Calling all mappers

coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
<div class="IPBDescription">Will layout 4 food</div>I'm not a mapper; I don't claim to be.  And from what I've heard on the forum and on IRC, NS is probably not the mod to cut my teeth on - mapping for it sounds HARD.  However, I still REALLY want to contribute, and what I have to offer is a great imagination, fairly solid sense of design, and some decent artistic abilities.

Sooo... I want to offer some layouts and design ideas for mappers, in the hopes that you will like the idea and want to build it.  I'd see it as a sort of co-authorship... You're the director, I'm the artistic director.  Here's my first idea:

A vertical space station, vaguely similar to the Zeus Cannon from <i>Final Fantasy: The Movie</i> in appearance (i.e. vertically aligned, multiple parallel segments).  "Now coil," you say, "RTFF, you know maps can't be vertical."  True, I answer.  In this particular space station, the infestation has shorted some of the automated systems; as a result, the artificial gravity has reoriented by 90 degrees.

What this means is that the "ground" will actually be the side of the space station, and the layout becomes flat.  Obviously this leads to some interesting rooms - combinations of bolted down equipment still on the "floor" (wall) and unsecured furniture strewn across the "wall" (floor).  Plus the station will be in disrepair; hull breaches, power problems, maybe flooding?, etc.

Soo... anyone interested?  Scroll down to see the layout; design pics to follow.

Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    <img src="http://csnation.counter-strike.net/barney/personal/map4food.jpg" border="0">
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    someone was making a map set in an upside down spaceship, can't remember who tho (My bet is on Chrome....) <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Comprox is working on that one.
  • JacqJacq Join Date: 2002-04-04 Member: 378Members
    i´m trying to put people together for mapping, but i haven´t much time now, so if any is interesting lets talk about it, we can do better maps working together, i don´t call only mappers, i´m looking for artist with textures,models and sounds, and for "paper" designers, will anybody be interested?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    /me points at first post
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Here's the layout:
    The area to the left is a cargo ship (where the aliens originally arrived).
    A2 is a guard post.  A3 is decontamination, A4-5 is an elevator.
    B45 is an arboreum.
    C123 are public space, C45 is an auditorium.  Below that is maintenance.
    D78 are animal research labs.
    H123 are the hives; CC is the Command Center.

    I haven't placed doors, welds, or resources yet, in large part because I don't feel I know enough about gameplay to place them well.  Additionally, the rooms will be pretty interesting, and there will be a multi-level effect as marines are climbing over furniture and on walls within compartments.  For instance, the side-entrance to H2 is half-way up the wall.

    Flayra: It's possible that H2 will have 2 entrances, but only one exit (for marines, anyway).  Is that ok, or should I fiddle with the structure to make both doors exit-able?

    So.... did I catch anyone's attention?
  • JacqJacq Join Date: 2002-04-04 Member: 378Members
    nice layout, but may be the centers is too much full of corridors. There must be three posible places for aliens where they will be?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Sorry, should have mentioned that explicitly; the the hives are H1, H2, and H3.  CC is the Command Center.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Awesome, I like how its got a realistic design for a freighter or spaceship.  It reminds me of the current modular design of the International Space Station.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I actually drew the idea from current space stations - the cylindrical, modular design.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Question... there is currently only one entrance to the marine base on my map.  Do I need a vent for the aliens?  I also think I will move the CC into a room above the octagonal room (I'll call that the Atrium), to leave the Atrium open for building.
  • JacqJacq Join Date: 2002-04-04 Member: 378Members
    It´s a good idea, i think this map needs more space for building, and a vent entrance will add strategy play.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Coil, I love your layout, simple as it may be. Outside the airlocks is a great place for a hive. Would have never thought of it myself <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Been working on some concept art of the Arboreum... I'm gonna make it pretty in Photoshop tomorrow and then post it.  (:  After that, I'm gonna tackle Hive2 (the Generator room).
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