Eylsium layout

KilltoyKilltoy 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-->

Comments

  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I thought maybe if I split the posts, more people would be inclined to read the overhead texts. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->   Nah, really, I just forgot to attach.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    to me looks good. I think the hive will be where the camera is and in the lower left, but if u want another in the lower right/center or all the 3 in the bottom...well,this is wrong, to near those hives!
    we'll wait explanations
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I'm sorry, but it is really difficult to try and tell you how good a layout it is or not without seeing where everything is (hives, marine start, resource nodes).
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah... I thought maybe it could be compared to the rough layout I posted in the past. It wouldn't have taken me much longer to toss in some tags. :/  I was just in a hurry and not thinking...
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Look nice, my only comment thou is that it looks like the 3rd hive just has to make an S turn and then it's a dragstrip to the marine spawn.... maybe there's some walls that I'm over looking in there...
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, after the S-turn it is broken in two places, and I may add a few other obstacles along the "dragstrip".   <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    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.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    There are a number of things you could do here.  The one thing that really springs to mind is that you only have 5 resource nodes.  This means that there's really only one node (&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> up for grabs.  I think that you should really think about adding 2 or 3 other nodes.  You should probably add more rooms, or restructure current rooms.  Specifically in the left bottom (off that U room), in the lower right (those two large boxes, somewhere), and somewhere in the top center would be where I would think of adding some.

    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.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah, thanks for the comments Greedo. I was wondering if I should add more resource nodes. Those 5 are definate points, but I'm sure I can fit a couple more in here and there.

    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.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Layouts are a nightmare for me, so I'm not going to really get into commenting on it. It definitely looks good though. I don't see any glaring problems...

    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*
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Am i the only one who thinks its a little small?

    Seems very linear as a layout, especially between hives. Maybe it's me.
  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    It may seem small in some points because we arent sure what its proportionate to, if you notice that in some halls it gets small, so im guessing that most of the level has pretty big hallways. Or those small hallways are the small passeges that the bobs use, and if they aren't I think you should add some <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->. But overall i think it's a decent level, wide, not maze like, not confusing, enough room to make us want to play it over again, so i like it  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> .
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Well... Flayra and Cory have expressed a desire for some smaller maps in the game. For quicker games, I'd presume.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, this is very preliminary. Generally everything you see will be very different when it is finalized.

    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.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    As long as it's 30 seconds running time between the marine start and the nearest hive, it shouldn't be a problem.
    Looks good KT. I might suggest some more rooms in the top-middle, of course, it's your call.
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