Ns_hera final plan.

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">It's finished. large pic.</div>Finally, ns_hera is 99.99% finished. That 0.01% is expected to drag out for quite a while mind, as it incorporates all tweaks and odds and ends I might want to put in. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Here is the HLTV view with room descriptions and legends.

Hope you're looking forward to it!

Comments

  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Wow, looking at this final layout almost makes me confident that I can make a decently-sized map and not hit any of HL's mapping limitations.

    Nice artwork on the layout graphic, Merk <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    "Close those security doors, Get em shut NOW"
    "No, Their commin throught the walls, everybody run to the LZ"!!!!

    those security doors are mental protection only, eh?
  • SleepySleepy Join Date: 2002-06-03 Member: 727Members
    Then, as your fooling around with the doors a nice lil'bob is going to give you a rude wake up call from the vents <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Very nice layout!
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    Err, isn't it "Maintenance", not "Maintence"?  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Still, very sleek. I look forward to playing it in my 24-hour nonstop NS binge.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--Campaignjunkie+June 29 2002,04:35--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Campaignjunkie @ June 29 2002,04:35)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Err, isn't it "Maintenance", not "Maintence"?  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Still, very sleek. I look forward to playing it in my 24-hour nonstop NS binge.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeah. I suck at epslling. Really, I notice the SP error too late, and coudln't update the image in time.
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    Nice work Merx <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
    Having a bit of "fun" tonight? You made quite a few spelling errors correcting one <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Hicks+June 28 2002,22:02--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Hicks @ June 28 2002,22:02)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"Close those security doors, Get em shut NOW"
    "No, Their commin throught the walls, everybody run to the LZ"!!!!

    those security doors are mental protection only, eh?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Actually, those two weldable blast doors outside Reception make the area VERY difficult to attack!  If the marines set up strong bases at both Reception and the landing pad, they are in a very good defensive position.
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    Always thought the fog corridor was long like a sewage line
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    <!--QuoteBegin--biobrain+June 28 2002,19:10--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (biobrain @ June 28 2002,19:10)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Always thought the fog corridor was long like a sewage line<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I refer to it as "That long creepy passageway that I don't want to run, much less walk down". At least when I'm on the marine side. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i like the layout merk but, does the reception has 2 resource nodes?? why is that? so that the 2 teams fight to have that zone?? uuuuuu that will be a long battle....

    very nice <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • bobbob Join Date: 2002-06-21 Member: 807Members
    Woah!! Cant wait to play ns_hera.
    btw:Nice looking layout  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Hicks+June 28 2002,22:02--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Hicks @ June 28 2002,22:02)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"Close those security doors, Get em shut NOW"
    "No, Their commin throught the walls, everybody run to the LZ"!!!!

    those security doors are mental protection only, eh?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    It won't stop the bobs, but I'd sure has hell want em shut if theres a Tiny running around!
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    The reception is a main forticifaction usually for the marines, since its easily accesible and easy to hold, because you can shut the doors, however there is a vent in there, and sooner or later the marines will want to get to the archiving, so they will weld, thus releasing mutliple aliens into the reception, its great. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ok. ive got a question about the layout (which for me is perfect). The proccesing core b hive has the resource node a bit away from their spawn. i have been looking at it and i dont understand its porpouse (and i know there is a porpouse for it). any answers??
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Merk, just wondering, but how much of the WC grid does Hera take up? I need a good gauge for figuring out layout sizes in WC.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I've aimed to move the respawn nodes a bit away from the hives to encourage the aliens to defend a bit further out than the room they start in.

    The resource node in the processing area is on the 2nd level, and it doesn't really feel all that far from the hive. (There are 3 levels in that room, the 3rd being the walkway from the holoroom to the storage room.)

    Here's how much space it takes up on the grid:
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    And I always thought NS maps would look <b>simpler</b> in the x\y view cause u can't have much overlap.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Well, John Romero himself once said that if you can make out what an area looks like from the top-down 2D view, then you probably havn't got it detailed enough.

    Sure, he then went on to make Daikatana...but the levels in that weren't bad by any rate. It was the actual game that sucked.
  • VooDooChopStiksVooDooChopStiks Join Date: 2002-07-04 Member: 882Members
    Lo(new here ;] )

    Sorry for being such a bad n00b but can marines get into vents which were "made for aliens" ? Such as the vent leading into reception on ns_hera(great work btw)...

    Poor soul which has to crawl into that place ;]

    Maybe it will wreck gameplay to have marines crawling into 'alien only' ways, but it might detract from realism to simply have a "humanclip" over em ;]
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well i havent found a way in the NSTR to do a hole where aliens can enter and marines not, but just in that case i put the alien vents up so that marines cant reach them. (well at least in NSTR there is no jetpack <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> )
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    Most alien only vents are high up making them only accesible to the wall climbing level 1, in late game the marines can get jetpacks that allows them to get into the high vents. Welcome to the forums and read <b>all </b>the FAQs, the ones on the forum, the one in the NS site and the one at the Ready Room. (the link is in the Community section)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Sure, marines can crawl into *some* vents - usually only ones leading <i>away</i> from hives. The simple trick is to make vents you don't want marins to go through very high up, or at least high enough that the only way for a marine to get through one is to jump on another marine's head.

    Besides, a crawling marine is VERY slow. Should he meet a lvl1 in a vent, he should be a very scared marine indeed.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Also, I don't how much this is common knowledge, but jetpacks have been removed from NS until further notice.

    I'm sure it's been mentioned elsewhere, but if not...we apologise to all mappers who had jetpack specific routes in their maps, and we hope it hasn't affected them in any great way : )
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well, thats a bad news to hear of, but now that kinda vents will turn into alien only vents, giving aliens a better and quicker way to move between hives ( and all around the map) than the marines have. it should give more oportunities to aliens although if bad used, can create marines a big problem.
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