Wip

WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
edited January 2004 in Mapping Forum
<div class="IPBDescription">layout</div>

I have been working on a schoolproject and this is what I came up with:

<img src='http://www.thunderops.com/reddisc/ns_omnioverviewdetail.jpg' border='0' alt='user posted image'>


Now, I would love it if someone could use this picture as a base and perhaps draw whatever they feel would increase gameplay (i.e vents, extended walkways, other resnodes etc) and repost or email me. I have only had the time to implement three or four vents and before I go and do the rest I'd like some "second opinions". Optional ofcourse, and I know there is a lack of textures and lighting, but this concerns layout, not eyecandy.

Thanks for all the help I will/won't/have had.

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    There seem to be a LOT of very long straightaways...
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    They have been broken up with visblocking and random (read odd?) pipes, walls etc..
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'm more concerned on the game balance effect. Very long straightaways = marine at one end, alien with no range attack at the other end, and very soon a dead alien.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Is that a double res right next to Marine Start? If so... that's rather imbalanced. It seems much too easy for marines to dominate, they can siege it right from MS.

    I see some pretty interesting looking areas... although, many hallways and rooms seem too long and rectangular, it would help to add more detail and add some nice chunky supports and cubbyholes and stuff. Think of the poor skulks! They need somewhere to hide!

    Aside from that, good work, keep on mappin'. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MilitaryPoliceMilitaryPolice Join Date: 2003-10-12 Member: 21623Members
    It doesnt look alien friendly.
    You might want to add vents connecting between each "long corridoor"

    The way i see it, marines would rush to double, get enough res and farm the entrance of each corridoor one by one until they reach the hives and siege it like no tomorrow <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    You might want to review the balance issues.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I thank you all for the opinions.

    Concerning the doubleres. I designed it specificaly so that it would take an alien a few seconds less to reach and the marines now have to travel halfway through the map in order to reach the double res. As far as the siege-from-ms is concerned, I have yet to test out the range that a siege can reach but keep in mind that either a scan or visual contact is needed for succesful siegeing. I shall look into siegeranges and the double res.

    (btw, should I make the twinnode a single one and add two more closer to the middle, one at each end of map? would it promote gameplay or would it just make for an long and boring match?)

    Concerning however it is skulkfriendly or not, well I always love sitting in high and dark holes ambushing lone and straying marines, hence the majority of the map has very high detail in the roof and very little in the floor. Lots of "creeks and crevices" for skulks but I shall look into more ventilationshafts and brake up some singularity in the walls to make for easy-to-run-through-and-ambush kind of map.

    When it comes to ranged attacks.. almost all aliens have ranged attacks save for onos and skulk?. gorge has ranged, lerk has ranged and fade has ranged (not to mention blink). What I am concerned about however is if the entities from one base at one end of corridor will make life miserable for low-end machines playing on the other in another base?

    Also, I designed the map so that each hive has atleast two entrances, whereas only one is free and comes from the middle. In order to attack from a different route u need to go through another hive. However, if all three hives are taken (do not know how fast this can be arranged) there is jsut one route to attack each hive = good or bad?
Sign In or Register to comment.