right now, I'm contemplating on MS layout still & wondering which direction I should take marines after they leave base...
Here is a concept for a hive room. It may be a little too small, but, whipped this piece of noob in ~hour?
<img src="http://i188.photobucket.com/albums/z178/iruyun/hive1topdown.png" border="0" class="linked-image" />
Evolution of this hive area:
<img src="http://i188.photobucket.com/albums/z178/iruyun/hive1.png" border="0" class="linked-image" />
Try adding a backstory to the map, for starters, map name?
Also, I don't know what the life forms will be like for ns2, but it'd be safe to assume there will be a marine-sized creature, a onos-sized creature, and a skulk-sized creature. I'd keep that in mind, making sure that you can get anywhere on the map as an onos, but at the same time, skulks get passage priviledges (I'd like to avoid using the cliched 'ventilation system' idea, but kind of hard to think of alternatives).
One thing that I love on map designs are the slopes and stairs and ladders that make it very 3-dimensional as opposed to having one flat surface in which the entire map resides on top of. Sounds to me like you had some interweaving in mind, but I just wanted to emphasize that aspect. As good as a map is, I get bored quick if I'm always on the same flat surface. One hive could have sloping surfaces leading up to it both ways as to give yet another home advantage to the Kharaa team, for example. I don't even think it would even change the gameplay much except provide a slight advantage to the kharaa. Just remember to have flat surfaces for the comm to build sieges on.
Edit: your hive layout looks similar to ns_lucid's middle hive. You might want to look at the map features that make that hive vulnerable/defensible such as quickest routes, vents, and cover.
Well, Hawk, one way to up the vents is to add those destroyable covers/grating on entrances, or have an indestructable one laying below the vent, for astetic reasons, and then...don't put the vents on the mini-map. Having the vents on the mini-map never sounded right to me =)
Add a secret entrance in the water, that leads to the sewers of the facility, then add two or three vents leading to crucial chokepoints near the hive.
The sewer entrance below the hive must be welded open from the 'man-hole' that enters the sewer, next to the point put a terminal saying "Sewer Release Switch", the weld point can look like a switch box, but the latch broke or whatever.
^just an idea of mine <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Having the level have great logic is needed to, so don't forget that. Also, design it to the map's Location, is it in space, if so, add some view ports, or make it look like it's a space station, if on ground, show a window on the hive room's ceiling =)
And again, may you point stuff out or add a key =)
it's looking great
Well, the "sewer" hive is more like the Waste Hive -- all the waste generated from the energy production part of the facility is transported to this room where it is refined (more-so, harnessed for greater efficiency) and then channeled through a ditch to its ultimate disposal into space. The waste generated is very toxic, so anyone walking in it takes damage, but it is not radioactive after it is treated. So, I'm going to call that hive WASTE REFINERY (like Powersilo underwaters).
quick shots of current hive layout:
UPPER CARGO (w/ elevator & RT & vents) -- north of the hive room
<img src="http://i188.photobucket.com/albums/z178/iruyun/topdowncargo1.png" border="0" class="linked-image" />
HIVE ROOM (w/ RT & 2 exits)
<img src="http://i188.photobucket.com/albums/z178/iruyun/topdownhive1.png" border="0" class="linked-image" />
and for ryknow, a quick overview of the entire thing cause its kindof unclear, without z-axis change descriptions:
<img src="http://i188.photobucket.com/albums/z178/iruyun/quickoverview.png" border="0" class="linked-image" /> RED x = RT
TOTAL WORK DONE, SO FAR:
<img src="http://i188.photobucket.com/albums/z178/iruyun/total1.png" border="0" class="linked-image" />
Added some damage to the Sweetwater Hive <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0014.jpg" border="0" class="linked-image" />
I like your backstory of the map.
It's a ore refinery, maybe, the waste is the rock and water that was in the way of the drill bits drilling for this Toxic and radioactive Mineral in this asteroid, and there's enough water to delute its radiation but it's still toxic, and is going to be filtered to get all the X Mineral they can get, THEN dumped into space. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I purpose making Lower Cargo the main fighting area out side the Sewer Hive, so maybe adding long containers and crates to kinda make a maze of boxes. Maybe a crane above the room, the crane is just astetic, and can basicly be a lower ceiling for skulks to jump off of.
Adding a Resource Node in Lower Cargo might be good too.
Adding a Maintenance Ladder next to Cargo Lift for people who aren't fans of elevators, and would also give a second route. Maybe making it a weld point required to open it.
What's that lower left section of the map? Marine Area?
Is the hive hanging over the Toxic Waste crap? I'd think it'd be cool if it was, making marines unable to knife the hive.
Overall, keep it going, I'll be able to play NS today.
Yes, its what I have for MS, just merged them both together so you could see the total.
<!--quoteo(post=1690012:date=Oct 11 2008, 12:33 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Oct 11 2008, 12:33 PM) <a href="index.php?act=findpost&pid=1690012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the hive hanging over the Toxic Waste crap? I'd think it'd be cool if it was, making marines unable to knife the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
I decided the hive is going to be submerged underwater in a square cavity.
PLUS, am adding a secondary access for people who don't like using elevators for the cargo area.
This is the current minimap of the hive area:
<img src="http://i188.photobucket.com/albums/z178/iruyun/minimap1.png" border="0" class="linked-image" />
also, isnt that water full of Mineral X, which is TOXIC? So, it'd kill the hive, but i do like the creativness.
still, its placement seems to me best to be underground (or, more accurately, submerged).
and yes, mineral X is highly toxic and harmful to health...
I've decided the names of two of the three hives will be:
Waste Refinery Hive
Sweetwater Hive
honestly, this build is still my rough draft. I am going to have to rebuild the entire map from scratch (or, edit it it thoroughly -- i'm not sure which is more time consuming) when i'm better
Revamping the map(editing) should probably be thought of after testing it.
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0022.jpg" border="0" class="linked-image" />
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0021.jpg" border="0" class="linked-image" />
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0020.jpg" border="0" class="linked-image" />
Even if you plan to port this to NS2, going into much more detail is basically just building a NS1 map until we understand the NS2 mechanics more.
Granted, this board gets much more traffic that the NS1 mapping board. However, they would be much more useful since they've mapped before.
i still think a crane and a maze of containers should be put in Lower cargo, with a RT under the crane magnet.
I think it'd be my new fav NS1 map.
I think it'd be my new fav NS1 map.<!--QuoteEnd--></div><!--QuoteEEnd-->
Check out these apples:
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0024.png" border="0" class="linked-image" />
<img src="http://i188.photobucket.com/albums/z178/iruyun/ns_chemlabs0026.jpg" border="0" class="linked-image" />