Ph33r mah ugly map layout
Legionnaired
Join Date: 2002-04-30 Member: 552Members, Constellation
<div class="IPBDescription">Err, here it is.</div>Sorry for the 1337speak, all comments appriciated, except for "r_speeds may be a little high," I can take care of my own r_speeds, and some of those hallways that look straight are actually gonna be curves, so only part of the long hallway will be seen.
Anyway.
Light blue=Command room, dont worry, i'll do it right
Blue= Marine spawn
Red= Nozzles
Green= Hive rooms.
Brown lines= Alien only.
Also, one of those hallways (havent decided which) is gonna have the COOLEST WELDABLE SEQUENCE EVAR!
Anyway.
Light blue=Command room, dont worry, i'll do it right
Blue= Marine spawn
Red= Nozzles
Green= Hive rooms.
Brown lines= Alien only.
Also, one of those hallways (havent decided which) is gonna have the COOLEST WELDABLE SEQUENCE EVAR!
Comments
The biggest problem is the scale. The map looks really big, too big in fact. Also, the rooms look really small compared to the hallways. In general, the rooms are the main battle areas, and the more rooms you have vs. hallways and connecting hallways will be better.
Yellow = weldable
Blue hallways = Obviously, these cant be as a long in the actually map.
Beside the fact that most hallways have odd shapes ( I assume you will just make them normal in development mode) here is my version. Hope it helps.
<b>edit</b> After looking at mine I think you should add an empty room someone close to, but not right on, the marine spawn - its mostly hallways. Your orginal layout looked very Marine favored - many entrances to hives, no RPs in hives, no rooms near marine spawn, etc.
This is a temporary guideline, not an exact blueprint.
Red= Nozzle
Yellow= Weldable
Green= Hive
Blue= Marine spawn
Light blue= CC
Maroon= vertical element, the hives will be the highest points on the map, and the marine spawn the lowest.
anyway:
*reads post above*
erm... oh the weldable humanity! the weldable humanity!
nah, looks ok... would be interesting to see how you'd go about implementing it, seems very very complicated... well, for my simple brain
<b>[edit]</b> oh yeah...by the way, what is the theme for this map <b>[/edit]</b>
And the down-left hive, it looks like a mercedes benz <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> or the duke nukem icon.
Anyway, I should just tell you now, I'm thinking of having some crucial hallway in there have a support beam in the center...
Now, you weld the support beam, the ship groans, and the metal starts to rip outward. (or inward, if i make it underwater)
Just around that point, the room becomes unusable, airlocks close around the breach, and the area de-pressurizes
Cool, huh?
Anyway, don't worry about the r_speeds, really, if it gest too much I'll change the layout a bit...
OK, it's settled, im making this map...
Wish me luck...