ideas for a layout?
<div class="IPBDescription">need your feeling</div>hello guys!
I post to ask you some impressions on the layout I created.
I made three different, even if I love on more than other :p
for starters, the map will be in an underground laboratory on another planet, in order to search different things such as possibility of terra-forming hostile worlds etc ... and of course the study of alien specimens.
(As you suspected a specimen is to escape and once it comes to send the Marines clean ^ ^)
the map is built around a particular tech point. the middle one, because with only 5 tech only one team will reach the tech 3 :p
This tech point will will be special because I want to create a glass dome to observethe marine life of the planet :p.
it will therefore be higher than the other piece to be in the water.
here is the principle of the map. :)
now the problem of arrange it all :p
here is the first layout :
<img src="http://img248.imageshack.us/img248/1838/layout1g.png" border="0" class="linked-image" />
well personally I not like it ^ ^
the line in gray is to say that the passage is not at the same height as the centerpiece, and that therefore it does not cross another black line: p
Now the 2nd layout:
<img src="http://img185.imageshack.us/img185/3788/layout2u.png" border="0" class="linked-image" />
it already seems a bit better than the previous one, unfortunately I find it too simple and it does not give enough advantage to the team that controls the Central room.
Finally, the last layout:
<img src="http://img97.imageshack.us/img97/8843/layout3k.png" border="0" class="linked-image" />
good, I must say this one is my favorite.
taking control of the central tech point provides access to the resource room, knowing that the central room will be almost always besiege to take control :p
the line with the 1 red is the main way to go to the tech room, although the distances are equal on both side. the one bottom is offset to show he does not go through the ressource room.
the line with the 2 red are secondary path to make the map more open than one possible path to go to tech point.
they will be longer than the 1.
of course it is just ideas that there will be more way possible, and room.
So what do you think of?
what layout you prefer, or what changes would you do for make them more interesting?
Nothing is yet start, I try yet to get better control of the editor.
Moreover, I will begin by making a simple geometry of the map without props order to realize the distance, because I confess to having trouble with those above :p
(aie aie aie which I am used to mètre so it's hard)
I finaly found a way for the lag of the editor, just creates each piece in a separate file you just copy and paste a window has another :p no more lag like that when you work on one piece ^ ^
(After regrouping it will be a different story :p but it is not immediately fo me ^^)
one another questions :p
in the ready room, the player keeps their model of the previous party or returns all to a model human?
Good day to you :)
Ps : again sorry for my pitiful English :)
I post to ask you some impressions on the layout I created.
I made three different, even if I love on more than other :p
for starters, the map will be in an underground laboratory on another planet, in order to search different things such as possibility of terra-forming hostile worlds etc ... and of course the study of alien specimens.
(As you suspected a specimen is to escape and once it comes to send the Marines clean ^ ^)
the map is built around a particular tech point. the middle one, because with only 5 tech only one team will reach the tech 3 :p
This tech point will will be special because I want to create a glass dome to observethe marine life of the planet :p.
it will therefore be higher than the other piece to be in the water.
here is the principle of the map. :)
now the problem of arrange it all :p
here is the first layout :
<img src="http://img248.imageshack.us/img248/1838/layout1g.png" border="0" class="linked-image" />
well personally I not like it ^ ^
the line in gray is to say that the passage is not at the same height as the centerpiece, and that therefore it does not cross another black line: p
Now the 2nd layout:
<img src="http://img185.imageshack.us/img185/3788/layout2u.png" border="0" class="linked-image" />
it already seems a bit better than the previous one, unfortunately I find it too simple and it does not give enough advantage to the team that controls the Central room.
Finally, the last layout:
<img src="http://img97.imageshack.us/img97/8843/layout3k.png" border="0" class="linked-image" />
good, I must say this one is my favorite.
taking control of the central tech point provides access to the resource room, knowing that the central room will be almost always besiege to take control :p
the line with the 1 red is the main way to go to the tech room, although the distances are equal on both side. the one bottom is offset to show he does not go through the ressource room.
the line with the 2 red are secondary path to make the map more open than one possible path to go to tech point.
they will be longer than the 1.
of course it is just ideas that there will be more way possible, and room.
So what do you think of?
what layout you prefer, or what changes would you do for make them more interesting?
Nothing is yet start, I try yet to get better control of the editor.
Moreover, I will begin by making a simple geometry of the map without props order to realize the distance, because I confess to having trouble with those above :p
(aie aie aie which I am used to mètre so it's hard)
I finaly found a way for the lag of the editor, just creates each piece in a separate file you just copy and paste a window has another :p no more lag like that when you work on one piece ^ ^
(After regrouping it will be a different story :p but it is not immediately fo me ^^)
one another questions :p
in the ready room, the player keeps their model of the previous party or returns all to a model human?
Good day to you :)
Ps : again sorry for my pitiful English :)
Comments
it means that the 3rd is already great practical and balanced? wah I do not think being so good :p
except by making test in the editor, I am left with a problem, the marine is supposed to do 38" high crouched but even with 48" high it does not pass :/
Skulk and have trouble passing under the 48 "too: s (But just by forcing you do it :p)
it is normal and it'll be corrected in a future patch or the value of the guide are false?
good day for all :)
Edit Thoughts:
Well, hmm, first off I agree layout 1 is a bit odd, the gaps between the outer Tech points and the spawns compared to the distances between res nodes is huge. Having the res nodes around the spawns like that is going to make breaking into those groups (that is the spawn / two res rooms outside) really difficult and probably impossible without the center tech point, whilst I think encouraging fighting over the middle tech point is a good goal, you shouldn't try and preclude other strategies. That said your linking of the two outer nodes could mean you could hold the outer nodes and have the tech advantage, but they are so spaced out I don't think it would very well (also, level over level),
General thought about these diagrams, the lines in the developer suggested layouts were originally supposed to be power grid lines, and not a representation of corridors in any way.
On the second layout, surely it's going to be really hard to hold any of the middle tech points, as they all seem to be about the same disance (if this isn't the case don't mind the next bit), I'd suggest making one of each slightly closer to one of the spawns, and then there's a natural expansion and a risky expansion in peoples mind rather than everything equi-distant. I think the middle tech node would still be the most important because it would allow you to attack the other tech points and two inner nodes more easily, and #2 is my fave.
On the third layout, WOAH middle tech point way too powerful. This is going to make one strategy dominate so much (take the middle node) this is how almost all games are going to play out, if that's what you want, okay but I'd like my map to play differently if people wanted to try a different strat!
Also a thought the way you drew those layouts makes me think you're thinking along the lines of rooms connected by long corridors, if I'm wrong, ignore me again, but if that is what you were thinking bear in mind that NS2 guidelines would like big rooms with short corridors where necessary, but sprawling corridor layouts to be avoided. You can ofc ignore the guidelines, they are just guides!
Anyway in summary, I like 2 the most!
sorry for the late reply so :p
thank for the comments !
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->those layouts makes me think you're thinking along the lines of rooms connected by long corridors<!--QuoteEnd--></div><!--QuoteEEnd-->
not really, I have done it like this as a common thread, probably also the system power grid lines but not on how it's really going ingame and in the spark on this point so :s
After the distances are frankly not measure: p I put this space to differentiate the different stage :)
for the second layout I understand everything I did notnotice it give that impression, but actually the tech center will be slightly away from the others:) (difference in height so more way to go :p) more 2 to the end will be surely not at the same distance from the spawn ^ ^
for the third layout
I understand your point of view, you think that most of the maps will already be a tech point to take advantage.
because yes I admit I think to do the tech point center of the map and where there would be more fighting :p (tech2 vs. tech2 and tech 3 vs tech2 after taking the tech)
thank you for the comments, I'll go see what I can do to it (and why not mix the two last layout :p)