Ns_somethingnaughty layout
doctopepa
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?
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?
Comments
Btw, NS visuals are not dull in any way. Our maps are quite vibrant and diverse, not dark and flat.
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?
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.
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.
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.
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-->
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.
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.
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.
I strongly agree with all other points brought up by coil.
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!
i need comments btw.
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?
*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--> *
why remove the third tunnel to the sewer hive?