Map Layout

KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
Here's the sketch up of my basic map layout. Trying to make a fast paced map where both teams battle for the third control point. Also, trying to make each room feel very very unique with respect to each other, supposed to be a diverse map that is easy to learn, and fun to play in.

Trying to keep it as balanced as possible. Suggestions please!

<a href="http://img44.imageshack.us/img44/6464/layout1o.jpg" target="_blank"><img src="http://img44.imageshack.us/img44/6464/layout1o.th.jpg" border="0" class="linked-image" /></a>

Comments

  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    edited December 2009
    it appears you can see through from your central bio-common Tech point all the way to the lava cave tech point; I think as a general idea you shouldn't be able to see (and thus shoot) from any one tech point to another... or maybe even any landmarked room to another.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1742907:date=Dec 8 2009, 06:44 AM:name=Drown)--><div class='quotetop'>QUOTE(Drown @ Dec 8 2009, 06:44 AM) <a href="index.php?act=findpost&pid=1742907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it appears you can see through from your central bio-common Tech point all the way to the lava cave tech point; I think as a general idea you shouldn't be able to see (and thus shoot) from any one tech point to another... or maybe even any landmarked room to another.<!--QuoteEnd--></div><!--QuoteEEnd-->
    he'll probably put vis blockers in

    you'll need a 2nd entrance into larva cave.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited December 2009
    I just pimped your map out, you are welcome.

    If you are confused by any of the new additions (need further explanation), send me a PM.

    I would go into detail, but it is late right now and I'm tired face. =(

    <a href="http://img200.imageshack.us/i/layout1ojimyd1.jpg/" target="_blank"><img src="http://img200.imageshack.us/img200/6535/layout1ojimyd1.jpg" border="0" class="linked-image" /></a>

    *QUICK EXPLANATION*

    Bio Common Area is the center of the map and gives the Aliens the most ways to attack (advantage to them), while the outside passageways around the map are more Marine friendly due to the less vent access points from multiple directions.

    You could make 'Bio Common Area' a Double Resource Node, thus bringing in that "Risk Versus Reward Factor" into the map for the Marines. That would give you a solid number of 10 RES Nodes, which 6-10 is what the NS2 DEV Team is shooting at for Official NS2 Maps.

    Uhh... I think that is all I can muster to explain at this hour, lolziez.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    WOW! Thanks a lot Jimmy, yeah I like you're ideas, def will be going into my map!
    Your skulk ceiling vent idea solved a huge problem I had. I didn't want the cave bubble to directly connect up with the bio room. This solves that problem!
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    When I get my own T.V. show, my celebrity rap artist will be Kanye West; and after saying my design ideas he will let you finish.

    =)

    *EXTRA*

    Anyone else that wants a 2nd opinion on there map, create a somewhat "finished" layout in paint/bitmap form and I'll take a look at it and I'll spruce it up.

    If you draw 1 square box and say go make something I will say silly you and proceed to make the most epic rave-room that is candyland themed and has blackhole rainbow vortexes in it.

    =D
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Well, I just don't know what to think about this thread...
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    I worry that your map will be too centric on the chock-point and not circular enough.
    It looks almost like a siege map in that each side has 2 hive, enough res and is centered on big rooms.
    not alot of scouting there
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Yeah I actually had the bio common room as a double node, but decided to take one of those nodes and shift it more marine side, as at the time the map was too alien sided.
Sign In or Register to comment.