Layout Time

venomusvenomus Join Date: 2002-11-16 Member: 8951Members
edited September 2003 in Mapping Forum
<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--> .

Comments

  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Oh yeah another thing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> - the map only has 2 res nodes so far. Any ideas for res node distribution - share them!
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    edited September 2003
    borehole could use a rt, and ore loading hoppers should be a double res node area.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    As to the two corridors you mention being joined, i would say yes, they should. First of all, as it stands slagheap only has one entrance, this could cause a lot of problems and also make it very easy to lock down, for the interest of adding a little challenge to defending that hive there needs to be another main entrance. Also, ontop of that, the path between slagheap and scrapyard, as it stands, is a very long way, as it is to tunnel 12-d, and this could lead to problems getting between the hives when under attack, a LOT more problems if slagheap remains with a single entrance and the marines have it locked down.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    If there were a connection in the area you mentioned, the travel time between Scrapyard and Slagheap would be way too short. It may add to gameplay, but I think you would have to somehow fix this issue.
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    the 'stupid long corridor' in the top right could be broken down by adding some stairs at either end. so the stupid long corridor becomes..'the not so stupid long corridor'. Or add a lift at one end and service ladders at the other etc
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited September 2003
    ok i edited your pic and added rez nodes in place i think would be good spots each cream colored square is a new rez they that should helpa bit
    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
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    OK ppl, sorry I didn't reply. Here are the latest changes:

    - 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:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    A crack in the rock, ie a natural vent:
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Ore loading hoppers (ugh, that screenshot didn't turn out too well):
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Valves above the smelting plant:
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