Ns_penumbra redux
Yamazaki
Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">An hltv image and some ideas</div>Ns_Penumbra is at 65% planes, so I can add a fair bit of detail to the map. However the clipnode count is at 99.2%, which prevents me from adding detail.
Anyways, what you see below is an HLTV image of the map as it is now.
- The large rooms at each end of the map are the start points. Marines start in the south, Aliens start in the East, West and North.
- The rooms just prior to the T-intersection outside each spawn (Look like W shapes, actually) contain a resource nozzle.
- The large oval rooms to the north and south of the map's inner circle contain resource nozzles
- The rooms on the outer edge of the diagonal corridors are just for show. They are washrooms (Upper left, and only represented as locked doors), boardroom (Upper right), operations (lower right), and lounge (lower left).
- The circle within a circle within a circle design was intended to reduce r_speeds by blocking visibility (Which it did admirably), and to improved the flow and speed of such a large map (Which it does also).
Now for my decision. I really want to spruce up the diagonal corridors, but in order to do that I need to axe something. I was thinking of axing those outer edge decoration rooms (The ones that go nowhere) and consolidate my clipnode savings into some additions. I thought of putting airlocks, passenger gates, cargo conveyors, and other things along the diagonal halls. A different theme for each hall, while still keeping the basic shape (The additions would be placed on the edge facing into space). Then I just add some battle damage to the hallways to make them harder to navigate, so that it isn't a simple matter of travelling in a straight line.
Anyone else have suggestions or comments?
Anyways, what you see below is an HLTV image of the map as it is now.
- The large rooms at each end of the map are the start points. Marines start in the south, Aliens start in the East, West and North.
- The rooms just prior to the T-intersection outside each spawn (Look like W shapes, actually) contain a resource nozzle.
- The large oval rooms to the north and south of the map's inner circle contain resource nozzles
- The rooms on the outer edge of the diagonal corridors are just for show. They are washrooms (Upper left, and only represented as locked doors), boardroom (Upper right), operations (lower right), and lounge (lower left).
- The circle within a circle within a circle design was intended to reduce r_speeds by blocking visibility (Which it did admirably), and to improved the flow and speed of such a large map (Which it does also).
Now for my decision. I really want to spruce up the diagonal corridors, but in order to do that I need to axe something. I was thinking of axing those outer edge decoration rooms (The ones that go nowhere) and consolidate my clipnode savings into some additions. I thought of putting airlocks, passenger gates, cargo conveyors, and other things along the diagonal halls. A different theme for each hall, while still keeping the basic shape (The additions would be placed on the edge facing into space). Then I just add some battle damage to the hallways to make them harder to navigate, so that it isn't a simple matter of travelling in a straight line.
Anyone else have suggestions or comments?
Comments
At this moment I'm thinking of yanking out the center circle, as Chalupamonk suggested.
Here's what I found when experimenting with a copy of my map:
- Removing the center circle gave me 2% clipnodes
- Removing the vents gave me less than 1% clipnodes
- Removing an entire diagonal corridor gave me 3% clipnodes
- Removing a hive area gave me 20% clipnodes
So, the real culprit is the start points and their connecting lobbies. Imagine that... 80% of the clipnodes are being used for the north/south/east/west areas, and only 20% is being used for the rest of the map. Insane.
Anyways, here is what I plan on doing with the layout.
1. Remove the center circle completely.
2. Remove the outer edge rooms that are on the diagonal corridors.
3. Remove the existing vents which don't travel very far anyways.
4. Make the diagonal corridors more complex, with added details and 'clutter'
5. Place impassable areas on two of the diagonal corridors (Upper left, lower right). Only jetpackers, careful wallcrawlers, and gliders will be able to traverse the impassable area. This partially cuts those two corridors in half. These impassable areas will be like collapsed catwalks over a dangerous area, or a raging fire, or a depressurized bulkhead. Something dangerous that will kill you if you try to pass it on foot.
6. Add a network of vents where the center circle used to be, as a shortcut route for small aliens only (Vents will travel up and down, so crawling is necessary).
I think this one is going to work out really really well.
IFA, as someone pointed out recently, you can add the -chart parameter to your compile tools to display a bunch of nice info like that at the end.