Ns_vivid || complete layout ||
Angel
Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">The layout has finally arrived!</div>I have attatched my map layout, it will appear on my website soon. That is when my website is completed. Criticism is always appreciated as much as praise. I fear I may have too many vents in one area, or too many little vents in others, I only added 2 Marine Jetpack Areas; this is because I am going to add these in areas surrounded by "func_trigger" which means flying will be needed to reach the vent to start with, defeating any alien attempts to access them. Also, this is not to scale, because of the not very good MSPaint the corners are not good, nor are the room and corridor shapes. All corridors and room sizes may not be official. The corridors are "not all square or coimpletely straight" its just a basic layout for now.
Comments
Also, those labs to the right don't seem to serve an immidiate purpose, unless you plan on putting a resource nozzle there. Perhaps you could make an enviroment altering option in that vicinity (aka ns_kara)? Just a few thoughts.
"Each Hive should be 30ish secs away, just with the initial hacking of the door and elevator time I think it may be closer 45secs-60secs. IS THIS A PROBLEM when getting to the Waste Hive ?(top right hive)"
The general layout and scenario seem fine. I like the whole "science facility" concept.
<a href="http://accursed.co.uk/~jamesd/vivid/index.html" target="_blank">ns_vivid Information : Imagine this map!</a>
Just I also want to know about this . . .
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Cheers for current feedback,
Got a couple of newb questions so i can make my map as "prefessional" as possible, gameplay wise.....
What are the Alien Containment, and Alien infested areas for....the difference between the two...?
Alien Containment : Slight alien infestation
This is mainly a "signalling point" for the marines, tells them when they're near a hive. I thought adding areas like this in would enhance the gameplay.
1) Top and bottom right hives only have 1 marine access route, that makes it easily blocked by either side.
2) If the run to the top right hive is 15 or more seconds further from the marine start as you say it WILL un-balance this map. I have seen this happen.
3) Remove labs 1 and 2, this is dead space and will NEVER be used (I loathe dead ends in multiplayer).
4) The bottom left hive isn't as baddly connected as the others, but is still deadfull.
5) connect the dorm and medical area to the labs with a hallway, otherwise it becomes dead space that will not be played.
6) Both vents out of the generator hive are pointless, they only duplicate hallway routes, making them reduendant.
7) The 'Marine Area' would seem a bit too easy to protect, one of the entrances needs to be moved to another wall. I recommend adding a vent into the back area too.
8) The hallway linking the chemical research facility to the power generator hive is likely to be a major klling zone, I suggest you add an alterative route in nearby.
These few minor points can be fixed, it looks like you have a some good ideas that could be made to work.
<!--EDIT|ChromeAngel|Oct. 07 2002,21:41-->
*edit* Oh, Chrome already said most of this...I should really read other peoples posts first..
and I'm not talking "hey his map has 3 hives like mine does.." but more things like specimen storage...etc... I think if his map looks to be the idea that I think it is shaping up to be - no offense - but you should check the forums before you start a map - because the idea may have already been taken..
Actullay there's a friggin huge Mapping Guide. Down to how many seconds a hive should be away from each other to how many units an alien only hive should be. It's here.. somewhere.
by the power generator those vents linking to that small storage room are pretty important, because where the welded door is marine have to climb a vent into that small storage room and weld the door from inside the alien area, this could be tricky and adds more time onto the map so "neither alien or marine" win too easy
If I understand you correctly...
It looks like there is an alternative route going around the weld. 90% of the time marines will take the long route rather than weld, welders cost valuable resources and are rare commodities. In my opinion you shouldn't HAVE to weld to get at any of the important rooms.