Ns_u238

Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
<div class="IPBDescription">Preliminary layout</div>This is my preliminary layout for my map. There will be vents along some of the tram lines and emergency walkways along t1. there will be doors to break it up and keep r-speeds down. I wouldn't recommend walking down there with the bobs about though.I'm not sure where I'm gonna stick weldables and room 11 is undecided at the moment. Throw me a few ideas. Thx.

[Edit]PlagueBearer reminded me that doors don't help r_speeds, sooo t1 will have some curves in it.[/Edit]

[More Edit] The section at the top will be repositioned so another route to the top hive can be added. And 9 will be something, what i'm not sure but something.[/More]

FOR THE RECORD: T1 WILL NOT REMAIN STRAIGHT. IT WILL CURVE!

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Interesting... what's the purpose of the reactor complex?  Having only one access may be a major problem...

    Also, there's some heavy overlap in the 12-13 area... I can't such extensive overap working in an NS map.  Have you read through the FAQ?
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    For the record the passageways going thru room twelve are the trams. It's not level over level. And trust me I've read the guidelines. They are burned into my retinas.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Cool beans, map away!!  (:
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Looks like I'm not the only one making a long transit route in their map. Having a single route can work if steps are taken to prevent the marines from setting up a turret on the tracks. Either use a func_nobuild on the tracks, or have the transit train provide the cover for passengers.

    I simply settled for having vents criss-cross the tunnel, so that the aliens can avoid being exposed along the entire length. But in my layout the transit tunnel isn't the only route available.

    VIS should handle that tunnel area well, though I suggest putting the northern platform around a corner, same as the southern platform. Keep the tunnel simple, like an octagonal shape, to keep the r_speeds down over the whole distance, and you should be fine.



    <!--EDIT|Yamazaki|April 15 2002,13:36-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    sorry, it may just be me, but where is the marine spawn? sorry to ask such a stupid question but that bloody font screws with my eyes and i may be missing it (nb: choose a less annoying font next time =D though it does add a bit of class)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Oooo.. purty. As a non-mapper, I have no comments I can make.

    What did you draw that in? And what font is that?
  • MinkurMinkur Join Date: 2002-04-16 Member: 455Members
    Hmm... long routes, excellent ambush places, many rooms. Perfect, yet I'd advise you to shorten the longest hallway a bit...
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    Heh, The marine spawn is at the loading bay(13). The font is "made in space"
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    the long hallway is too long!  r_speeds would go insane unless you have something tricky in mind...
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    what program did you use to make that map?
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    I AM NOT GOING TO LEAVE T1 GOING STRAIGHT IT WILL CURVE!!!

    I made it in photoshop.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    An alternative to curving the tunnel is to have it ascend/descend a third of the way down, then have it return to the previous altitude on the last third. If the height transition is at least equal to the height of the tunnel, or maybe 1.5x, then it will block vis roughly at the halfway point.

    Sort've like this: ---\__/---

    If you want to go this route then make the tunnel on its own in a seperate test map, and try out different transitions and lengths to find one that VIS likes. You'll also need a hint brush that chops along the XY plane, place it at floor height for the raised section.

    Or, if your tunnel is 2000 units long or less, you can keep it straight. Mine has 2 sections, each 2000 units long, and the r_speeds are below 500 even when standing at the corner and looking down both lengths. It can be done.

    Just giving options <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Curving is fine also if you're already begun.
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    whats so magical about 2000 units.  I think the simplest thing would be to keep the tunnel fairly simple and just place hint brushes just before both ends so that it doesn't see out of the tunnel or do what everyone else says and curve it
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hes saying that that will give relatively low r_speeds, nothing magical about it, hes just speaking from experience.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I think that layout looks pretty awesome - very Aliens™ last stand. Will Marines/Aliens be able to leg it out if they want? I can see a small alien disadvantage here, as once the Marines get some research completed, they will be able to setup phasegates and bypass that thing completely, which the aliens can't do.
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    What I was planning was a vent that proceeds under/over/in the tram tunnel for the length of the tunnel so bob isn't at a total disadvantage. As for higher class aliens, When I get there I'll figure something out. Oh and thanks Yam for that info on keeping the tram straight. when I get their I'll most definitely have to try it out.
Sign In or Register to comment.