Ns_yasha Layout
taleden
Join Date: 2003-04-06 Member: 15252Members, Constellation
<div class="IPBDescription">for initial commentary</div> Here is a (very) rough layout of my map, ns_yasha. All res points are shown - there are no res points inside hive rooms or marine start, but very close by. Extra notes about an area are associated with the yellow numbers. All sizes are approximated - I drew this freehand on my family's computer (I'm home for the weekend, my own system is at school), so don't worry about different width corridors. There should not be any double siege points, and I've tried to place vents so that sieging of hives will not be trivial, as skulks will have an extra way into most logical siege points.
What I'm looking for feedback on most is res point placement; I had a hard time placing the middle nodes (non-marine/hive start nodes) in a way that seemed fair for all initial hives. Other feedback is, of course, also welcome.
Legend
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Blue: Marine Start
Green: Hive Location
Cyan: Weld Point
Purple: Dropoff
Red: Blocked passage (fallen beams, etc)
Dark Yellow: Resource Node
Gray: Vents
Yellow Numbers: Extra info/description/notes
Notes
-----
1: A cargo door separates the marine start from their initial res node. If they want, they may weld it open to give them easier access to the node (making it easier to defend) and also effectively enlarging their base area. However, doing so opens up a third entrance to the base area, while leaving the door closed means there would only be two entrances. The weld point is on the north side of the door, inside the marine's starting base.
2: The map has three height sectors, and one hive in each - the eastern hive and marine start on the highest level, the southern hive is on the middle level, and the western hive is on the lower level. The purple ledge here is a catwalk along the edge of a lower-level room. There is an elevator, but it is broken
and must be welded to function - the weld point is at the bottom. Marines may jump off the catwalk to get to the lower part of the room, but they'll only have 20-30 hp left; the alternative is a much longer trip around the northwest corner.
3: The L-shaped segment here is two stairways at right angles, connecting the upper-level room with the res node to the lower-level passage that leads off to the south.
4: This is a ventilation shaft that connects all three levels; the lower level passage is north, upper level is east, and middle level is south. This shaft and its connecting passages are shown in the screenshots at NS mapping world.
5: These chambers are staggered vertically to cover the height different between the eastern and southern hives. The first chamber (with the res node) is a little lower than the eastern hive, and each one afterwards is a little lower, with the last one being a little higher than the southern hive and the passage.
6: Two wide cargo corridors lead from the storage room to the north to the ore smelter (eastern) hive. The eastern corridor door into the hive is broken and must be welded from inside the hive before it will open.
What I'm looking for feedback on most is res point placement; I had a hard time placing the middle nodes (non-marine/hive start nodes) in a way that seemed fair for all initial hives. Other feedback is, of course, also welcome.
Legend
------
Blue: Marine Start
Green: Hive Location
Cyan: Weld Point
Purple: Dropoff
Red: Blocked passage (fallen beams, etc)
Dark Yellow: Resource Node
Gray: Vents
Yellow Numbers: Extra info/description/notes
Notes
-----
1: A cargo door separates the marine start from their initial res node. If they want, they may weld it open to give them easier access to the node (making it easier to defend) and also effectively enlarging their base area. However, doing so opens up a third entrance to the base area, while leaving the door closed means there would only be two entrances. The weld point is on the north side of the door, inside the marine's starting base.
2: The map has three height sectors, and one hive in each - the eastern hive and marine start on the highest level, the southern hive is on the middle level, and the western hive is on the lower level. The purple ledge here is a catwalk along the edge of a lower-level room. There is an elevator, but it is broken
and must be welded to function - the weld point is at the bottom. Marines may jump off the catwalk to get to the lower part of the room, but they'll only have 20-30 hp left; the alternative is a much longer trip around the northwest corner.
3: The L-shaped segment here is two stairways at right angles, connecting the upper-level room with the res node to the lower-level passage that leads off to the south.
4: This is a ventilation shaft that connects all three levels; the lower level passage is north, upper level is east, and middle level is south. This shaft and its connecting passages are shown in the screenshots at NS mapping world.
5: These chambers are staggered vertically to cover the height different between the eastern and southern hives. The first chamber (with the res node) is a little lower than the eastern hive, and each one afterwards is a little lower, with the last one being a little higher than the southern hive and the passage.
6: Two wide cargo corridors lead from the storage room to the north to the ore smelter (eastern) hive. The eastern corridor door into the hive is broken and must be welded from inside the hive before it will open.
Comments
I think the max-time to a hive should be 30secs, but since I dont know the scale of your map I shouldnt comment on it.
What's the point?
I am also considering having some section of the map be without main power, and lit therefore only with puny blue emergency lights (skulk advantage) - there would then be a weld point to link up secondary power and restore main lighting to the sector, making it brighter (marine advantage) - can you see any areas of the map that would be especially suited to this? Or is it just a bad idea to start with?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
definately
and that thing about having an area of almost pitch black corridors? :
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Strive to make the lighting feel dark without being dark. A near-dark corner or two is fine, but never make areas that are completely dark. This promotes replay and reduces general frustration.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> - <i>mapping guidelines</i>
i wouldnt go down a pitch black corridor alone with only some teeny weeny lights to keep me company....trust me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
As examples, the darker emergency-lit version would look kinda like the upper part of the sloped passage leading into the back end of Data Cora hive on Hera - not pitch black, just dark and spooky, while the lit version would look like basically every other official map corridor (say, the upper corridors on Eclipse).