My Map

jabsjabs Join Date: 2002-12-14 Member: 10773Members
I have the basic layout of the map done. I have also inclosed an overhead view of my map.
Dark blue is the marine start.
Red are the hives.
Purple are the resource nodes.
Light blue are the vents.

<img src='http://bravesirtux.netfirms.com/ns_fritto.jpg' border='0' alt='user posted image'>

I am really just wondering if you guys think the layout is balanced enough and the gameplay looks alright. Also, try to ignore the lighting. I just added basic lighting in the areas that had aresource node, hive, or the marine start.

Comments

  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    The only thing I see that you might consider changing is that each hive and the marine start only has one entrance/exit. This can make it too easy to capture and defend. Also, I'm not sure about the overall scale of the map, so this may be a non-issue, but I see that there is a single room between each pair of hives, which could make it easy to siege out those hives from that one room. Obviously, if the rooms are far enough apart, this isn't an issue.

    Other than those two things, it looks great to me.
  • chaosripperchaosripper Join Date: 2003-01-19 Member: 12487Members
    -too many RT's, try to stick to 8-12 RT's (depends on size)
    -put more distance between (1 TF with 2 sieges can take 2 hives out)
    -top right of map will probably not be used a lot.

    have you also thought of differences in height? dark/light spots? and what's the style of the map?

    but appart from that, it's a good lay out and it could become a good map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    I'm assuming you posted the layout for people to pick the bugs out of it, so here goes. (<i>note: I just previewed my post and saw two others are now there, so there might be some repetition</i>).

    <b>o</b> northeast - the loop that goes around the '8' doesn't seem to serve any purpose, therefore nobody would ever really go around that way.

    <b>o</b> east and southeast hives - easily siegeable, and the siegepoints are easy to defend.

    <b>o</b> all hives - can benefit from having more than one way in/out.

    <b>o</b> the area around the marine start is pretty good, but you may want to reshape the MS area - a handful of turrets would defend the whole area.

    <b>o</b> there's a few really long hallways. I'm not sure if/how you were going to break the VIS, but try not to keep them long and flat.

    One very helpful thing I read way back when I was into UT mapping was that <b>every room should have a fairly obvious purpose</b>. It can be applied to your layout in that there's a lot of areas with only one way in, but no real reason to go in there. Having the room serve as a point between two hallways, for example.
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    Thanks for the quick feedback. Yeah, those 2 hives can be sieged from that one room so I'll definately fix that. I'll also fix a couple long corridors and that northeast part of the map. I'll also take out some resource nodes (wasn't sure how many to put in so I just put in a lot).

    One thing that I am unclear about is what do you mean what style of map this is?
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    A couple people said that the top right area wouldn't see much action ... however I notice there's a double node room there. That might be enough of an incentive to venture to that corner of the map. Just thinking out loud ...
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    <!--QuoteBegin--Bytor+Feb 17 2003, 10:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bytor @ Feb 17 2003, 10:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A couple people said that the top right area wouldn't see much action ... however I notice there's a double node room there. That might be enough of an incentive to venture to that corner of the map. Just thinking out loud ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bytor beat me to it. I was going to disagree with everyone that said that the northeast corner will not see any action. As previous games have already told us, players are lured by the sound of "double resource node". Therefore, I expect that, although the corridor might not be well traveled, it definitely will be used. Those double RTs attract players like flies to a picnic.
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    put a spawnportal in at the marine start

    count how many seconds it takes to go from the marine start to a hive,

    and from each hive to each hive


    if that time is less than 30 seconds, may be a marine / alien rushing problem

    and its ok to give the aliens the advantage of getting to there hive sooner, but if they get that give the rines like a double near by or something like that.

    watch siege zones, ( using 1 tf to secure a rez, siege 2 hives at once )

    watch vents, make sure that the rines cant tech up to JP and then zoom right into a hive or gun it form long a dark hallway.

    watch big long halways where the rines can see the aliens from a mile away and the aliens have no other choice that to go down that one hall.


    looks like a pretty good start though, there is a page somewhere with a few technicalities but i dont remember, all i know is that i printed a copy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    Ego
  • chaosripperchaosripper Join Date: 2003-01-19 Member: 12487Members
    edited February 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... however I notice there's a double node room there. That might be enough of an incentive to venture to that corner of the map. Just thinking out loud ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Just keep in mind, that MOST players will take routes that lead to key locations, and when they pass by a resource nozzle they'll take it.

    My point: Even though resources often have a high priority, keep in mind that hives and key/choke locations (think of good siege spots!) are (almost) always the first target of any commander. Just thinking out loud :O
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    I don't know how much that double node will attract attention. Hera's double dous because it is in the middle of the map. Bast's does because it is on the way to a hive. Personally I see someone running out to check on it occasionally that's all.
    It will have to be playtested b4 anything can be know for sure tho.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    this map has lots of res nodes -> much players.
    this map is small and each hive and CC has just one entrance -> 4 player max on each side.
    -> a map for just a few players that will have a lot of resources
    -> marines own this map
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    I've completely redesigned this map based on all of your suggestions. I'm gonna make the overhead layout (like I did above) again. It will be done sometime tomorrow hopefully. Again, thanks for all the feedback <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I wanna see the new one!
    looks great so far, hope you have the skill to do it!
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