Ns hydra

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Floorplan</div>Here is NS_Hydra's floorplan.  What do you think?

Red stars are hives, white blocks are resources, the green star is the command console.

Find out more about NS_Hydra on <a href="http://www.planethalflife.com/nsworld/Map.ASP?UniqueId=%7B50530076%2D716D%2D4399%2DBA1D%2D4901FF5FE9C4%7D" target="_blank">NS World</a>



<!--EDIT|ChromeAngel|July 17 2002,22:00-->

Comments

  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    wow i like that idea of makin zig zag corridors.... its nice to make marines/ aliens take longer to get to other hives....... and also its a way to lower the r_speeds
    nice layout man....... as usual <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thanks Battousai^^x.

    Here's a pic of the big starboard room between the main airlock and the bridge.  Remember it's very early days i've just blocked in the main architecture with whatever  textures were to hand.  I'm having trouble finding a theme for this area.  Any suggestions?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    I recommend making this into sort of a reception area, kinda like the first room you enter in a hotel.  Perhaps you could include a map on the wall in this room to show where everything is...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    ummm... nice try cremator, but why would a small attack ship need a reception room?
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <!--QuoteBegin--XHydralisk+July 20 2002,19:11--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (XHydralisk @ July 20 2002,19:11)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->BEST MAP EVER<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Keep looking, no offense ChromeAngel.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    umm.... maybe an hangar or somthin. or a weapon depot or somthin like that or u could just make a room filled with tons of boxes <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    maybe one of two computer/missile guidance rooms (it IS next to the bridge and torpedo room)
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Yur layout looks good, just one thing...

    u should make the ventilation shafts zig zag too for vis, cuz with those strait shaft hl will render both rooms on either side.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thanks for your concern Evil bOb.  The vents actually do zig-zag, vertically though, so it doesn't show up on the plan.

    I'm thinking in tems of some kind of torpedo magazine for lower area (to the right of the picture), with a general store/quatermaster's office in the higher part (to the left) and the far area could well work as missile guidance.

    Thanks guys.
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    torpedoes should be launchable, I think. just for fun. A flash of light and an env_shake should do the trick.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    Launchable torpedos sure would add that "professional" quality many maps lack.

    The layout is very good, but it looks like it wouldnt take too long to go from one hive to another.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    That's the thing that jumped out at me, it looks like the aliens could of built the second hive and be half way to the third before the marines get there, of coarse im horrible at estimating anything, so ur free to disregard this. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.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
    I think the layout looks excellent. My only real gripe would be how closely connected the two side hives appear to be from the center one. While I don't think it would really be that big of an issue to have hives that closely connected, it somehow makes the lower half of the level appear as excess or wasted space... which probably wouldn't be the case, but I thought it was worth pointing out.

    So... to encourage travel down on the areas closer to the marine start, why not make those hallways that connect the hives up top have a couple weldables in there somewhere. Judging from the shapes of the walls there though, it looks as though you may already be planning on doing that.



    <!--EDIT|ken20banks|July 22 2002,23:27-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Tzarcon+July 23 2002,00<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Tzarcon @ July 23 2002,00<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->7)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Launchable torpedos sure would add that "professional" quality many maps lack.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I'd call it more of a "pointless gimmick" quality, but maybe that's just me.

    I mean, it'd be neat and all, but too much novelty value and too little practical value. I'd use the entities (as few as it would take) elsewhere, personally.


    As far as the layout, I'll echo the concern about the hive locations... this also looks to be a smaller map, and that could be catastrophic for the marines with the amount of ground to cover to just reach one hive.



    <!--EDIT|KungFuSquirrel|July 23 2002,01:43-->
  • KidzeldaKidzelda Join Date: 2002-06-25 Member: 819Members
    Perhaps if you were to put one more resource node in the hallway from the main airlock to the galley, it would give more incentive to get the aliens closer, as that hallway is fairly iscolated.
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