Freeside the early days
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Slag off my layout</div>Okay here's the layout for my new map NS_FreeSide.
The theme is that the whole place is on it's side. The map is down to the bare bones ATM, therw is no readyroom and only 1 marine and 1 alien spawn. The red blocks are place holders. There is no lighting (fullbright), no textures have been aligned and their is not detail whatsoever.
I need help placeing doors, vents and weldables particularly.
The theme is that the whole place is on it's side. The map is down to the bare bones ATM, therw is no readyroom and only 1 marine and 1 alien spawn. The red blocks are place holders. There is no lighting (fullbright), no textures have been aligned and their is not detail whatsoever.
I need help placeing doors, vents and weldables particularly.
Comments
Remeber to change a lot of the architecture in both sides to set them apart.
Keep the comments coming. It's rather diappointing to see only 2 downloads <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
<!--EDIT|ChromeAngel|June 01 2002,20:31-->
Coil : I never said it was original <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ChromeAngel|June 02 2002,10:42-->
You heard it from me first: It might become an ns favorite.
[edit] Sorry I hadn't realised the JPEG compression had messed up the image so badly, i'll use GIF next time [/edit]
<!--EDIT|ChromeAngel|June 02 2002,20:07-->
"Due to the progressive nature of NS and the emphasis on researching, scouting out a map, and long round times, there should be a minimum of 30 seconds running time between hives, and from the marine start to the nearest hive."
Can Relic25 or Merkaba please comment? Is 20 seconds OK?
That said, some small maps could lend some generous change to the way NS is played. A 20 second run time between hive and CC would BARELY give the marines a long enough time to set up base defences, let alone build some much-needed buildings. This would increase the intensity and make games more frantic for both sides.
The bottom line is that a small map can be great if it's done right. From what I've seen, your layout might not posess that critical quality that renders a map playable and fun. I can't say for sure, since I've never played it, but it's not looking like a map I currently would want to play.
That doesn't mean I won't though. I just don't agree with the layout. Anyway that's just my $0.02.
I'm not just making a guess here: Flayra has told me several times that he's hoping to get a few smaller maps into the game as well. Like about half the size of Hera or Bast. Just sharing.
Not to say that big maps are bad or anything... But these guys do want some smaller ones apparently. Big is good... but smaller than the norm isn't necessarily bad either.
That said, it does appear as though your layout here could use a little more complexity and rooms. I'm not sure if something _this_ small would work. (Now <i>this</i> is a guess, though.)
<!--EDIT|ken20banks|June 02 2002,18:28-->
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Ah, great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm currently planning ns_sugarlump out on paper, and I was really doubting whether I could build a map quite as huge as, say, Bast. I'm planning for around 16-20 players maximum - the idea of building a 32-player map is plain scary.
I had been going to ask about smaller maps, but I kept forgetting...
Also the inclusion of the slow doors should solve some flow problems that could have arisen. One suggestion: add some bob-only routes (unless there already are some). That's about it.
I agree that the CC may be very easy to defend... perhaps the vent directly north of the CC can extend down and open up into it?
Marines can take the upper vent routes to go from hive to hive. Marines arn't actually too bad at vent fighting. It might play better if the big rooms and the Y shaped corridors were swapped. I think i'll give that a try.
I have taken out the partition walls to make one gigantic room. I have also expanded on the vents near the marine start and added a weldable to block the doorway at position W.
Just one point: Can you keep r_speeds under 700 in that gigantic room?