Eylsium layout
Killtoy
Join Date: 2002-03-28 Member: 358Members
<div class="IPBDescription">Quick post, clarification later</div>I don't have time to label all this for you, but I thought I'd put it up now. Things are a lot busier for me this week than I anticipated. :/
Anyways, there are 3 shades of blue to show the 3 general height levels in the map. The yellow is lifts, and the orange is instances of level over level, ramps, ladders, or other methods of height changes.
I'll mark MS and Hive locations a little later. Sorry for the rush here, I've got too many things going at once. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
Anyways, there are 3 shades of blue to show the 3 general height levels in the map. The yellow is lifts, and the orange is instances of level over level, ramps, ladders, or other methods of height changes.
I'll mark MS and Hive locations a little later. Sorry for the rush here, I've got too many things going at once. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
Comments
we'll wait explanations
That hive is going to be a fairly elaborate room. Being as Elysium is a phase gate sized for spacecraft, it has a very massive need for power. That room is going to be the powerplant, which will be 3 stories tall and involve as much complexity as I can devise without making life too difficult for the commander.
I think the rest of the layout is sufficient. I'm a bit worried about hive 2, though, as it seems to be in a hallway? and would give marines a clear, long distance view of it without necessarily requiring them to go through the room, or something.
That is a good observation about hive 2. It would be exposed to the hall. I'm still pondering ways to conceal it. Either it will be pushed back in to a side area or I will make the area heavily wrecked, and entry will be gained only by climbing over various structural material.
As for the areas on the lower portion of the map. These are probably the most likely to be changed. While I'm not too fond of them myself, I can't think of a better layout that fits with the vision I have. I'll probably have to build it up some before I'll get a clearer idea of what is or isn't happening there.
Concerning node placement: What I'm doing is flooding my entire level with them (practically every room), and will be taking out uneeded ones during the testing phase. I guess it's no less work than simply adding one (as opposed to deleting unecessary ones)... but instead of asking myself "I wonder if this would make a good place for a nozzle"... I'll know if it is or not. As well as where it isn't a good place.
You might want to try that approach. Then again... *shrugs*
Seems very linear as a layout, especially between hives. Maybe it's me.
None of the actual vent system is depicted. Some of these corridors are fairly expansive. Some of them are more confining.
It's hard to say if the map is big or small, as it is my first. I think it will turn out big, because from one end to the other it is about 7000 units either way. I'm not too worried, in my mind the layout has a decent level of balance to it, and I was aiming for that ideal.
Looks good KT. I might suggest some more rooms in the top-middle, of course, it's your call.