Ns_hera final plan.
Merkaba
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!
Here is the HLTV view with room descriptions and legends.
Hope you're looking forward to it!
Comments
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-->
"No, Their commin throught the walls, everybody run to the LZ"!!!!
those security doors are mental protection only, eh?
Very nice layout!
Still, very sleek. I look forward to playing it in my 24-hour nonstop NS binge.
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.
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-->
"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.
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-->
very nice <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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-->
"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!
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:
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.
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 ;]
Besides, a crawling marine is VERY slow. Should he meet a lvl1 in a vent, he should be a very scared marine indeed.
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 : )