ns2_harvest

KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
Right now, i only have three questions: To complicated? To big? To ambitious?

Blue=Possible Marine Spawns
Orange=Possible Alien Spawns
Green= Resource Nodes
Oh, and no vents as of yet.

<img src="http://s13.postimage.org/q81o6smaf/ns2_harvest.png" border="0" class="linked-image" />

Comments

  • ForlornHopeForlornHope Join Date: 2003-08-01 Member: 18675Members, Constellation, Reinforced - Shadow, WC 2013 - Gold
    edited November 2012
    Looks fun! :)

    In my opinion, 12 RTs is way too many. They'll tech up too fast because the map is quite big. The game will be short with very little in the way of early battling for position. Aliens especially don't need many RTs to be powerful.

    It also might be worth moving the RTs on the far left and far right into positions that make them contestable. They are rarely going to get taken down being so far away (especially if there is a hive/rine base either side to protect them) and they therefore don't add any action to the game, only speed up tech. They almost guarantee res and that not good.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    I'd say it's a bit complicated but it depends what you're going for.

    Are you aiming for siege style gameplay with this? Standard maps tend to have gameplay that can flow in a circular fashion, but this is very face to face with each team having 50% map control off the bat.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Looks good. but two notes:
    Couldn't arcs in the middle wipe all three hives out?
    and the corridors seem a bit narrow and long, running is the most boring part of the game especially for marines. and aliens need cover and hiding spots. try expanding the rooms in interesting shapes; If you look at existing NS 2 maps you'll have point of reference for what sort of spacing and length hallways should be. still I'd be up for playing the gray boxed version if you could rough it out abit more. Would certainly be interesting! keep up the good work
  • Shr3dShr3d Join Date: 2006-11-02 Member: 58265Members, Reinforced - Shadow
    <!--quoteo(post=2022065:date=Nov 13 2012, 10:15 PM:name=Howser)--><div class='quotetop'>QUOTE (Howser @ Nov 13 2012, 10:15 PM) <a href="index.php?act=findpost&pid=2022065"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good. but two notes:
    Couldn't arcs in the middle wipe all three hives out?<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is what I noticed in my maps earlier design, it's something that's not mentioned often but can wreck your map if you don't consider it.
  • KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
    And this is why you don't make a whole level, and ask feedback later. :D

    Only a first design, so um.. time to rework it!
  • DarkBlueArtDarkBlueArt Join Date: 2012-09-16 Member: 159584Members
    Hi there,

    as mentioned, 12 res nodes are way too much. I would consider too kick the 4 res nodes in the corner, and only keep the two in the middle. This would emerge a real battle for resnodes. So while there are enough techpoints for a second and third hive and 2 commands, the need for res will drive the forces through the map. Maybe an interesting concept for the map. Maybe not. ;D

    so long
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