Echo Layout

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
I decided to make a new post for my layout of ns_echo because, I think people dont want to wait for all those other screenies to load, just to comment on a layout. (At least I hope thats why noone commented <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)

Anyway, I'd appreciate any feedback you guys can offer. Especially on the resource nozzle layout. Places for weldables etc.

I have not put most of the vents into this layout, none of them offer major shortcuts anyway, just alternative routes. They are pretty well hidden so I dont want to spoil the suprize if this map ever gets released.

Green is unfinished area and blue is areas Ive already mapped out.

Comments

  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    Looking good - could you please add a seige cannon diameter representation, and possibly number indicating how long it takes marines to get to each room from spawn?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    There seems to be some quite direct routes from hiove to hive through the middle of the map. What are the travel times for those routes?
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    edited April 2003
    There are some corridors that seem pretty useless, I for one wouldnt go through them.

    Look at the ones to the far left. ^^

    Put some RES there.

    EDIT: Nevermind, I just noticed the res in the rooms close to that location.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    thats one really good layout.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    <!--QuoteBegin--ChromeAngel+Apr 11 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Apr 11 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There seems to  be some quite direct routes from hiove to hive through the middle of the map.  What are the travel times for those routes? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, those hives arent build yet so those routes arent tested but, the fastest hive to marine spawn time was about 40 seconds as a marine, as a skulk you will shave a few seconds off that (havent tested that yet)
    ^^The "hive" I am refering to isnt actually built, instead that time is taken from where the blue and green areas meet at top center of the layout...where the actual hive entrance will be, so it will be closer to 45 seconds I think^^

    Too put things in perspective a little...that large room at the bottom takes over 15 seconds to cross as a marine. Also, the dimensions of the pic are the actual grid size displayed in VHE. (+4096 -4096) 1 pixel = approx. 10-12 units in VHE

    Orrigionally, this layout was meant for the map to be sort of split down the middle, where the hives were on 1 half with only 3- 4 res nodes but easy access to all hives, and the vast majority of res nodes were on the marine half, and the topmost hive was actually, in the other large green room at top left. I wanted to see what kind of games would take place if the aliens were almost guarenteed 3 hives, while marines were almost guarenteed a wealth of resources. But I nixed that in favor of a more common gameplay...wich hopefully works out.

    I am not opposed to axing this layout al together and copy/pasting everything into a new map with a better layout...so if this layout cant be saved Id rather know now.

    Papercut, I dont know the seige range, but Im 90% certian there are no double seige points. That green room to the right of the big "D" is far enough so neither hive could be seiged. afaict
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    Hey that looks good. Maybe some area-descriptions so we can see what kind of level it is? But yeah as it is, nice. .. I think what caught my eye first is that the CC seems very seperated from the main marine spawn area. Not something I'm personally all kinds of crazy about, but hey, whatever floats your boat I guess.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    It seems backwards all the small hallways with many turns are near the MS while the long open halls are near the hives <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    .. hm.. good point.. he is anti-Eclipse, burn him!
    No seriously, I noticed it as well but I don't think there's anything neccessairly horrible with doing it like that? I mean, I don't <i>know</i> that it doesn't work or plays oddly or whatever..

    Or failing that we can hope various vents allows for proper playability <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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