Ns-aquadome layout

ElowindElowind Join Date: 2002-03-06 Member: 279Members
out that aquarius kinda sounded cool, about water maps and stuff, so i decided i'de try to make a map that had battles and important things outside in the water.. heres the layout fo rmy map



-edit-

oh ya i dont have ne of the vents in yet, i just put up walls really

Comments

  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    here
    <a href="http://www.geocities.com/elowind2000/ns_Aquadome.gif" target="_blank">http://www.geocities.com/elowind2000/ns_Aquadome.gif</a>

    or
    (if it works)


    <img src="http://www.geocities.com/elowind2000/ns_Aquadome.gif" border="0">
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Neither the link or the picture works. But you mention that you want to make it "outside in the water"?

    What, exactly, do you mean?

    Sounds like something better suited for another mod. I could be misunderstanding your description though...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    After a bit of tinkering I managed to see your floorplan.  The hives look too close together to me.  Is the commander cosnole going to be in the 'marine region' too?  I would recommend having a resource node in each hive room and one in the commander room.

    I don't know if TSA resource gatherers work underwater. A marine would certainly drown drying to build one, which makes those nodes alien only.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I really like your layout expect one thing.. I think the hives are too close to eachother.  Once the marines take out one, they would just move on to the next hive.  I dont think you should have multiple ways into one hive.

    What I think:
    <a href="http://www.geocities.com/xts_azrael/editconcept3.jpg" target="_blank">http://www.geocities.com/xts_azrael/editconcept3.jpg</a>

    *someone please explain to me the .txt trick..*

    Click that, it says it cannnot find it. IT LIES!  Put a space infront of the http part then hit enter and you are set. [edit] ken, he uses geocities to, so do the same thing to see this orginal floorplan[/edit]


    Notice I took out those passage ways that connected the hives, and I reloacted one of them.  I enjoy when hives are scattered through the maps.  I tried to make it so each side has 2 safe resource nozzles and 1 they are going to fight over.  The tunnel that breaks off and leads to the 2 hives, at the top, I belive will be a major fight zone once the marines get up there.  I added some alien tunnels[edit] the red line = the tunnel, like I didnt have 2 lines being one tunnel.. [/edit], tried to give them an advantage, on thier side.  Hope you like <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Man...everyone's doing an underwater map now.  I <i>tried</i> to be original, now look...;)

    Anyway, I have to agree with a number of comments that a few people gave about the map.  It's too "bipolar" in the fact that the marine spawn is at one end and the hives are crammed at the other end.  Yes, the aliens should be able to get to any of their hives fairly quickly in the event that they're attacked, but I think this is a little much.

    Also, I unfortunately have to say I'm not a huge fan of the idea of being able to venture outside the building into the ocean.  It's my understanding that the marines will be severely disadvantaged in the water, and also you're going to have serious problems dealing with r_speeds and visibility.  There are no natural visblocks in an area like the ocean or a plain, so either the map is going to look really contrived and unrealistic or it'll be completely unplayable.  Sorry :/
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    ok, thanks for ur suggestions, ya but thats cuz its jsut so cool bein underwater <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> i think ill scatter the alien things a little, like ya wanted, but not that exact way.. and as for the command console i havnt decided yet, it may be another chamber below or above these floors entirely

    -edit- maybe ill put in a glass elevator that leads past a few of those mines so u can see wuts going on *fight scenes* on ur way to the commander spot.. i think that be pretty cool watching ur team/enemy die as u go on to lead them  -end edit-
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i can't open both the images...by the way,remember that resources and sentry guns can't be placed in the water(if water is of a certain level,i think to the cest of a marine)
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    Ok, to see geocities outside links just shove a space after the url and hit enter (or get a better host =D)
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    To see the broken picture in Elowinds post I only had to right-click, view picture. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    And then I used the other trick to see SentrySteve's pic.

    I don't think underwater fights will fit at all in the NS world. :/ The only way I can imagine how a good underwater level to be is that it's all inside, but you can look out windows out to the water. Just for the atmosphere.

    Does anyone remember the part in opfor where you teleported a scientist inside from a chamber out in the water? Just came to think about that when trying to imagine how it could be done. Only you would have to make it more NS-style. :S
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    ok well i've run into a bit of a problem, if any one knows how to fix "Allocblock: full" then tell me
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I ran into AllocBlock:full a few times with my SI map.  I think it more or less means that HL's out of memory as a result of your map being too big or complex.  I'm not entirely sure about it, but are you running your map without HLVIS?  That might be an issue.  Also, you might want to try to cut down the number of your entities.
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