Proposed Map Layout

elseelse Join Date: 2003-09-17 Member: 20962Members
<div class="IPBDescription">Seeking critique on layout</div> I'm currently working on a map design and while i have some ideas for specific rooms i am not entirely happy with the layout as a whole. Here is what i have so far. I am looking for ways to improve this before i commit to anything. There is an overall theme to the map but individual rooms can be moved about (or deleted), or whatever else should be done.

Thanks in advance for any contributions.

<img src='http://members.iinet.com.au/~aelse/pics/nsLayout.jpg' border='0' alt='user posted image'>

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    teh two top hives are a problem.
    the one on teh left is far to easy to shut off fromt eh rest of the map
    and most hives should have 2 exits of onos size.

    i might make som more changes but they will have to wiat till tomarrow
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    First some notes on the hive room locations. The hive in the upper left would be easy for the marines to block off, you'll want to add a 2nd onos size path to it. You also may want to get rid of that weld open thing west of marine start. It isn't a good idea to make main paths be weld opens, leave that only for back doors/secondary paths.

    This map doesn't have enough res nodes. In general you want each possible start locations (marine start, each of the hive rooms) to have two possible places to build res nodes. You'll want to add more res nodes closer to the hive. Most maps have 10 res nodes in the map, your layout only has 7.

    In summery, all you need to do (in my opinion) is get rid of that weld open west of marine start. Add another onos sized exit out of the north western hive. Make the north western hive more accessable to the rest of the map. Make it a bit harder for the marines to get to the north western hive (if you got rid of the weldable). And make some res nodes closer to each of the hive rooms. (you don't want to tire all the little gorges out now? their legs arn't that long <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    <!--QuoteBegin--confused!+Oct 9 2003, 01:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Oct 9 2003, 01:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> teh two top hives are a problem.
    the one on teh left is far to easy to shut off fromt eh rest of the map
    and most hives should have 2 exits of onos size. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Eeeh, I never make a layout, or if I do I never stick to it, so I'm not a great critic, looks OK to me, just everything that everyone else said I agree with, make sure as much of the map as possible is Oni friendly.

    ~ DarkATi
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    Marines will get owned.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Add an extra entrance to the upper left hive. Move the lower hive so that it's equidistant from both the upper left and upper right hives. Move the marine start so that it's roughly equidistant from all 3 hives (easy in your case... just move it to the direct middle of the map).

    If it turns out two hives are too close or too far away from each other or from the marines after you do this, add twists, turns, elevation, elevators, doors etc to slow things down.

    Also, as mentioned... have at least two nodes per hive/marine start, for a total of 8 (again, minumum. You probably don't want more then 10 though). That's not two nodes IN each location... one in the location, and then the other elsewhere in the map.
  • elseelse Join Date: 2003-09-17 Member: 20962Members
    A couple of things mentioned were flaws introduced to correct other flaws. It needs a bit more redesign, methinks. Currently i'm working a room at a time and i can slot it all together as required with tunnels, vents, walkways, etc to avoid locking myself into a plan too soon.

    Thanks again for the replies.
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