Ns_test (working Title) Layout
Munty
Join Date: 2002-11-01 Member: 2972Members, Constellation
Rough layout has been done, but I'd like some comments on it.
This was taken with the dev_overview 2 mode, so excuse the dark spots on it.. took long enough to rad as it is <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
had to resive to about 92-93% to get in under the file size limits, so the quality isnt as good as the original.
The map is set undergraoud so no windows anyware (unless its into things like tanks)
This was taken with the dev_overview 2 mode, so excuse the dark spots on it.. took long enough to rad as it is <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
had to resive to about 92-93% to get in under the file size limits, so the quality isnt as good as the original.
The map is set undergraoud so no windows anyware (unless its into things like tanks)
Comments
I dont want to do them untill i get some feedback...
*shrugs*
also that big octagnol room in the middle is going to be an air shaft eventually.
I suggest cutting a few of the nozels...you have quite a bit
Also, some of your hallway layouts look like they would allow the player to see in two large areas at the same time (the large vent room and the hive most north for example)
and when you file size under limits, do you mean the texture limit?
hitting the texture limit on a rough layout can't be good....
-Epicglottis
as to your first point, there probably are one or 2 points i could cut easily (specifically one of the ones near the vent shaft.)
your second point: because this is a top down view it doesnt really show the levels.. the most areas youll only be able to see one large area because of a lif/ramp/ladder. i see your point for the northern hive though.. i might increase the distance from the hive so i actually get a coridor between the hive and the room, then i can make that coridor have something in it to block vis.
and as to your final point: erm.. i ment the forum picture limits <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
there are some basics in NS maps mentioned in "Avoid like the plague" + "Map Essentials" + "Map Should Haves" here
<a href='http://www.planethalflife.com/nsworld/MappingGuide/MappingGuide.ASP' target='_blank'>http://www.planethalflife.com/nsworld/Mapp...appingGuide.ASP</a>
Read and keep in mind or your map could have errors and 0 ballanching.
between the northanmost hive and thre MS theres a rather large blast door, which i WANT to have weldable.. anyways, you do have to go around a bit to get to the hive. So that route is longer than it looks...
And when i say weldable, i mean a switch on the wall i can weld, then use to open and close the door...
True having that door welded would mean the marines only need to capture one room to block off the hive, but thats what vents are for. If ya dont know how to use vents as a skulk.. well... i think ill stop talking about now...
For those that are interested the times for a marine to run to each hive are:
West hive: 35 seconds
North Hive: 40 seconds
South Hive: 40 seconds
For the north hive that the running time when the door is closed.. tis a mite bit quicker when the door is open. And no i didnt time it with the door ope <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
The entrances to your hive rooms all seem to be in the same wall, this will make them very easy for marines to defend if they capture them. I advise entrances of different walls at different heights to give the best gameplay (think hera's fan hive or tanith's waste management hive).