<img src="http://www.boomspeed.com/brer/layout.jpg" border="0"> I haven't been around the community here for a while, so I would like to know how this layout flow looks. The marine start (in the middle) is elevated above the hives.
Then again I'm not a pt, and some of my comments are better off not being said. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
haha. that layout pic is awesome. paint is still the greatest image editor ever. ^_^ i need a layout too.. i should do that before i start seriously mapping.
I don't see the necessity of having two paths aligned like those. But if you tell me it is important... you're the mapper, i am not.
btw first post <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> and I hope my english isn't too bad.
The two corridors connecting the 3 rooms under the top two hives will cause r_speed problems if ya dont break em up. Same with that long hall in the bottom right. And you may want to enlarge the hallways a bit.
Heya humb1ed, glad you finally have time to start an NS map.
My main beef with your layout is that it doesn't look like it will feel like a real environment at all, but rather a collection of rooms and hallways. Many of the official NS maps did a fantastic job of being both playable and feeling like a real environment.
That said, I'm glad you're trying a small map, that's something I try to encourage around here but people rarely listen... :)
Flayra, I was thinking the exact same thing today as I was working along, it <i>is</i> just a series of rooms connected by hallways. But I am trying to work in some sort of symmetry, which by itself is a sort of theme. But symmetry also takes away a lot of possibilities for theme, other than slight variances. Maybe someone can help out here, how have other mappers gotten away from this room connected by hall syndrom? Also, in the layout, the lines are not representitive of the shape of the halls or rooms, they are just showing how the rooms are connected to each other, there are a lot of twists and turns and what might be considered smaller "rooms" between these larger nodes. I also did not include any auxiliary routes in the layout for the rocket marines or the flying aliens, because I think it would be easier for balance to add these after getting a feel for the time it takes to get from one area to another.
Okay, so I have come up with a theme that I think works really well with my layout. The map is going to be an asteroid mining station, does that work with the rules of the mod?
Consequently, the layout is broken up into the three seperate areas outside the respective hives. Each of these three areas is going to be defined by the type of walls and scenery you the player can see. The three different areas are, the "outside" edge of the base (including one of the hives) that will be defined by multiple windows that can see out into space/asteroid landscape. The second branch will be beneath the surface of the asteroid, where the mining takes place and will be defined by a claustrophobic series of halls that are cut into the rock of the planet (including one hive). The third branch is going to be simply defined by the lack of this view of space and walls made of rock and it will be the normal series of indoor halls (including one hive).
One other thing, the middle blue room in the layout above the marine start I was thinking could be a central distribution for controlling the flow of trams taking minerals that have been mined from the underground area to the refinement area (the bare halled sector). This would also show a sort of reoccuring theme throughout the map of these tram tracks leading out from the central hub and intersecting certain rooms. These tracks could also be useful as practical auxilary routes for the smaller aliens, instead of just vents and pipes.
Well I thought I'd post here to ask a question and give a boost because I'd still like some input on the last two posts before this one.
If I were to write a story to go along with a map, would that be included as the ns_mapname.txt introducing the map ingame? or is there a standard way to include it as a .doc or something along those lines? Consequently, only the interested player would get to read it outside the game?
Sounds great, Humb1ed. Making the hive rooms very distinct will help people learn your map faster. Keep in mind that hives like to grow in wet and hot areas, so you should probably keep that in mind when designing.
We haven't done anything official with the map back stories yet, but I assume we will. Keep us posted with shots!
Okay, here's what I have so far, I am trying to decide exactly where to put these last two hives though, the one in the upper right hand corner might be better if it was closer to the bottom right resouce nozzle which would make be decide on CHOICE B, for overall symmetry. But, if I leave that upper right hive in that corner, i'll have to put the hive at CHOICE A to keep it within reasonable range from the other hives. But the downside of this is that the bottom right node would become out of the way. I would really appreciate some help here. <img src="http://www.boomspeed.com/brer/layoutasofnow.jpg" border="0">
OKay, I decided to go with the second hive staying in the general upper right corner of the layout, but the route that was directly from it to the upper left hive has been moved farth toward the right side so the distance between hives stays uniform. I've also moved the second entrance to the upper right hive to the exact right center of the map. The third hive will be at the very bottom, choice b in the diagram, it will be a lot farther walk from the bottom hive to the upper left hive, but maybe I can cut a more direct route with vents.
If you look at the picture above this one, you can see what the key is, and figure it out from there, the numbers represent the following...
1. Should I add some kind of connection between here? If so, regular hall, jetpack, or weld?
2. SAme thing as #1
3. Already going to be a possible weld from inside that room back to the marine start. Just hasn't been implemented yet.
4. Jetpack access to that next room.
5. Weld possible to get a better angle on the hive.
Okay, I would like to know how you think this will work out, I still have not added any vents, though you can guess where they will be. Also, I would like to know your thoughts on any more jetpack and welding opportunities. Thanks a lot!
I am sincerely impressed by the way you are going about designing this map. It's the method they recommend in the guide! I can't wait to see some detail being put in.
I also forgot to mention that at 2 there is a pretty big difference in depth, so it ended up being an elevator, except i'll be using a slanted elevator, not straight vertical to go between them. Like the elevator in halflife where as you're going down there are small aliens falling down from above you and skidding past you to their deaths below. So, that question has been solved. The others there and any that have yet to be raised are still fair game though.
Comments
There are no faults. It would make a really wierd, but at the same time cool, map.
Then again I'm not a pt, and some of my comments are better off not being said. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Belg
I don't see the necessity of having two paths aligned like those. But if you tell me it is important... you're the mapper, i am not.
btw first post <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> and I hope my english isn't too bad.
My main beef with your layout is that it doesn't look like it will feel like a real environment at all, but rather a collection of rooms and hallways. Many of the official NS maps did a fantastic job of being both playable and feeling like a real environment.
That said, I'm glad you're trying a small map, that's something I try to encourage around here but people rarely listen... :)
Also, in the layout, the lines are not representitive of the shape of the halls or rooms, they are just showing how the rooms are connected to each other, there are a lot of twists and turns and what might be considered smaller "rooms" between these larger nodes. I also did not include any auxiliary routes in the layout for the rocket marines or the flying aliens, because I think it would be easier for balance to add these after getting a feel for the time it takes to get from one area to another.
Consequently, the layout is broken up into the three seperate areas outside the respective hives. Each of these three areas is going to be defined by the type of walls and scenery you the player can see. The three different areas are, the "outside" edge of the base (including one of the hives) that will be defined by multiple windows that can see out into space/asteroid landscape. The second branch will be beneath the surface of the asteroid, where the mining takes place and will be defined by a claustrophobic series of halls that are cut into the rock of the planet (including one hive). The third branch is going to be simply defined by the lack of this view of space and walls made of rock and it will be the normal series of indoor halls (including one hive).
One other thing, the middle blue room in the layout above the marine start I was thinking could be a central distribution for controlling the flow of trams taking minerals that have been mined from the underground area to the refinement area (the bare halled sector). This would also show a sort of reoccuring theme throughout the map of these tram tracks leading out from the central hub and intersecting certain rooms. These tracks could also be useful as practical auxilary routes for the smaller aliens, instead of just vents and pipes.
If I were to write a story to go along with a map, would that be included as the ns_mapname.txt introducing the map ingame? or is there a standard way to include it as a .doc or something along those lines? Consequently, only the interested player would get to read it outside the game?
We haven't done anything official with the map back stories yet, but I assume we will. Keep us posted with shots!
So amazingly off-topic!
<img src="http://www.boomspeed.com/brer/layoutasofnow.jpg" border="0">
If you look at the picture above this one, you can see what the key is, and figure it out from there, the numbers represent the following...
1. Should I add some kind of connection between here? If so, regular hall, jetpack, or weld?
2. SAme thing as #1
3. Already going to be a possible weld from inside that room back to the marine start. Just hasn't been implemented yet.
4. Jetpack access to that next room.
5. Weld possible to get a better angle on the hive.
Okay, I would like to know how you think this will work out, I still have not added any vents, though you can guess where they will be. Also, I would like to know your thoughts on any more jetpack and welding opportunities. Thanks a lot!
A cramped corridor at 2 would be good.