Ns_somethingnaughty layout

doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
<div class="IPBDescription">In construction</div>My last screens got alot of critics for the clean look. And that it was too green. And the one before that got ranted because it was to red. Don't get me wrong i remember you said you liked them too but like any other mapper, i'm searching to achieve perfection <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

So I was thinking, maybe I should make a really dull and boring black-brown-grey map with lots of waterleaks and little blinking lights here and where. And really cool deadly shafts with bridges over. And noisy steamy machinery in the basement covered with alien goo. annnd uuuhhhh.. and so on.

Here is the beginning of my first layout ever. I wanted you wize old mappermen to say if it's guideline-approved so far.

btw can you say naughty?
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Comments

  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    where are the hives?
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    read my post please
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I've read your post three times.  Where are the hives?  It's impossible to evaluate a map layout with hives...

    Btw, NS visuals are not dull in any way.  Our maps are quite vibrant and diverse, not dark and flat.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Errr, i was kidding.
    Now, i meant i wanted you to say if had done anything wrong so far, so i could continue with the layout in the same style. there's lots of vents going over tunnels. is that ok?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Vents over tunnels can be a problem, as the commander can see them and not the corridors underneath. Better try to keep the vents under the marines ways.

    It's pretty difficult to give any other feedback if the hives aren't in (we can't see where the corridors are supposed to lead to, after all), but I'd suggest not to use too many bottomless pits. I love them myself, but we shouldn't use too many generic traps.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Well, if you have a vent over a tunnel, you could pretty easily make it a func_seethrough that's only transparent for the commander, since vents are supposed to be hidden from the commander anyway.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    On the other hand, (And this is an idea I've been thinking about on and off) you could have the vents extend ABOVE the height of the commanders view point. This means you can have ultra detailed ventways above the map, and the commander won't see them/engine won't draw them.

    The only tricky part is then having the vents extend back down into the level without getting in the way of the commander.

    My solution to that would be to have the tubes which extend downwards coated with a NULL texture. Now, copy and paste the brushes, and texture them how you want the vent to look. Turn these copied brushes into a func_illusion brush, and check the 'invisible to commander' flag.

    The commander shouldn't be able to see it at all now, but it will look fine in game. This method also saves some messing about with func_seethroughs, which would be rather awkward to implement in this situation.
  • PranksterPrankster Join Date: 2002-05-04 Member: 576Members
    that idea with the vents above the view is great! i've been thinking about that a lot, now i have something to work with.
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Argghhhh, these mapping guidelines are driving me insane.

    I thought you were not allowed to create vents which the commander could not see. This is because you can't have vents that only aliens can get into cause you will get lamers hiding in them. Therefor you must be able to let marines into the vents [most probably by the use of jetpacks], and I thought you were not allowed to have any area of the map where the commander cannot give orders to his marines.

    I probably don't know what I'm talking about, but that is nust what I thought.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I agree with Mecha, alien only vent should be a no no as should marine accessable vents that are invisible to the commander.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Why? Ok, you shouldn't make half the map invisible to the commander but a few passages should work well.
    vents=alienland. dare to enter? muahhahaaw! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Read my previous post more carefully, all the information is there. I do not mean to be insulting in any way, but I'm too lazy to write it all out again.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Mecha, you're right that the commander needs to be able to see everything... however, the vent system is generally assumed to be alien-only until the late-game when marines gain jetpacks.  Basically, marines will use the vents so seldom, the rule doesn't really apply here.  The commander isn't going to be organizing an assault through the vents.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    Back to the layout, so far the only thing that looks like it could be a problem, is that the only real way out of the marine spawn for the marines is that elevator....  (Drop pad is the marine spawn, correct?)  so that could cause a problem somehow or other early on in the game if the aliens get a really good start.  I dont know if thats really possible or not, but its something to be warry of.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Thanx 4 the advice. here's the entire layout:
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Now it makes much more sense.

    The layout seems fine, but every route seems to have a chokepoint somewhere that can't be avoided by marines unless they use vents (ha-ha). This is not necessarily bad, just try to make this places pretty wide, so a single lvl5 can't 'block' the whole route.
    The way between CC and marine base seems pretty long, which is a bad thing as the CC is the marines most valuable building - they're forced to create two bases at once.

    Other than that, I say go for it.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    <!--QuoteBegin--Nemesis Zero+May 31 2002,13:11--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Nemesis Zero @ May 31 2002,13:11)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->every route seems to have a chokepoint somewhere that can't be avoided by marines unless they use vents<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You might just be right there, lad.
    But if you got this impression from the 3d view it might be because there are no walls or ceilings in it.

    Looking at the top-down view i realized i suppose i could add a path between the droppad-room and north, to the big spiralstairs-room near sewerhive, and so on...

    But still, I don't wan't the map to be to open either. Claustrophobia, remember?

    If i get my hands on a WORKING scanner later, I'll show you my concept art.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    My comments:
    1) The red spots mark rooms that the marines have no reason to go into... I know there are vents for the aliens in them, but they're still pretty pointless for marines.  Dead-end rooms should be avoided, IMO.

    2) The blue spots mark bottlenecks leading to all 3 hives - with good planning and a little luck, the aliens could make life for marines VERY difficult.

    3) There are a lot of vents, some of them seemingly redundant - it could make things confusing for alien players, getting disoriented.

    4) There is no way to get from the right hive to the other two without going *through* the marine base.

    5) The right hive seems very close to the marine base.

    Honestly, I really like the ideas you have going here; I just think you need to make your layout a little more open.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Coil - good comments but I do not agree with your first point.  If he placed resource nodes outside the entrances to those rooms then the marines/aliens would have a little area to create a base of some sorta.

    I strongly agree with all other points brought up by coil.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Amend and agree - a resource node in any of those rooms would make it a worthwhile visit.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    <!--QuoteBegin--coil+May 31 2002,17:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ May 31 2002,17:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->1) The red spots mark rooms that the marines have no reason to go into... I know there are vents for the aliens in them, but they're still pretty pointless for marines.  Dead-end rooms should be avoided, IMO.

    2) The blue spots mark bottlenecks leading to all 3 hives - with good planning and a little luck, the aliens could make life for marines VERY difficult.

    3) There are a lot of vents, some of them seemingly redundant - it could make things confusing for alien players, getting disoriented.

    4) There is no way to get from the right hive to the other two without going *through* the marine base.

    5) The right hive seems very close to the marine base.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    1. Resorce nodes will be placed in these area's to give them a point. but I agree I put to many dead ends in the map.

    2. #### your right! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'll fix it...

    3. Nah, I don't think so. As an alien you have to be smart and cunning, and learn the map.

    4. Your right there to.

    5. Yes, perhaps it is...

    Thank you! This is exactly what i want to hear. I'll fix these problems and start mapping once i get home.
    you see, i'm sculpturing on the countryside right now...

    Yes, didn't you know? i'm god and i'm sculpturing on a new countryside in sweden. lots of hills and horsies *cough*
    i hope you know what i tried to say. se ya!
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    Ok, finally home. here's an update of the layout:
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    Only a shor question: What programm did you use for that layout?
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    i used photoshop.

    i need comments btw.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I can just see those loooooong hours with hammer <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.. that is a really good layout, IMO really like it, will make awesome gameplay.

    although, I'm wondering about one thing.. viewable distances.. won't they be very large/far?

    I always get in trouble for having looon looong corridors that either are too long = high r_speeds, or too short and square like = confusing and easy to get lost

    In my own map, I concentrate on getting a vast ventilation as this is where I want alot of the fighting, but then concentrate less on the corridors (I just suck at doing them)

    so, how will your corridors be?.. and can u tell me a way to make large areas - the high r_speed?
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I really don't know anything about rspeeds. a bit early to worry about that right now.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I can't quite put my finger on it, but this lay out just rubs me the wrong way.  Sorta like how fam rubs me, but more violent and less loving <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->!  It looks very busy, and looks like it will be quite the challenge to learn.  I will try to edit the pic to what I think would look better then add it in an edit.

    *edit* ooooook, looks like I cant place a picture in using an edit so double post time  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> *
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    If you dont like this you could probably keep some of the hallways but make the doors weldable.  *edit* I would also get rid of that little peice of nothing on the right have.. that small, hallway type dealy.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    those are toilets. one for men one for women

    why remove the third tunnel to the sewer hive?
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