Ph33r mah ugly map layout

LegionnairedLegionnaired 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!

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    My biggest point of criticism for this would be the fact that there is an over abundance of hallways and not enough rooms. That, and these hallways seem like they’d be pretty confusing to navigate through. I learned from experience that the more rooms you have, the better. Less hallways, less confusion. Or something like that.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    You have far too many connecting hallways. and it'll make the map really frustrating to learn, and just frustrating in general.  Also, all those oddly angled hallways (i.e. not 0, 30, 45, 60, 90 degree etc.) will be a terrible pain on planes and probably r-speeds as well.

    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.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Mk, I think you have a lot of wasted things here.  A lot of hallways that have no point at all, same with rooms.  I suggest...


    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.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Hmm, my points are that there are too many halls, and they're pretty straight. More curves on them would be better. And the rooms are kinda small, especially the Hives. And the alien only hives and vents should have more turns, too reduce r_speeds.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    OK, a slightly less ugly one, and please, <b><span style='color:red'>NO COMMENTING ON R_SPEEDS!</b></span>

    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:
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    oh the r_Speeds! the r_speeds!

    *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>
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    I love the marine spawn and the cc........
    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.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Theme's gonna be a deep space/sea research station, overall a darker version of the "LAB1" halflife theme in the first level of HL.

    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...
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Good luck (: now go and eat those bastages!.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    _much_ better layout, well done!  This looks very nice!
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