New ns map layout

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">New new</div>Ok, ive got just 2 rooms made so i still have nothing decent to show, but ive made the layout of the map (in paint so it looks realy disgusting ). xD



<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_noname_layout.jpg" border="0">

So after this strange and funny draw lets talk about it.

<b>Marines</b>: They start on the down right part. As you can see there are 4 labs where ive planned that they can deploy and regroup before attackin the hives. There is at least 1 lab very close to each of the 2 nearest to marines starts hives. So there is no really great problem on attacking hives at the first moments of the game. The most vulnerable hive is the rightest one. The room near it (the one with violet color) will be a very conflict zone, cause it separes the map in 2. There are many different ways to get to the marines base, but i think its also easy to defend. As you can imagine, it will be hard for marines to win at this map.

<b>Aliens</b>: The rightest hive is more separated from the other 2 to make it hard to defend and so it will at the beginning of the game, the hive to defend. Although an attack to the left down hive can also be made, this one is easier to defend. The alien links (yellow) that reach the lab and the passage to the violet room will provide aliens a safe way to get to the most conflict zone and to really make it hard for marines.

Well, this is the basci structure of the map and my opinion on how the map will work. I would be very happy if you could share with me your opinions about it, cause although i think the layout will porvide a fair gameplay, maybe i can be wrong or have missed something. Tell me your thought please!!!!!

->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    i like it.  the doors make for some tense situations; u never kno if there is someone behind em. suggestions: The hive on the left close to the marine start is a bit exposed. consider putting a big beefy door at the end of the ramp to defend it.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mm, it does seem a little unprotected, maybe make it a little harder for the marins to get there?
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    why does it look a little unprotected??
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    It looks like you've put thought into it, and not being a mapper or a playtester I'll refrain from commenting exact balancing issues. (don't worry, Ken and Greedo are on their way <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->)

    I guess you maybe could add few vents and such as shortcuts for bob other places in the map.

    I started trying to make a new cleaner version of your layout in PSP until I found out I was just messing things up. :S
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    You know it's supposed to take a marine at least 20 seconds to get to a hive room?  The top right hive looks to be too close.  You need to add some doors to the marine start to stop them getting out before the offical game start.

    By links do you mean vents/ducts/alien only routes?

    The left hand side hive look too close together to me, marines would just walk right though there.

    Are you planning to have resource nodes in the labs?

    Will the commander station be in the marine start room?



    <!--EDIT|ChromeAngel|April 14 2002,12:04-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    jeje, ok. The map is supposed to be big, so there will be 20 seconds or more to get to the right hive. I know i need to put some more doors, just missed them.

    The yellow color means alien only passages, and i think im gonna put 1 or 2 more.

    Yes the commander station will be at the marines spawn camp.

    Thx for your opinions theyre helping me much ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    xD. well now some screenshots (its still in very early stage )

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_noname_0.jpg" border="0">

    <img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_noname_1.jpg" border="0">

    opinions??
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    i like it. the lighting is pretty. bright, but thats okay because it might be close to the marine parts of the map. in the second shot you might want to add some other stuff to the sides of the wall to draw away from the monotonous floor.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    In the first shot, the doorway looks a little too "brush-y".  Try making a door frame to make it look like it belongs.  Also, the texture around the door is asymmetrical... you could slide it to the right a little so it frames the door evenly.  I like the lights above the grating, but light level all around is a little too high.

    On the 2nd pic, the floor texture is too big - makes you feel like a midget.  But I like the architecture.
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