Ns_solaria Layout

InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
edited December 2003 in Mapping Forum
<div class="IPBDescription">New and Improved!</div> For those of you that don't remember, Solaria's setting goes like this -

USLC Solaria (United States Land Complex). Solaria is situated on a desolate desert planet named Desren. It's out of the way, in hardly traveled space, the perfect spot for a spying complex. After a month of no reports, the first Marine force is being sent in. The base is a base grayish color, the outsides a brown and tan color, to blend in with the harsh surroundings. The 3 suns keep Desrens surface under constant attack from the UV rays of the suns. Therefore, all the windows have a very dark tint, which, amazingly enough, at times, makes the base very dark.

Thats enough for now. Heres the layout. Post comments, thoughts, possible improvements, and...ugh...Flames...But be warned. I have my own flamethrower <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

<edit> New Updated Version. Elevation is in correspondance to Marine Spawn. If you go from MS, to the Elevation change, that way is down.

Comments

  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    looks good, a little high on resnodes though. I don't know if the double res should be that close to marine start. Maybe make that short little halway coming out of the top left of the double res a weldable.... or possibly a broken door that requires three man boost/ jp to get into. Then it would take a little longer for marines to get to double res. Also next time you do an elevation map you may want to color code the individual rooms by elevation, since what you have right now is a relative thing and I can't tell which room is supposed to be higher than the other. Other than that it looks workable, any screens yet?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the layout looks promising.
    12 resnodes? will speed up the gameplay <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    elevation? elevators?
    be careful with elevators near the marinstart. I have the problem myself. on bast the elevator is allways kinda trouble (for both sides).
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    edited December 2003
    I was going to do it by room, but every layout I've seen like that was so hard to read + confusing -.-...Anyways, I see you're point. Mostly, It's all relative to the MS. The thing I was trying to do with the RN's, was to get 4 nodes accessable from every spot. 2 that were easy to get, (Including one in spawn) and 2 that are considered "Neutral", being part of both starting points. I was a bit worried about the top hive, it seems a bit linear now that I look at it...I just can't think of what to do with it. I'll start mapping it tonight, after a few changes to the design. Any more comments/criticisms are welcomed!
    <edit> I'll upload a new version w/ better elevation and that great door idea in upper left of Double Node, in computer class. 2 hours and 25 min period today...And we have a small final.<edit>
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited December 2003
    Double res is too close to MS really; shift it right into the centre of the map for an ideal layout <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Lt.Gravity+Dec 19 2003, 10:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Dec 19 2003, 10:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the layout looks promising.
    12 resnodes? will speed up the gameplay <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    elevation? elevators?
    be careful with elevators near the marinstart. I have the problem myself. on bast the elevator is allways kinda trouble (for both sides). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I presume elevation can also mean ladders, ramps and stairs, not necessarily elevators. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--esuna+Dec 19 2003, 09:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Dec 19 2003, 09:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lt.Gravity+Dec 19 2003, 10:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Dec 19 2003, 10:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the layout looks promising.
    12 resnodes? will speed up the gameplay  <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    elevation? elevators?
    be careful with elevators near the marinstart. I have the problem myself. on bast the elevator is allways kinda trouble (for both sides). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I presume elevation can also mean ladders, ramps and stairs, not necessarily elevators. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And also a U2 song <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--MeanMrMustard+Dec 19 2003, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeanMrMustard @ Dec 19 2003, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hate Bono. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Can't say I like U2, really.

    Anyhoo, any chance of actual map piccies yet?
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I am currently taking my Computer Apps 2 Final (Free Credit XD). Once I get home, I'll start development...now get back on topic -.-
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Tequila+Dec 19 2003, 08:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Dec 19 2003, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Double res is too close to MS really; shift it right into the centre of the map for an ideal layout <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Double res is fine, marines run slower than the aliens. People always forget that, its much quicker for an alien to get somewhere than a marine.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    btw, today is Friday -.-... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->...Anyways, yeah...People don't realize you can get about 4/5ths of the way to the MS before you run into any of them -.-...Anything besides node placement anyone can think of? Besides the weldable (Great idea actually...I was pondering taking that out, but then it'd just be a useless squiggly corridor...ANd I don't like useless things..)
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I still think it would be better as a broken door that's open just high enough to require a four man boost. (one marine stands on anothers back, all crouch, a third stands near the two so a fourth can get on top to be boosted) It would be interesting AND keep that hallway semi-blocked for longer than it takes the comm to drop a welder. (unless you have at least four people who can work together)
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited December 2003
    It isn't the travelling time between MS and Double Res; it's simply the location. With it as it is, marines can easily recieve a steady influx of reinforcements and munitions, if the aliens want to take it they will have to contend with the MS, and you have to consider that not all alien types run faster than marines: gorges and onos won't get there any quicker, which means that the chances of getting a gorge to double res and taking it before the marines is slim to none.

    A central location is fairest, really.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    I could move DN to the room directly to the right, how does that sound?
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Actually no. If I take out the large hallway, I can put another room in there, shorten up the two on both sides of it, and make that the Double node...Have access to that from Marine side through the former DN room, and the same on the rest of the sides, besides a few changes to make them actually reach the new room.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    What do you think about the new edit? (Sry for triple post -.-)
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--InZaneFleaArmy+Dec 19 2003, 02:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (InZaneFleaArmy @ Dec 19 2003, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What do you think about the new edit? (Sry for triple post -.-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Much better. Make it happen! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    have you done parts of the map? cause I think creating bend hallwys in layout is little bit useless till you know exactly what the locations look like. when I think about it: all the layout plans lead to a straight map design. *thinks about own map* hm. but at the end we all have to admit that mapping for ns seems to be the most difficult thing on earth...
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Thats for sure...Got pulled away into a CS Scrim, sorry for lack of updates. I'm gunna take a while to plan rooms and stuff, I don't like jumping into a map blind...
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Double res is fine, marines run slower than the aliens. People always forget that, its much quicker for an alien to get somewhere than a marine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    skulks run at 290 units/sec if memory serves, stock marines run at ~200 units/second(depending on which weapon they have pulled and how much ammo they got). So that is not really a huge difference...
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    That is a HUGE difference...A single small square in VHE is 64x64 units. A normal ceiling is 3 squares tall, aka 3x 64x64. With a 90 units more speed, thats huge.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Looks solid, but this spot is a potential 2 hive siege spot, I suggest moving it down a bit more.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--RaVe+Dec 19 2003, 08:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Dec 19 2003, 08:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks solid, but this spot is a potential 2 hive siege spot, I suggest moving it down a bit more. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No need to move it to be honest, marines would have to build a turret factory in each corner to reach each hive from the overhead view, its a good strategical area which should be kept as it is.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    If anything, I'll move the hives a small bit...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I think that might be an adjustment made after you've had a chance to look at the layout when mapped out....

    speaking of which get to mapping! (i'm sure ordering an army of fleas is like trying to train cats, but i'll do it just the same)
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Thats our problem. We don't take orders, or work well together...
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    the double res node seems like it would be very easy to lock down in, with only 2 real entrances i can see (maybe theres a vent up top?) and both these are semi-close together, just my 2c.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    O.o...Sorry, the new ver has hallways at the top, left n right, connecting the corridors. -.-...I so just got Star Wars KOTOR, and have no time to do anything but just play...And play, and be amazed, and play some more...It's absolutely amazing...
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Well...My monitor went boom. Production down for 3 weeks.
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