ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
<div class="IPBDescription">Time for some feedback....</div> Ive been working on this maybe a month and a half. Ive shown some pics before. But now I got the whole thing done, some tweaking here and there, ready room, and some location names are left. Would greatly appreciate especially some comments on the layout.


  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited September 2003
    and layout.

    Yellow are elevators
    Green is marine start
    red are hives
    blue are res nodes

    and i forgot to mark the weldable, but if u look close enough, u can find it.
    oh, just saw this, i missed the res node right under the hive thats all the way on the bottom right. Its not
    marked i mean, but look close, its there.

    The marine start is at the bottom end of that elevator, u have to go up to get to the halls above it on the layout. And trust me, its a tall elevator shaft, and slow.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    Argh, missed the layout
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    - It seems you can siege a lot of things from marine start. Can't say if you can reach the left hive from there but many of the res nodes seem to be so close to MS that they can be locked down with just one siege.
    - The bottom route under MS is strange since it leads to only one place that can be reached more quickly through the res room on the right side of MS.
    - There's some inequality in the MS to Hive and Hive to Hive times. Am I correct that without a welder, you need to take a very long detour in order to reach the left hive? Also, the weld point into the top-right hive seems to be so close that you can open it rather easily.

    Don't know... It's not bad, but it could use some adjusting. You use interesting shapes with the layout and know clearly how to map, don't let the layout be the thing that stops the whole package working properly.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    The rooms look very good. Could maybe use some more detail though. And yes, sieging looks like it could be a problem. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited September 2003
    Nope, seiging is not a problem, I just rechecked all nodes to be sure. Well, one has to be moved over a lil bit, its right on the seige limit, so no big deal. But you can't hit those nodes surrounding MS from with seiges. The reason it looks like seiges could reach is cause most maps dont fill the grid in hammer. Mine is withint 50 units of the edge on all sides.
    I haven't put vents in yet. Im gonna put one between the bottom right hive and that hallway that looks like its there for no reason. I pretty much put it there as just a way to get around if things are blocked off. And, yes, the marines will have to walk a long way if they dont weld to get into that hive. There will be a vent for aliens to get through, maybe big enough for marines to get through, and the weld time is pretty high right now, so there can't be a rush. But, even if there is a rush into that hive, doesn't help much cause u can't get easy to the RT. well, thats what i thought.

    Oh, and thanx, and yeah, i know im bad with layouts. I can make the map, not the layouts, sux doesn't it.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Sure you can! Use the force! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    That looks very nice. The texture set and lighting style reminds me of the grity wet feeling of bast. It looks dark with out being dark, great work with that.

    As for the lay out, this is were I think the weakness may be. While I can't accurately say what the siege ranges are on the mini map, what seems to be the problem is that marines are to close to the north east hive room. Also, if marines lock down the nearest res to the north and to the south, they aliens wont beable to get in or out of the western hive. I don't know if your vents are marked in the mini map, but you may want to add vents that let aliens bipass the two mentioned choke points. You may also want to add a vent to marine start on that western wall.

    One nice thing, is that you put res nodes near marine spawn. However, you put 3 in a close area, which may be too much. I would sugest deleating the res node to the direct south of marine spawn. This would discourage turret farming at such a critical choke point and would also prevent the marines from having 2 close res nodes.

    It also seems like none of the hive room's res nodes are near the hive. And in some cases the nearest res node is a fair distance away. The southern most hive and the western hive don't seem to have any res node close by. This forces the aliens expantion to be very vunrable to marine attacks.

    If you did this on purpose, because you think gorge rt rushing is too good, I strongly suggest you change it. It is not a good idea for mappers to take ballancing into their own hands.

    Anyway, I know I'm starting to ramble, so I hope you at least got some help out of this. Keep up the good work, I'm looking forward to playing this map.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    lower right hives entrances are too close to the same corner. Too easy to secure that hive.
    marine spawn looks misplaced and its entrances are unballanced.
    nice classic ns_nothing style with too many 90° angles, great for one month.
    Its missing signs of destruction and missing maintenance.
    nice small map.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I appreciate it all, its not a small map, the layout looks small, but its a long walk from place to place.

    I have no vents in there yet, I was planning on them going around the choke point in the middle.

    I already said I forgot to mark the node right next to the bottom right hive, look close, its there.

    I would ask that some of you read what I have said.

    Maybe if I post the bsp, it will help.
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