Ns_hydrosity

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">No pics, just a concept</div>I going to attempt to make a map where the gameplay would change depending on which hive the aliens first spawned in.

eg.
hive 1 = easy to defend, hard to launch an attack from, tend to zoom up the tech tree

hive 2 = hard to defend, not enough resources near by to really build up

hive 3 = somewhere between hive 1 and 2 resource and defence capability wise

If at the start of the game the aliens were to spawn in hive 2, they would be forced to expand their 'base' early on possibly because of enviromental hazards and lack of resources. their would probably be various semi-deadend rooms full of hiding spots between it and the marine spawn. This would cause the aliens to adopt a more guerilla style of combat.

However, if the aliens were to spawn at hive 1 they would basiclly have to dig in for a siege because although they would be well equiped resource wise, since hive 1 would have only one or two hallways conecting it to the map (maybe one or two vents, but they would only be able to fit the lower level aliens), these hallways would be full of alcoves for the marines to take cover.The marines would have control of most of the resource nodes outside hive 1 therefore a battle between the two sides would be more like a clash of the titans, niether side winning outright just pounding away at the enemy hoping they will slip up, in other words a war of attrition (I hope I spelt that right  ) for those that don't know what that is: basiclly both sides attack in waves both hoping to get one or two team mates through to break the stalemate and tilt the odds in their favour.

Finally, if the aliens started the game at hive 3 it would be more vanilla flavoured NS (since I'm not a playtester I don't really know what vanilla NS is like, but you should have a general idea)

This combination will be really hard for me to get right, but if I manage to pull it off it would give the map massive replay value.

Oh BTW, ns_hydrosity is set in a colony's sewer system.

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Not so sure this is a good idea, though I do applaud you for thinking outside the box.  Reasons it might not be good:
    1) Stalemates suck, especially in NS.
    2) Aliens generally get free run of the map; so far in PTs aliens have always been very expansion-minded.  The alien hive that does not get at least 2 hives up quickly tends to ultimately fail.  So your idea to "force" them to expand might not work too well... they'll do it anyway.

    Also, alcoves tend to help aliens, since they are more likely to take cover from the ranged marines.  The best advantage you can give a marine is a long, narrow corridor with no hiding places.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    I REALLY like this idea.

    But I would say that it's gotta be almost impossible to accurately map for NS without playing it.  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

    So don't go overboard on your map until you've had a chance to play, if you know what I mean.
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Sounds good, the only problem I can think of is that in alot of the stories the aliens seem to get hives up as quickly as possible and it sounds like hivepoint 1 is a bit far away from the others (otherwise they would just expand anyway). In which case the marines would increase quickly and the aliens would be stuck on one hive... just a thought.
  • ShloomShloom Join Date: 2002-07-25 Member: 997Members
    me like map idea i am going to  <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo--> so many  <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I just added NS_Hydrosity on NSWorld, <a href="http://www.planethalflife.com/nsworld/Map.ASP?UniqueID=%7B85C3285A%2D273F%2D4A0E%2DA374%2D65C428E29E66%7D" target="_blank">here</a>

    I should have some pics of the marine spawn up soon

    [EDIT] fixed link (thanks Chromaangel)
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Here are some screenshots of the Marine spawn.
    (sorry if they look too dark or something, I had to do the gamma correction manually because I don't have PS)

    The spawning platform
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    another shot of the spawning platform.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The beautiful sky (those brown clouds actually move, thanks to some creative use of the !r25_stagnant water texture)

    Sky by Chal
    99.9% of the textures from Carbon14's wad (please add some more textures to this wad carbon)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Nice.

    Some things:

    First pic, the grate in the roof: I'd suggest you replace it by a windowed roof (get yourself a nice dirty glasstexture to make it consistent) to make the interesting lightning more believeable.

    The platform: Replace the ladders by an elevator and add trims around the platforms edges, or nobody will bother and simply jump down.

    I can't really see how big the rooms is, but it could become a little cramped. Might just be my imagination, though.

    Other than that, it's really good work. Add some more details and it's a winner.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Beatuiful.

    I agree with everything Nemesis Zero said, though except that I like the grating at the top just fine.
  • Jeb_RadecJeb_Radec Join Date: 2002-08-09 Member: 1128Members
    great work but definatly mroe detail, some pipes, maybe a raised walkway 1/2 way up the wall inthe command room, this level/level affect could give more building space and make it seem mroe spacoius all around. The glass sounds like a good idea also, get a clear view of the awsome sky.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Wow, very nice. I can almost smell the atmosphere. Ditto on all above remarks. I very nice ratchety, industrial ladder would really be VERY atmospheric here. Cant wait to see what else you do with this map. If those shots are any indication, your off to a great start.
  • WillowWillow Join Date: 2002-06-27 Member: 829Members
    Who thought of the name?
  • WillowWillow Join Date: 2002-06-27 Member: 829Members
    OMG! im an IRC bum.....
    /me slaps himself and bathes in holywater
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