Ns_isirius

PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
edited August 2003 in Mapping Forum
<div class="IPBDescription">Layout Suggestions</div> Okay, so Ive decided to start on something serious.

What do you think of this layout, what can be improved?

I edited the layout a bit, thanks Vyvn.

Comments

  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    BTW, Reception is where the marines start. its really out of proportion.
  • NamronNamron Join Date: 2002-11-29 Member: 10220Members
    1t n33dz m0r3 cr4t3z! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    maybe thinking of new names rather then using previous ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Looks like a playable layout...here are some things to think about, though:

    - Am I not reading it right, or are Archiving, upper Crew Quarters, and Sickbay dead ends for the marines since they can't get through the vents? If so, rework how the rooms are placed to enhance the map's flow.
    - The route to Messhall Hive from the marine start seems to be significantly quicker than to the other two hives, even more so because there is not weldable (more on that below).
    - Rethink the placement of those two weldables. It seems a bit harsh to actually block off two main hive entrances with weldables, but they should at least be on the farther entrances, away from the marines' primary route. Welders should be used tactically, not out of necesity.
    - There seems to be too much stress placed upon Recreational Facility. As an Onos, you have to go through it to get from Maintenance Hive to Messhall Hive. A marine team that secures/farms Recreational and Central Command Hive has effectively shut down all Onos from most of the map, since an Onos who spawns in Maintenance is trapped, and an Onos from Messhall Hive must travel a perilous route through most of the map to reach Central Command Hive. Furthermore, the locations of the weldables force an early marine team to go through Recreational to reach Central Command AND Maintenance Hives. An alien team that rushes to Recreational can easily secure it, thus shutting off the main attack route on both Central Command and Maintenance. And if that same alien team happens to start in Central Command, the marines reaching Maintenance becomes an impossibility. The strategicness of Recreational should be assessed, and some hallways and vents should be swapped around accordingly.
    - That said, expect to see marine teams rush to Messhall Hive every game, since it's the only hive that isn't a real pain to reach.
    - You should try a few names that haven't been used in half the maps so far. Also, from a purely realistic standpoint, consider swapping Cargo Storage with Recreational Facility, since it seems to make sense to have the recreation room closer to the mess hall and crew quarters than a storage room. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    New layout.

    Well, not new, just revised.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Definitely improved. I'm still not sure about all those dead-end rooms, but I assume that it could be partly the lack of detail that comes from using Paint. Maintenance Hive has a lot of paths leading into it, but it is far away from the Marine start, and I see you've included well thought-out weldables to cope. Notice also, of course, that the right exit from the Marine start leads straight to, and solely to, Mess Hall Hive, but the same is true of Generator Hive on Caged, and that's a proven layout, so there shouldn't be a problem. I'm not sure about the node in Sickbay, since it's effectively given to the Marines, since it's so out of the way for the Aliens, but nodes are easily changed around in later testing.

    I say, go for it. Looks like a solid layout.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    where's the easter egg room?
  • Silencer9Silencer9 Candidate for B.Sc. Join Date: 2003-08-05 Member: 18967Members, Reinforced - Shadow
    With this picture i can't do much...
    But i see that there are resource nozzles at all hive locations!
    of course the aliens need start res towers!
    But not so near at the hive!
    That is hard for the marines...
    Put this nozzles a bit away from the hives and there the aliens starts....

    <span style='color:orange'>But maybe you should wait till 2.1 is relased..... .. .. .... .... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> </span>
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    The marines have to pass through a crew quarters to get to the mess hall? Think of how that would work in rl, some guy gets woken up because someone else wants a midnight snack.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Maybe a hallway from archives to database? That would be good. Btw, the layout looks good.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited August 2003
    Yeah, the two crew quarters are linked, but only one goes to the mess hall. You COULD change the upper crew quarters into a locker room or something.

    Everything else seems pretty good. You may change your design once you start mapping, or after preliminary testing. So far so good, though.

    I would make the <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> room next to the maintenance hive fit with the existing theme of that area (maintenance, cargo storage). Maybe a storage room for defunct/repaired equipment or some sort of waste management and HVAC control room. If you did that, vents from here should link up to the others around the map (it only makes sense).

    The other <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> could be a computer or communications lab (to fit with the techological rooms in that area). That, or continue the trend with maintenance and make it another engineering type room. Power generators?

    Does this facility have a story, or a purpose? I would imagine this is a technology-heavy installation, so maybe it houses a supercomputer? Or an advanced communications assembly?
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The map is too small, IMHO. It should take each marine, on foot, at least thirty seconds to get to a hive.
Sign In or Register to comment.