Eclipse updated layout
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">As of 3:00 pm cst, 4-10-02</div>Eclipse's layout is now approximately (by my best guess) over halfway complete as far as standard level architecture goes, and slightly less as far as alien only passages (some of which I have planned, but not yet drawn in). I thought I'd post this updated version here to see if you guys think I'm headed in the right direction or if I need to make more adjustments. It's a big pic, so I'll link to the image:
<a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg" target="_blank">http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg</a>
Oh, yeah, if you have any questions regarding the terminology or ideas behind any area, feel free to ask. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|KungFuSquirrel|April 10 2002,16:05-->
<a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg" target="_blank">http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg</a>
Oh, yeah, if you have any questions regarding the terminology or ideas behind any area, feel free to ask. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|KungFuSquirrel|April 10 2002,16:05-->
Comments
DAMN!!!
Greeeaaat!
<!--EDIT|Comprox|April 10 2002,16:20-->
I'd personaly love to see all of it.
I like big maps.
/me wonders what Comprox looks like when he's voicing "convern".
I suppose that floorplan includes vents and things does it?
Ok, I'll get serious:
-I don't see it as being all that confusing, really. There appears to be plenty of biggish rooms. Well, ok for the first couple times it's going to be hell trying to find your way around, but I think people will pick it up without <i>too</i> much effort.
-That upper hallway with all the rounded rooms off of it. I spans a third of what you have so far without twisting or anything. I wonder if the polys could rack up on you here. Or do you have that covered?
-Glory Corridor: Sounds very interesting. What've ya got planned there? (I'm getting a picture in my mind...)
-Just out of curiosity, when drawing this out, -considering individual room appearence- do you kind of just make shapes on paper that you know will look cool... or do you plan out what each room is going to look like? Not considering the major areas like the generators and k1dneyish places. Again, just out of curiosity... Trying to get all the advice I can on planning layouts.
Freestyler: The page area depicted goes from -3840 to +3840 on the x-axis. Y-axis dimensions are not finalized yet, but should be within that boundary. It'll fit. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm still well within the limits given the percentage of the map I have completed thus far.
n@rby: I'll see if I can get it in the actual map. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Ken: There's a few elevators/platforms that aren't horribly well-noted in the layout (as I already know where they are, heh...); and a number of the long corridors (including the one you're speaking of, I think) have such a lift partway to aid in keeping the polycount down.
The "glory corridor" is my term for a single corridor that stands out as one of the more recognizable areas of a level. Examples of what I would consider a "glory corridor" include the first couple views of ns_bast we got (the maintenance corridor with the steam and the like) and the reddish corridor n@rby showed in his most recent batch of shots. You can also consider it a "glory" corridor by imagining a level 5 on one end and a squad of marines on the other... Basically it's just saying it'll (hopefully) be among the more interesting areas of the map.
As far as layouts go, most times I get an idea of what I want the room to look like from the ground, then start trying to translate it into a 2-dimensional top-down view. It's kind of a combination of what will look cool (in my mind, at least) and what will also be able to add something to gameplay.
Though I would take my methods with a grain of salt -- I've not sketched out anything before aside from ns_veil and now ns_eclipse, heh.
Again i'm not sure if it suits the theme or atmosphere of the map but it'll help keep confusion to a minimum and probably help cut down some of the limits.
i think the last hive will be the north hive..
On this map i can see two scenarios, a good and a bad one:
bad scenario (although if i look good i can see there are just a few chockepoints, so everything is allright imo. maybe these ideas are not really at play here, but wth, i just spit them out. They are for a map with a 'maze' between the hives and the command station):
Bad scenario:
marines and aliens are constantly wandering through the level, not seeing each other, and the game ends when everyone is somewhere away from the hive not even knowing the marines where there. If one alien or marine guard squad fails, the aliens have a free walk to the command station.
Good scenario:
Marines defend the console really close to it, almost in the command station room. The aliens do this too, and between these 'armies in the trenches' there is a nomanslands. If a marine team goes out they advance through the maze, maybe even see a few aliens, and then reach the hive room where there is a total battle. Almost at the end of the maze they know the aliens are around the next corridor, and the adrenaline begins to rush before they attack. This would really be some good atmosphere. (this is one thing i like about NS, it is not about going really fast, but going the best way..)
oh and Nebel! i love your avatar <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> its a great movie...
One alien sees a marine/marine base. Via the 'wall h4x' option all the other aliens see this. Due to the many passage ways the marines now have aliens coming at them from all directions. The TC scrambles to setup some defences but fails right as a level 5 charges at the marines. The marines fall back into a tunnel only to meet a stink cloud.
The only way this map could not be fun is if everyone on the server has no idea what they are doing. That is a possiblitly, becuase we all know how many n00bs read the readme ( .003% ). But then again thats why the NS team has that pratice session <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> -- Which I could help out w/ if need be <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-11-02.jpg" target="_blank">Updated Redness. Whee!!!</a>
Glad to see the progress. I can't say I was expecting teh k1dn3y <b>and</b> the overlook to be here in one map... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Awesome.
^ ^ ^ The first post on this thread ^ ^ ^
Trust me, I know all about the 3 hive requirement. The third one will be located approximately straight down from the center page right now, connected via a few changes to the "glory corridor" location.
I'm worried about limits even if you arent =D
Another concern is people with small resolutions, with all the twisting etc the layout will be tiny, (such as 320 * 240) but people who run HL like that are hardly running HL. You seem to have most things covered as far as i can see, the layout is looking really nice. I know how it is with the grid paper =D at one time i had almost my entire computer room floor covered with unconnected grid paper =D.
Also, if things go well (and if I get this done as soon as I think I may), I'll try to get some in-game lovin' of the Triad and/or Coolant Chambers tonight as well.
Oh, yeah, based on what I have in-editor thus far... limits are looking quite manageable based on what I'm looking at for expansion. At any rate, that's the current state of things for anyone who cares. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I've got work to do.
~Triad!
<a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-12-02.jpg" target="_blank">Sooner or later you're going to get sick of these. Probably sooner.</a>
(sorry, I had to say it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )
It's looking really good, I think. I just wonder if you should maybe take some time off from working this out and get in some nice quality playing time over the weekend. Of course, I'm sure you will.
And don't forget those shots of teh k1dn3y and the triad you promised (I think it was those two areas, at least).
it looks like its going to be an awesome map. Keep with the layout updates =D