Ns_reverse,seasick...something design

ComproxComprox *chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
<div class="IPBDescription">Map layout, sucks and needs advice!</div>Hey guys, I posted this on the old forum a while back, and I dont remeber many comments. The one comment I do remember (adding another hive) isn't allowed...so <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I know the layout is small and sad, and I am really looking for some advice. Big changes are allowed, so if you think I need to add 6 rooms and remove another 2, say so! No "It looks good" posts, hehe. TIA guys.

P.S. - the brown area around the top and left is a clff, so the bridge and top area will be hanging over the edge somewhat. Also to note, this is a crashes ship and this is the right way up view, when it is all done, it will be flipped over.



<!--EDIT|Comprox|Feb. 08 2002,12:00-->

Comments

  • neagneag Join Date: 2002-01-24 Member: 12Members
    Make it larger, it should take the aliens about 20 seconds to get to the marin start.

    A couple of room or some thing next to the marin start on the right and left side sould do the trik.

    Make an alien pasage way betwen the stasis cells and the Mess hall. so that hive won't be so isolated.

    But this is only my opinion.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    And thats what I like to hear, thanks! Keep it coming.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I would make an alien path from the bridge to the engineroom
    And yeah it needs to be bigger or maybe it's just that crappy layout you made <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->.
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    It's small but interesting.  Flanking, multi areas, room purposes, ummm....
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Im thinking I will have to add an inner ring of rooms/hallways between the marines and hives to make it larger...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Besides the fact that the overall layout is too small, it looks like a few of the rooms are pointless and the marines would gain nothing by venturing into them. The engine room, for example, as well as the two storage rooms next to the right hand hives.

    Great concept though... it reminds me of the POA crash scene in HALO. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Hmm, the storage rooms both provided access to each hive (seems I didnt show that very well), so they did have a purpose, but your are dead right about the engine room, there is no point to it! *Looks at new drawing on paper* Haven't reached the back yet, Ill make sure to keep that in mind. Got a new drawing almost done and I must say I am a lot more pleased with it. Thanks for the help guys, and you fools in IRC too I guess <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Oops, I missed the doorway connecting the storage room to the stasis cells. But I still say the engine room and the storage below the upper right hand hive look a bit useless. Maybe add a doorway connecting the upper right hive and the previously mentioned storage.

    I'm probably missing something about the engine room anyway...


    EDIT - Started to write this before your last post Comprox... oops. All is well then <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Yah, there <b>is</b> supposed to be a doorway between the top 2 storages too, accidently drew over it!
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    I like the layout as it is, just needs to be longer.
    Maybe you can keep the layout as it is and add a few passageways and rooms between the marine start and the front and back of the ship (making it longer).
    Add some more rooms like medical bays, some sort of loading bay near the back (next to the engineroom?), a seperate room for computer hubs and data banks some areas that were stairwells/lifts that led down to the lower/higher floors but they have been blocked by debris, an area that controls the ventilation for the ship (have a big fancy looking peice of machinary that is supposed to circulate air) (or something like that).

    Maybe a passageway from each of the two hives at the back that run along the sides of the ship, with windows that look outside.

    [edit] just realised that the engine room can be used for quick access between the two hive rooms at the back, this could be a bit easy for the marines, so maybe you can smash the ladders (as if they were detroyed in the crash) but still allow the aliens to get up to he engine room from the hive. This way the marines would could drop down from the engine room destroy the hive, but then have to backtrack to the start to attack the other hive instead of climbing back up the ladder and jumping down into the other hive room.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think that some of the areas will be absolute r hogs, specifically the left half of the ship, which will require scant detail to keep them in bounds.  Try adding more connecting hallways, and fewer large, connected rooms.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    First of all, I overdrew the bridge and will definately have to keep it smaller to allow for detail. Also about the three rooms, in my new deisng one is gone (crushed in), and as long as the doorways are on opposite sides of the room, and the rooms kept fairly small, I should be ok <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It can change as I map though
  • UnknownUnknown Join Date: 1970-01-01 Member:
    no offence but stick with your first layout, this one is to small and kinda sucks.
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