Ns_chckpoint
UnCritical
Join Date: 2002-01-25 Member: 73Members, Constellation
<div class="IPBDescription">New layout</div>Ive just came up with a new layout for a map im wanting to start (maybe) anyhow id love some feed back on it.
Heres a few notes about how it works and stuff...
The whole ship has a very millitary feel to it, not very hospitable.
Starting at the top, the arrival hanger is a large space, maybe with some shis docked in there. Theres a hive in here too
Checkpoint number 1 is the checkpoint that most passengers would go through, the gun emplacements are there as a precaution. The dashed line is some sort of detection system (like they have in airports)
The walkway after that is overlooked by the control room, large bullet proof glass windows look down on here. Gameplay wise this is a nice little feature that allows the marines to watch aliens running along the walkway, as that is a main route between two of the hives.
Checkpoint number 2 is where guards would enter the base if they are coming in from somewhere outside, the grey area is acctually a ramp whose nose lifts up and down on hydraulic rams. This has been locked in its up position, meaning marines can jump off, but have to use the ladders to climb back up. Yet some aliens can just climb/jump/fly up.
The second control room is the station maintenence control room, controlling things like power, heating, ventilation, as well as the altitude controls and life support systems. Maybe some sort of control switch in here could activate the hydraulics for the ramp in checkpoint 2.
The feild generator room is just there for ambience only, maybe fill it with fancy looking generators? steam? lots of pipes?
Control room number 1, which was mentioned before, overlooks the main walkway, controls the security systems in the station. The gun emplacements that you see laying around would be controlled from here as well as the scanners and detecters. I was thinking all the gun emplacements and scanners could be operational, and could be activated or deactivated from here by marines/commander. Only marines would be detected by the scanners and the gun turrets would fire, this would be a bit tuff for the marine so how about making the guns faulty, and just fireing blindly in random directions, this could be totally for show, but could also give the aliens a huge hint that marines are coming their way.
The sleeping quarters would be just sleeping quaters, he corridor could have a door in there to gve the impression that there would be more bedrooms, but the door wont open.
The rec room would be where the off duty guards would take time out, mayve a sofa and a tv or something, making it a little less mechanical.
The rec room has two entrances to the kitchen, but the one to the right is acctually a meal service counter (where the guards would pick what food they want, you know what i mean) this entrance could be jumped over.
Checkpoint 3 is just a large drop off, the grey square is acctually a small platform lift with a ladder to the side of it.
The food hall is connected to the exit hanger, this is where the 'taxi' ships ywould come and pick up passengers, it works just like a tube station or a taxi rank. the hive could be hanging up inside the 'tube', each end of this has sealed doors..
And i -think- thats it all <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The backstory can be found <a href="http://www.jedeyenite.btinternet.co.uk/worldsapart/ns_checkpoint.html" target="_blank">here</a>, its part of a layout site that im making, if you wanna comment or give feedback on the other layouts, please do <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Heres a few notes about how it works and stuff...
The whole ship has a very millitary feel to it, not very hospitable.
Starting at the top, the arrival hanger is a large space, maybe with some shis docked in there. Theres a hive in here too
Checkpoint number 1 is the checkpoint that most passengers would go through, the gun emplacements are there as a precaution. The dashed line is some sort of detection system (like they have in airports)
The walkway after that is overlooked by the control room, large bullet proof glass windows look down on here. Gameplay wise this is a nice little feature that allows the marines to watch aliens running along the walkway, as that is a main route between two of the hives.
Checkpoint number 2 is where guards would enter the base if they are coming in from somewhere outside, the grey area is acctually a ramp whose nose lifts up and down on hydraulic rams. This has been locked in its up position, meaning marines can jump off, but have to use the ladders to climb back up. Yet some aliens can just climb/jump/fly up.
The second control room is the station maintenence control room, controlling things like power, heating, ventilation, as well as the altitude controls and life support systems. Maybe some sort of control switch in here could activate the hydraulics for the ramp in checkpoint 2.
The feild generator room is just there for ambience only, maybe fill it with fancy looking generators? steam? lots of pipes?
Control room number 1, which was mentioned before, overlooks the main walkway, controls the security systems in the station. The gun emplacements that you see laying around would be controlled from here as well as the scanners and detecters. I was thinking all the gun emplacements and scanners could be operational, and could be activated or deactivated from here by marines/commander. Only marines would be detected by the scanners and the gun turrets would fire, this would be a bit tuff for the marine so how about making the guns faulty, and just fireing blindly in random directions, this could be totally for show, but could also give the aliens a huge hint that marines are coming their way.
The sleeping quarters would be just sleeping quaters, he corridor could have a door in there to gve the impression that there would be more bedrooms, but the door wont open.
The rec room would be where the off duty guards would take time out, mayve a sofa and a tv or something, making it a little less mechanical.
The rec room has two entrances to the kitchen, but the one to the right is acctually a meal service counter (where the guards would pick what food they want, you know what i mean) this entrance could be jumped over.
Checkpoint 3 is just a large drop off, the grey square is acctually a small platform lift with a ladder to the side of it.
The food hall is connected to the exit hanger, this is where the 'taxi' ships ywould come and pick up passengers, it works just like a tube station or a taxi rank. the hive could be hanging up inside the 'tube', each end of this has sealed doors..
And i -think- thats it all <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The backstory can be found <a href="http://www.jedeyenite.btinternet.co.uk/worldsapart/ns_checkpoint.html" target="_blank">here</a>, its part of a layout site that im making, if you wanna comment or give feedback on the other layouts, please do <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Comments
I have a few issues with the layout though.
- The hive placement seems to be a bit unfair (Heh, I know all about that...). The top hive looks like it would be by far the easiest to get to. And the Exit Station one seems to have a quite significant increase in distance. The path from marine spawn to the ES hive also looks a bit too linear also, seeing that it passes by the kitchen hive. I do like the way you connected the top hive and the ES hive with direct marine corridors, but it is still quite the trek (As apposed to taking the kitchen route.)
- Is there any reason for the marines to venture into the Sleeping Quarters or Toilets? (Though I can just imagine a couple of level 4's hiding out in the bathrooms, waiting to ambush some unsuspectiong marines <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
- I'm not sure, but it looks like the kitchen and exit station hives should have a bit more depth to them. Just to give the aliens a bit of room to move around.
Overal it looks like a good start. I looking forward to seeing how this one turns out. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
This will give me a lot of unused space on the right hand side, so i can now expand on the sleping quaters and also move the kitchen hive away from the ES hive, making them pretty imilar distances.
About the gun emplacements, they were designed to fire upon anyone that carries a gun through the scanners (the dashed line in checkpoint 1) but they are broken now, but if a marine passes through the scanner the gun will fire. It doesnt even have to cause damage or aim at anything, i just figured itd be a neat idea to have.
They could even be turned of in Ctrl room 1.
Oh and the guns in checkpoint 1 are the only ones that still work, the others are just there for show.
And the toilets are just there for show...hehe aliens in the loo <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
BTW, the turrets make more sense now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I do wonder if it would make it a bit hard for the marines to advance though... alerting the aliens and all.
But of course the marines can use the turrets as a decoy... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
hehe <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> I like it.