Ns_fermilab!

humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
edited February 2003 in Mapping Forum
<div class="IPBDescription">layout</div> With no access to a computer to map on for many a week I have been working over this map idea a bit, you may remember the marine spawn from a style test, if not <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=19627&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...f=4&t=19627&hl=</a> .

I'm incorporating a layout on top of that spawn now, heres the preliminary...
<img src='http://www.umich.edu/~jadega/fermilayout.gif' border='0' alt='user posted image'>
The green are resource rooms (along with more resources in each hive and marine spawn) and the pink bars are paths that will be available to humans only through special means (whether thats welding, multiple man teams or some other trigger I don't know yet)


The theme will be a research lab, the hives as labeled engineering, crew quarters, and the laboratory. I'm hoping to work in the outer ring (red in the layout) as a very small particle accelerator that doubles as direct transport between hives. I really want to keep the layout as absolutely small as possible and the resources as central as possible, to provide some fast paced and very technical games as well as free up some more mapping resources to work with, for implementing some ideas for the particle system, infestation, readyroom, and world models. As well as adding more areas that are visible but not reachable and maybe some multi-tiered areas. Anywho, let me know what you think and what you would like to see!

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    this one looks fine.
    learn to draw circles.
    i will wait for a more detailed design.

    in cc-centric maps (hives make a triangle around the cc) its always the danger that marines can siege too easily.

    engineering hive is unattractive for aliens compared to the other 2 because of welding places and more dangerous ressources.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    I'd like to see it in a Map, but it would need to be more complex and it would need to have more Resource Points.
  • TiioTiio Join Date: 2003-01-07 Member: 12012Members, Constellation
    Seems far too basic, as others have said. More random rooms and hallways, throw in a few more res nodes.

    Also, that idea for a 'tram' or whatever between hives for marines only might be a bit too good. Also, a marine only resource node is not a good thing, in my opinion.

    For a very basic idea, it seems alright, I Guess. Would need more detail to make a real opinion, though. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    It looks like Engineering hive gets kind of screwed, much like engine hive in bast.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Well, a smaller map is a good idea, but this layout is way, way too simple. I mean, its like a circle with 3 rooms around. Plus you could siege every hive from the center
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    All the maps I've ever layed out in advance always turn out much different after implementation and I do not think it is worth the trouble to lay out every inch of the map before hand, so I should have pointed out that this is just a general layout. Let me describe the layout in a different way, and see if that changes anyone's impressions.

    I think its pretty safe to assume that no one able enough to finish a map is going to make all three hives seigable from one location, and the only reason some of the official maps have troubles with seige towers is because they were built before seiges could shoot through walls.

    Also, just because the marines can seige from a central location or other tactical spot, is not going to be endgame for the aliens. There are so many other factors that play into a successful assault, such as for example the number of entrances to the room the marines set up base in. I'm not going to kill a centric but small layout because of the range of seiges, I'll just try to give the aliens a better shot at repelling seige attacks, hopefully opening up a unique style of games particular to this map. Let me assure you that no two hives will be seigable from the same location and any particularly great seige locales I will try to make very dangerous and expensive to defend.

    Im looking to try something catered to a technical style of commander. I hope to accomplish this by making the map symmetrical, small, and fast paced even for a smaller map. I want the marines to be thinking right as they spawn in that the aliens are right next door, and they will be coming nonstop. Maybe this idea won't work, I don't know, but does it make more sense?
Sign In or Register to comment.