ns2_dro
CD121
Join Date: 2013-04-04 Member: 184635Members, Reinforced - Shadow, WC 2013 - Shadow
ATTN: This is literally the first map I've taken past a few rooms, and I am quite the amateur when it comes to the editor compared to some of the talent you can find here on these forums. However, I'm here for some advice and pointers. (Please have mercy on me X_X ).
To start off, here's a top-down screen capture of my map thus-far.
I've taken to a rhombus shape for my map, with 9 resource nodes (red) and 5 tech points (blue).
As you can see by my expert MS-paint skillz, the map is only about halfway done (greyboxed).
In addition, I've timed the routes and they all average from 15-18 seconds to walk from the marine perspective.
And now here are some captures of some of the, dare I say it, more notable points in the map.
And of course to note, nothing here is concrete, anything and everything is subject to change.
So there's my map at a glance, now what do the good people say of it?
To start off, here's a top-down screen capture of my map thus-far.
I've taken to a rhombus shape for my map, with 9 resource nodes (red) and 5 tech points (blue).
As you can see by my expert MS-paint skillz, the map is only about halfway done (greyboxed).
In addition, I've timed the routes and they all average from 15-18 seconds to walk from the marine perspective.
And now here are some captures of some of the, dare I say it, more notable points in the map.
And of course to note, nothing here is concrete, anything and everything is subject to change.
So there's my map at a glance, now what do the good people say of it?
Comments
In my opinion though I would look at reducing the travel times from a techpoint to RT etc down to 12 to 14 seconds. Otherwise your map will be quite large and not much actoin happening and a fast(er) paced map is always a good thing.
Come and join the SCC or add me on steam and i'll sort you out... if you want to test other maps with us we play ever sunday.
Also, and this is just me looking at the overhead view you've provided, but it looks like there are some very long corridors here. This isn't terrible, but you'll need to have something in there to help aliens out a little bit. Remember: Marines are strong from a distance, whereas aliens are strong in close range. The key is finding a balance between giving Marines room to shoot, and giving Aliens a chance to approach without getting annihilated without a chance. Too many long, coverless corridors and Marines can easily lock down a route. Too windey, cramped, and narrow, and Aliens can roll right through with Marines having little to no chance of defending themselves or their teammates. In my humble opinion, you don't get this balance by having an even split of Marine-friendly areas and Alien-friendly areas, but rather by having all areas favor both sides equally. It's a fine line to walk, and is by no means an easy task.
Good luck!
EDIT: Oh and (you may have already figured this out, but just to be sure...) if you decide to make the map a little more compact like Loki says, keep in mind the ARC range. What I do is I make a 2048x2048 circle with 64 sides (sides doesn't really matter), and just assign it to a layer so it can be hidden away until you need to check your ranges. I make them pink, and stick them under every tech point so I can visualize where the ARCS have to be in order to hit the hive. Really comes in handy when designing the rooms.
Greybox (duh).
I think he was making a joke... I hope he was making a joke...