Ns_ttro overview
blueman
Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">:)</div>here is the overview to the map i finished 30 minutes before the deadline <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> . I konw it has some big bugs (mainly in gameplay) so i want some advice.
BLUE - marine spawn
VIOLET - CC
RED - Resource Nodes
YELLOW - Hives
ORANGE - Weldables
LIGHT BLUE - Doors
GREY - Lift
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_deadline_layout.jpg" border="0">
BLUE - marine spawn
VIOLET - CC
RED - Resource Nodes
YELLOW - Hives
ORANGE - Weldables
LIGHT BLUE - Doors
GREY - Lift
<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_deadline_layout.jpg" border="0">
Comments
Nice to hear that you met the deadline but I can't give you many advice, perhaps a connection between the left side of the Marine Spawn and the elevator-room...
looks real tight man
don't think that there will be to many probs with this map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Actually by "tight" he means "nice" or "great" or "spiffy" even. These kids and their slang these days, sheesh! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I really like this layout. Alot. I'm quite excitied about the number of maps that were ready for the deadline -- the more the merrier indeed. I do however, have 2 concerns about this layout:
Firstly, the distance from thehive at the bottom seems like it isn't all that far... how long does it take to run from that hive to the command center as an alien?
Secondly, aside from the lone resource nozzle the marines have by the command center, they don't have easy access to any more. The aliens seem to have the upper hand in the resource battle, seeing as how they are generally closer to more resource nozzles than the marines at the beginning of the game. I suggest you move one or two a bit closer to the marine spawn to ensure that this map is balanced.
Other than that, excellent work!
2º) In the resource node thing, yes youre right, the marines have a secodn resource node very far, but i still think that i did this to make marines have to go out their base and look around early in the battle. As an example, the nearest resource node is the middle right one, but fisrt they have to break a weldable to get in there, or if they dont want, thwey can leave the weldable there so aliens cant pass. I think i did a bit of mess with the weldables ( i still sont know if aliens can break them ) so i believe that playing this map will be an strange experience, cause i didnt know how the weldables worked and still used them so i could have done quite a mess <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> .
The upper left hive could be a problem, there's really only one entrance to the hive: the northern most entrance (I'm hoping it's not a vent) is fairly narrow, and RIGHT after a bend some webs right after the corner and some turrets farther back in the hive room aimed at the door, and any marine attack from there is null, which leaves the really big hallway entrance to defend. possibly if you were to make that norther hallway a little wider and connect straight over instead of going up, over, and down, that would solve the problem.
also, in that area, one more vent going from the er... "ribbed" part of the back entrance to the "square" room that you have to pass through before going to the big hallway will allow for some realistic flanking manuvers later on when the marine have Jet packs. otherwise, the marines would have to commit to a flank WAAAAAY the hell back when they leave that central "hub" room, before they even know that there is a hive in that part of the map.
IN the lower middle area, there's that room with the little jog of a hallway that connects just south of the other circular room, it seems to me that that room could be a little uneccisarry, as someone could just ride a lift up and then over as well, and since that circular room doesn't have a resource nozzle, it will probably NOT be fortified, and make having a bypass route for the room a little useless.
adding a nozzle in that room would fix that in a heartbeat, but probably give the marines a little too much RPs too early
Great job on the map. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Yes the upper left hive part was made in between days 27-28 so i had little time to test and the upper-right exit to that hive takes a lot of unnecesary little corridors to get to the resource node. i will change that part entirely. i have used many wall textures (blue-brown-orange-green) wall type textures and i need to cut a bit so i will cut some corridors (or make them bigger) and join some rooms into 1 (the rooms are all a bit small so ill join the middle ones to make a big room).
im not very happy with the layout i have right now i know its very unbalanced to one of the teams but as i havent played NS i do not really know if im wright or wrong. :|
-> i hope it turns to be balance <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
that could be why....
nice map, try to fix the balance ofn the resources and all the corridors thingies.....
neat map