Ns_arcturus Layout

venomusvenomus Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">plz comment...</div> In fact, most of the basic layout is already constructed, but I better see what ppl think of it before too much detail is added...



BTW, there will be more res nodes!

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    thats some nice plan.
    i miss some res nodes and siege-ballancing.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    How do u mean about the siege balancing? More vents?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    When a hive is siegable from a covered position this position should be reachable from out of that hive along 1-2 short ways.
    If this position is far away or too easy to defend for marines this is a lame siege position.
    When a hive is covered back in the end of a long Room, hardly to reach with any siege, this may be unfair too.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    lame siege spots (if its possible to siege from there) marked.
  • iddqdiddqd Join Date: 2002-11-07 Member: 7596Members, Constellation
    the circle concept is very interesting, I defenitely wouldn't be able to do it.

    check sieges, I did and I had to change a lot. I have 1 siege area that could be lame so I left it open and have 2 enterances to it.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    I love that circular room. It looks really great.

    I think the lame seige spots could be taken care of by moving that middle hive further "North" on the map.

    You see how the hiveroom kinda extends south from that hallway right now? Just flip it up so that it extends north from that hallway. Might solve the problem.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    I must say it looks very veyr sweet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited March 2003
    Thanks!

    Heheh, I think I should emphasize the rather large scale of this map. The siege radius is roughly the same as the central circular area (Main Reactor). Most of those locations marked would fall short of actually reaching the hive (although they might annoyingly get other structures in the room, like sieging the engine room on bast from marine start). The one I am most worried about the right-most hive (I may move it a bit further north). The left-most hive is quite hard to siege (you have to get almost into its room), but it is out in the open and easy to make meat of with an HMG death squad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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-->
    The central hive is not siegeable from Main Reactor (too much height difference).

    Now the marine start is a boarding torpedo, basically a small craft which rams into the ship to deploy troops (this area will look cool once I get the lighting sorted out). I had the idea of making a camera sequence for the marines which shows the moment of impact. Aside from not knowing whether this is even possible, I don't know if it would be a good idea anyway (gives the aliens a time advantage, and you might get bored of watching the cut scene after so many times). The only thing which encourages me to try this out is the NS Mapping Guide, which talks about pre-game sequences. What I want to know is, have any successful maps been released with pre-game sequences?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Pre game sequenses are based on cameras, wich don`t work in the NS source code yet.
    -> no cameras, no pre game sequences.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    I like the circle thing thou, **adds to map**
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--venomus+Mar 23 2003, 08:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (venomus @ Mar 23 2003, 08:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The central hive is not siegeable from Main Reactor (too much height difference). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just so you know, I don't believe that height is taken into account when doing siege range calculations -- only x/y distance, no z.
  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    I keep thinking that the circle in the middle would be a good place for a double res spot (or something seemingly important), but it seems a little closer to the hives than the marine start...You did say there would be more res nodes than pictured though, so it might not be a good idea...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>Just so you know, I don't believe that height is taken into account when doing siege range calculations -- only x/y distance, no z.</i>

    I was going to test this but for some reason, in a test map, I cannot see the upgrade icon when I select a turret factory <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    <i> I keep thinking that the circle in the middle would be a good place for a double res spot (or something seemingly important), but it seems a little closer to the hives than the marine start...You did say there would be more res nodes than pictured though, so it might not be a good idea...</i>

    I will probably place one res node in the yellow part of the circle (possibly relocating the one to the left of that) and one res node on the opposite side near the green sticking-out bit.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Flayra has previously checked in as saying that seiges DON'T check for z. Personally, I've heard accounts that say sieging the top of ventilation doesn't work because it's too far, but I' haven't checked that myself, and I'm more inclined to believe Flayra, really.

    I'd find the thread he posted that tidbit in, but I'm lazy.
  • Lumberjack_WannabeLumberjack_Wannabe Join Date: 2003-03-11 Member: 14404Members, Constellation
    Looks really nice. The circular room looks quite interesting...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>Flayra has previously checked in as saying that seiges DON'T check for z. Personally, I've heard accounts that say sieging the top of ventilation doesn't work because it's too far, but I' haven't checked that myself, and I'm more inclined to believe Flayra, really.</i>

    Hmmm, what about the thing where they can only aim in a vertical arc of 30 degrees?

    /me really wishes I could test this properly...
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