Ns_focalis

PhyPhy Join Date: 2003-03-01 Member: 14163Members
I'm going to be working on a new map called NS_Focalis. Heres some fiction to go along with it.

<!--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-->The Focalis resupply and refueling station sits on the outskirts of the Ariadne Arm. It is located on a small planetoid covered in barren landscapes and constant electrical storms, but its main advantage is the location of the small plenetoid, making it a perfect refueling station for the Frontiersmen. Therefore it has come to no suprize that 36 hours ago the base's onboard computers detected what seemed to be an infestation of the Bacterium. Immediately the base was sealed off and quarantined. Everyone was evacuated and there were no casuaties, but the base has been deemed 'inoperable' untill the Frontiersmen can board and determine if the infestation is significant. During the evacuation, the main power generator was beleived to be damaged and rendered inoperable. Intel indicates that an auxiliary power source is readily available, but will provide minimal power to the lights and other systems. Loosing this outpost to the Kharaa will mean a great disadvantage to the TSA as they will have to reroute almost every mission in the Arm that stops there for refueling.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Here's my proposed layout...

Suggestions are encouraged.

Comments

  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    edited March 2003
    it looks good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> really
  • iddqdiddqd Join Date: 2002-11-07 Member: 7596Members, Constellation
    am I the only one who hasnt been able to really get the hang of diagonal walkways? I mean I can do it, it's just a bit awkward.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    www.snarkpit.com - there is a tutorial there on how to do Diagonal brushes (not a whole corridor) so that they are exactly the same size in width and will look like a normal straight path. i believe +ReNo+ made the tutorial.

    Oh and by the way...show the layout after you have done a bit of the map. you will get more feedback
  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    I rotate the brush(es) to approx. where i want them, and align all the verts...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    If your map should be nice ballanced for more than 6 players on each side,
    <b>give each hive more than one entrance..</b>
    One entrance that gors into a T-crossing after 3 steps is not valid.

    If not there is no alternative against WOL + HMG.
    One entrance and one vent sucks like the subspace discussion.
  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    Thanks for pointing that out Ollj, my map isn't really mapped out yet, just a few brush structures. You might of saved me a lot of work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • cooprulescooprules Join Date: 2003-03-16 Member: 14594Members
    like the idea of being an out door area make more and try and see if u can make the skulks and lerks go on top of the building and have indows so they can scout for some aliens and vice versa for the marines <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
    (poor gorgy)
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Yes, you definitely need more than one entrance to each hive.

    Also, it looks as though the bottom right hive is too close to the marine spawn in comparison to the other two. And you seem to have far too many dead-end rooms--no matter if they have resource nozzles in them, rooms with only one entrance are never good.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Yeah, I was gonna say that youshould add more than one entrance to the hives too. Other than that it looks good.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited March 2003
    looks a bit like nothing (which has a fantastic, mind boggling layout). ALl in all, I'd say the corridors need to be straightened out a little, and the double node needs to be moved a tad closer to the marine start, or the lift needs to be removed.

    There are way too many rooms off the main route, just merge the rooms with the nodes onto the main path. Making too many rooms with one enterance makes them far too easy for marines to defend.
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