My Map
jabs
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.
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
Other than those two things, it looks great to me.
-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-->
<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.
One thing that I am unclear about is what do you mean what style of map this is?
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.
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
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
It will have to be playtested b4 anything can be know for sure tho.
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
looks great so far, hope you have the skill to do it!