Overview Of A Map I Might Make

jabsjabs Join Date: 2002-12-14 Member: 10773Members
This is just an overview of the map. I just want to know how well it was designed. There are a total of 10 resource nodes and every hive is the same exact distance away from the marine spawn and the hives themselves. I also did my best to balance the amount of resource nodes per side of the map (if you cut the map in half, you should see that each side has 3 resource nodes with 4 in the middle). I lastly did my best to keep long corridors at a minimum (don't need marines to be sniping skulks but I also didn't want aliens to have a much better advantage over the marines). Please give all feedback you guys can think of.

<img src='http://jabs.energygaming.com/map.jpg' border='0' alt='user posted image'>

And when I say "Death Fall", that means that area is a giant hole. A "Lower Floor" is a floor that is below the normal floor level. A "Bridge/Balcony" is what it sounds like.

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    The double res should definitely occupy the centre of the map, cause as it stands at the moment, if aliens start at the furthest hive they are SOL, and marines can just saunter down a few corridors and have mucho res-age.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    You've got a LOT of hallways, try to condense a lot of those into rooms. Hallways aren't good for action.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin--Tequila^+Aug 13 2003, 08:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila^ @ Aug 13 2003, 08:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The double res should definitely occupy the centre of the map, cause as it stands at the moment, if aliens start at the furthest hive they are SOL, and marines can just saunter down a few corridors and have mucho res-age. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't think that's entirely true, If you notice the hive that is furthest from the double node is also closer to several other nodes. I do think that it needs more rooms and fewer hallways, but it seems like it could be a fairly balanced and interesting map. I've never seen one with marines in the center like that, it would be interesting to try.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    With centrally placed MS you have to be very carefull of siege ranges, the marines barely have to leave their base to siege a hive. The distance between hives looks like a long way too, Skulks might not be able to respond to a hives under attack in time to help.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2003
    Its more of a non-conventional layout..
    Most NS maps either go
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    MH
    HH<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    or

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
      M
    HHH<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    Of course, those can be rotated around, but those are pretty much how most serious NS maps work...

    I guess a
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
      H
      M
    H  H    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    map might work, but as chrome said, you have to be very careful on siege ranges...
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Ideally, I do believe that the time to get from hive to hive as an alien should be HALF the time of getting from a hive to the marine start. I would reccomend adding some slow-moving lifts or something on the way from the marine start to each of the hives.
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    OK, I am redesigning the map completely, but I cannot find anywhere the radius a seige has. I thought it was around 350. Is that right?
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