Layout Time
venomus
Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">oh yes</div> Today I actually succeeded in compiling ns_roid in full. I'd rather not post screens yet (trust me, you'd rather not see them yet). But I do need feedback on the layout. The minimap below might gives you a somwhat limited idea. It's much bigger than it looks, each of those large areas is like a world of its own.
As well as alerting me to any Bad Things which may be occuring to you, I'd like your opinion on the following points:
- Should I join the lower entrance to Slagheap hive (the lower one, a dead end) to the Ore Processing area? Originally I intended to make it lead to another part of Smelting, but now I'm not so sure it would be practical (or desirable).
- I have created several nice looking vent entrances throughout the map, but I'm trying to decide how they would best be joined without making the vent system overly huge and complex (I'm a bit low on clipnodes). If you suggest a vent layout, feel free ot suggest new entrances, but try to make use of the existing ones.
Hope you have fun with this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
As well as alerting me to any Bad Things which may be occuring to you, I'd like your opinion on the following points:
- Should I join the lower entrance to Slagheap hive (the lower one, a dead end) to the Ore Processing area? Originally I intended to make it lead to another part of Smelting, but now I'm not so sure it would be practical (or desirable).
- I have created several nice looking vent entrances throughout the map, but I'm trying to decide how they would best be joined without making the vent system overly huge and complex (I'm a bit low on clipnodes). If you suggest a vent layout, feel free ot suggest new entrances, but try to make use of the existing ones.
Hope you have fun with this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
Comments
EDIT: and i was wondering is there a actual rover in the rover hanger? if there is try putting some kind of working machine gun like a turret JUST A IDEA!!! dont flame me ive always wanted to see a map with a working gun
- New official name: Ns_moria
- As suggested, slagheap is now connected to ore processing, via a tall lift.
- The northeast corner of the map has been resdesigned. Rover hangar used to be a pretty but pointlessly large area, and the long corrridor was just bad. There is now a smaller 'Rover maintenance bay', so don't worry the cool vehicle thingy is still in <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Its not as well placed for a gun turret as it used to be though, so I'll have to drop chrono's cool suggestion. However, the redesign has given me a few more clipnodes to play around with which should make actually finishing the map a bit easier. If you search the 'Post your screenshots' thread you might be able to find pictures of the old rover hangar.
- Res nodes are in, they coincide quite well with chrono's pic.
- Some vents are in. I'll probably not add any more until a much later version.
- All around lighting improvements, new sounds, effects etc ...
There is a 95% chance that a beta version will be released in the next few days. Here is the latest layout and some screenshots for you to look at: