Mmmmmm ... new mclayout

manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
<div class="IPBDescription">Tasty!</div>No malarkey this time <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

Anyway thought I’d better share this before I build it and then realise its far from the mutts nuts.  Like my first layout that stank so much the smell would have made you hide.

Try not to be too amazed by my fantastic PhotoShop abilities, I know its difficult but focus on the layout.

<img src="http://www.planethalflife.com/manah/files/misc/caged_layout_basic.jpg" border="0">

Obviously this is pretty early and so rudimentary but really all the rooms are going to be various sized squares, honestly, they are. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

Really.

Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I'll admit I don't know very well how weldables work - do they have the ability to prevent alien access?  If so, the marines have the ability to cut the aliens off from one of their resource nodes - Lvl2's (builders) can't go through vents, as far as I know.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Weldables do prevent alien access, but the alien routes toward the back of the map are big enough for Builders. I haven't bothered adding in the many smaller vents, primarily for Bob's.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    But wouldn't anything large enough for a Builder be large enough for a marine, too?  Unless the aliens maintain control of the room north of the middle hive, the marines will have access to that "alien-only" route.
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Good thinking Batman. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    One of weldables was to the wrong side of a corridor also.

    hehe ... I spent so long looking at this thing that I missed something totally obvious.

    I updated the pic ...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Here's a point... that middle room - the huge one with the resource node - is going to be nearly ignored by Aliens, because it's out of the way to the CC.  Such a large, central room is *begging* to be a major location for firefights... maybe you could add a corridor connecting it to the lower half of the map, or even just an aliens-only vent (though that might be unfair to the Marines - lure them all to the south half of the map, then hop through the vent and waste the resource node).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It looks like the marines would need either jet packs or welders to get to the central hive.

    The rightmost hive seems to be quite remote from the other two from the marines perspective and a long way off from the nearest resource node.

    Are you going to have enough room in that CC for all the marine constructs?  There is more of them than I expected.  Another doorway or bob-sized vent into the CC would make it better for alien attackers.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--coil+April 15 2002,13:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ April 15 2002,13:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Here's a point... that middle room - the huge one with the resource node - is going to be nearly ignored by Aliens, because it's out of the way to the CC.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I don't know if I completely agree with that... my interpretation of the playtesting so far would seem to indicate that, for the most part, resources take precedence over attack capabilities... Granted, that's not to say that a vent route to there wouldn't be useful, but I don't think it'll be all THAT detrimental to gameplay...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Try breaking your hives up.  Move the one on the left down a little, closer to the marine spawns, same with the one on the right.  So they are about halfway down.  I would also suggest that you add more alien only tunnels.  Some that go up into thier territory a little more.  They should have complete control of thier territory.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I'll admit I don't know very well how weldables work - do they have the ability to prevent alien access?  If so, the marines have the ability to cut the aliens off from one of their resource nodes - Lvl2's (builders) can't go through vents, as far as I know. <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    doesnt really matter, aliens can break the weldables anyway (if they are given a health)
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