Layout For Ns_scannersweep (working Title)

PurelacePurelace Join Date: 2002-12-02 Member: 10397Members
Here's the layout for a map I've been working on. Red dots signify resource nodes.
<img src='http://www.truncated.net/ns_scannersweep.jpg' border='0' alt='user posted image'>

This map is rather large, but I tried to mesh the cramped spaces and wide areas together. It will be interesting to see the result. Also, I'm working on something to put in the lower left area, connecting the marine start to the leftmost hive in some way. Also I need to do all the vents, but I have a pretty good idea of how they'll be interlaced.

The screenshot doesn't really explain everything, because there's a rather large drop in elevation about halfway down the map. The result is a really long elevator, a really long ladder, and general sloping terrain on the right hand side of the map.

The map concept is a SPACE SHIP. Actually, it could be basically anything, because I haven't textured it yet.

I'll have a balance test alpha ready by tomorrow, most likely.

Comments

  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    its kinda hard to tell the scale accurately but you may have some r_speed problems in some of those corridors. they look a bit long. remember the hl engine loves corners.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    theres only one way out of the marine spawn. its a problem if a gorge sticks loads of turrets against the only way in.
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    That's my main comment too, there's a serious choke point right outside the marine start ... I'd add a "back door" to the marine start area.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    That and the fact that skulks won't be able to make it into the marine spawn beacause of a wall of marine fire <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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