ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I don't know, Im not that great with layouts either. But it looks like it will play differently that most other maps. With ns, im not sure the layout really is that important, cause its supposed to be as a web. Just gotta watch out for those seige points. And what I do if I need to make ppl take longer time from getting to one place to another, elevators. Hehe, like what ken did with nothing.
Moultano, that layout is in my opinion excellent. Few points though: - Complexity of individual areas. For example the hallways to the south of MS look like they make people take wrong turns even after they know rest of the map. There are several other places where you might want to consider using one hallway instead of multiple ones. However, don't kill them off completely. They provide interesting possibilities, but shouldn't be overused. - Res balance. Why keep the res on the outer ring and leave the center areas empty? They will be fought over since they are important chokepoints, but consider making their control essential. I suggest moving two res nozzles to those two large rooms in the middle, namely the north-west node that is in the middle of four pillars and the one in the hallways on the west side of the east hive. Your version isn't bad, it seems balanced but it feels strange to have the middle area completely devoid of res. - MS2Hive -times seem to favor the south hive a bit.
All in all, it's my kinda map. Lack of connectivity is the one thing I usually nag about when commenting layouts - no need for that this time. Hive2Hive -times is another - again, no need for it. Keep it up, it seems like a very interesting map.
mm 3 different exits for both hives and MS, i like it.
I suggest another node to be put in the central part , as it looks a bit "abandoned" so why would you go that way if theres no node. I loev the rest. gj.
Thanks for the feedback guys. I rethought it a bit and I think this one is much better. The yellow areas are weldables. The grey areas are large height changes that will either be ladders or elevators (probably ladders). I think the walking time from the MS to datacore is still greater than to the others, but the height changes should slow them down a bit. (and decending the ladder into the steam tunnels is going to be pretty creepy.
There are two kindof gimmicky things in the layout. There is a second command console in maintenance control in a nook that can be welded open to access it. What I'm hoping is that in games where the cc gets taken out prematurely due to carelessness the marines can rally and really have a chance of taking back the game. I'm hoping it leads to some exciting moments.
The second unorthodox thing is that there is a double node right next to one of the hives, BUT one of the nodes has to be welded open. Additionally, the hive that is nearby is a very difficult one for the marines to hold because the geometry is going to suck for turret placement. It's going to be interesting to see how that plays.
feedback please.
Edit: forgot to mention, the room with the second cc isn't going to be very hospitable as a base. Lots of height changes and things to hide behind.
You don't want people to beable to put things inside the weildable res point and build spawns and stuff, and aliens can't do anything about it, then marines camp till they all have HA and HMG/Shotty and open the door. Other then that the map looks amazing and hope it gets released soon.
it is allways the same: there is a point in my life where I believe Im a decent mapper... and then such screenshots appear and I have to admit that Im a total noob compared to this...
I'd say it's good to go. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Important improvements in certain areas over the original. I also like the sound of the two gimmicks.
One of the best layouts for a NS map that I've ever seen. Good job.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
If you want my constructive opinion... Steam tunnels. Where's the steam? Put loads of steam into every one of those tunnels!!111 Especially that red-strip texture - that looks great with steam.
Very nice. My only suggestion is that you test the layout and gameplay before you spend all that time on the visuals. Now that you know the visual style you're going for, you need to be sure your layout is good, or all that hard work won't pay off nearly as much. Seeing how you're new at the layout/gameplay side of things, perhaps it would be better for you to make a Combat map to start?
Also, don't forget about the 200 max entity limit (I always have to be the spoil-sport).
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
Map looks fantasitic. But i agree with flayra, turn it into a combat map for the moment. Mainly because it would proberbly be simpler, and more likly to make it as an official map. At the moment, correct me if im wrong flay but there is only too maps at the moment and they were a quick throw together because a map was needed. Hence why some of the screenshots look like there on bast, in a certain hive. Anyway, i think flayra could do with all the maps he could get, and it would be much easier to test the gameplay of a combat map because there are all those PT's and DEVS playing on it at the moment.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
First thing that I've made and been remotely happy with since my last update. This a preview of the currently named 'draft shafts' just north of the steam tunnels. <img src='http://andrew.cmu.edu/~rmoulton/draftshaft.jpg' border='0' alt='user posted image'>
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin--Hyperion2010+Oct 19 2003, 06:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion2010 @ Oct 19 2003, 06:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what texture are those spot lights? the little round ones, cause i really need something like that, or what are the brightness settings for them? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I was originally using the d6_spot texture, but it is slightly lighter than pure black around the edges, so I made a copy of it with all but the central circle completely black.
bloody beautiful man, I wish I had the patience to make my maps as beautiful, they never get done because I don't <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Comments
- Complexity of individual areas. For example the hallways to the south of MS look like they make people take wrong turns even after they know rest of the map. There are several other places where you might want to consider using one hallway instead of multiple ones. However, don't kill them off completely. They provide interesting possibilities, but shouldn't be overused.
- Res balance. Why keep the res on the outer ring and leave the center areas empty? They will be fought over since they are important chokepoints, but consider making their control essential. I suggest moving two res nozzles to those two large rooms in the middle, namely the north-west node that is in the middle of four pillars and the one in the hallways on the west side of the east hive. Your version isn't bad, it seems balanced but it feels strange to have the middle area completely devoid of res.
- MS2Hive -times seem to favor the south hive a bit.
All in all, it's my kinda map. Lack of connectivity is the one thing I usually nag about when commenting layouts - no need for that this time. Hive2Hive -times is another - again, no need for it. Keep it up, it seems like a very interesting map.
I suggest another node to be put in the central part , as it looks a bit "abandoned" so why would you go that way if theres no node. I loev the rest. gj.
Thanks for the feedback guys. I rethought it a bit and I think this one is much better. The yellow areas are weldables. The grey areas are large height changes that will either be ladders or elevators (probably ladders). I think the walking time from the MS to datacore is still greater than to the others, but the height changes should slow them down a bit. (and decending the ladder into the steam tunnels is going to be pretty creepy.
There are two kindof gimmicky things in the layout. There is a second command console in maintenance control in a nook that can be welded open to access it. What I'm hoping is that in games where the cc gets taken out prematurely due to carelessness the marines can rally and really have a chance of taking back the game. I'm hoping it leads to some exciting moments.
The second unorthodox thing is that there is a double node right next to one of the hives, BUT one of the nodes has to be welded open. Additionally, the hive that is nearby is a very difficult one for the marines to hold because the geometry is going to suck for turret placement. It's going to be interesting to see how that plays.
feedback please.
Edit: forgot to mention, the room with the second cc isn't going to be very hospitable as a base. Lots of height changes and things to hide behind.
*falls over*
it is allways the same: there is a point in my life where I believe Im a decent mapper... and then such screenshots appear and I have to admit that Im a total noob compared to this...
*falls over* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
*Takes cash out of dead body's wallet* *Counts*
$1, $20, $50, $200, $350
*Runs* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
One of the best layouts for a NS map that I've ever seen. Good job.
Never have i seen a bunch of brushes so odly placed and weirdly textured...
look so beautiful.
*sniff*
*falls over* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
*Takes cash out of dead body's wallet* *Counts*
$1, $20, $50, $200, $350
*Runs* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<i><b>[Off/t]Hits #Ha.Ze in face. Knocks him unconscious.
Grabs the collective money, #Ha.Ze's and the stolen.
Counts.
20, 100, 300, 500, 70- Holy crap that's alot of money!!!</i></b>
*Runs*[/Off/t]
[On-T] Great map I guess you may be too late for 2.1 Inclusion, not sure, but I'd say that's one kickass map for sure, awesome, in every way. [/On-T]
~ DarkATi
Please spend 24/7 finnishing this map. You don't need sleep. You'll feed on the radiation from the screen. I must play this map!
(It .. looks .. great)
If you want my constructive opinion...
Steam tunnels. Where's the steam?
Put loads of steam into every one of those tunnels!!111 Especially that red-strip texture - that looks great with steam.
w00t. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
.
Keep up the good work.
Excellent work
Also, don't forget about the 200 max entity limit (I always have to be the spoil-sport).
Anyway, i think flayra could do with all the maps he could get, and it would be much easier to test the gameplay of a combat map because there are all those PT's and DEVS playing on it at the moment.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<img src='http://andrew.cmu.edu/~rmoulton/draftshaft.jpg' border='0' alt='user posted image'>
I was originally using the d6_spot texture, but it is slightly lighter than pure black around the edges, so I made a copy of it with all but the central circle completely black.
btw, how do you get those orange lights those really add to the atmosphere, and make it feel more creepy
P.S. the lighting rocks