Map layout!

BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
<div class="IPBDescription">At last......</div>Ok i made this small map layout, with the typical triangle shape..... PLZ Comments suggestions
Edit:Forgot the freakin color thingie:
Blue: Alien only
Brown: Lift
Pink Stripes: Ramp
Green: Airlock

Comments

  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well. after some....8 or 9 layouts i decided that there is no point in making them when there is no "story" behind each room or corridor. Wut i mean is that the map should be...you know....a spaceship for example. There is the comand deck, the maintenace rooms, labs, etc... Try developing a layout with all the rooms thought before and wut aspect are they gonna have....then join them and you'll have the layout....the rest comes with playtests.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    function before realism, the playability definately comes before the story in my opinion. It is a lot easier to fit a theme to a layout than it is to fit a layout to a theme.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i just mean its easier to map when you have organized the map and its type before starting or you end up with 5 rooms totally diferent from each other and that dont give a feel of wut its supposed to be ( space ship, lab complex, industrial complex, etc...)
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    The north hive looks like the Marines could get to it way too fast.

    The southeast hive only has one very direct entrance which could make it extremely easy to defend, or extremely difficult for the aliens to escape. How about adding an aliens-only vent from the southeast hive into the long room/corridor to the west of it.

    I'm sure there are other suggestions, but I want to leave some meat for other posters.
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    looks like r_speeds would rape your puter too......urhm.....isn't it a bit small too?
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    It is a small map........
    Flayra sayed that he wanted some small maps, so im just testing how does a small map plays =) ya i totally forgot about the southeastern hive alien passage =/
    Anyways, about the distance between hives and the marine spawn are goin to be dealt with blockers like airlocks and slow lifts =)
    Edit: Blueman, i know about the Theme, actually the layout its pretty themed because the marine spawn will have a floor hatch closed and a small ship or somthing like that =)
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    Personally I'd like to see at least a few smaller maps, more suited to servers with less than 8 vs. 8 teams. I say go for it!

    As for blueman's comments, I see what he means. I think he's saying that rooms and hallways need to have a purpose, so that you don't map a spaceship with hallways and rooms thrown all over the place that makes it seem more like a poorly organized space colony. In a sense that's asking the mapper to strive for a bit more realism in his/her level, but I don't think it's demanding too much realism.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Looks a little plain dont u think? add a few more corridors and a few alien only passageways (i really like them <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> )
    looks like the run from marine start point to the hives aint that far at all.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    They are really close, but im gonna add slow airlocks and lifts to make marines slow down =).
    Anyways, its gonna have purpouse rooms and not just a few hallways and hive rooms.....
  • stephenstephen Join Date: 2002-07-09 Member: 897Members
    Hmm slow lifts? I don't know what happened in the play tests but a slow lift could be a death trap. You could have elevator doors at each end of the shaft of course. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    This looks really small Battousai^^x.  

    A siege buit next to the CC could take out the northern hive and the aliens wouldn't be able to do anything about it.

    To make the run form the MS to any hive take 20+ seconds the rooms would need to be HUGE, even with slow elevators & airlocks.

    The bottom right hive needs multiple entrances, laying siege to a room woth one entrance isn't fun.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Ok i shall fix everything you listed above CA =)
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    ok i fixed the layout a bit, take a look =)
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    It would take no time at all for the aliens to attack the marine spawn from any hive... in addition, the Northern hive is so unapproachable it's silly.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Seiging a hive from the marine start?  I've done that, in PT <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--QuoteBegin--Angel Kill+Oct. 11 2002,06:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Angel Kill @ Oct. 11 2002,06:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->looks like r_speeds would rape your puter too......urhm.....isn't it a bit small too?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    How in the name of all things holy can you possibly foresee this map having r_speed problems <b>from a freaking layout?</b>

    Jeez....

    I think a few small maps in NS would be excellent. I've heard feedback from PTers that small games, 3v3 and less, are pretty damn boring on huge maps like Bast and Eclipse.

    --Scythe--
  • Res1Res1 Join Date: 2002-08-18 Member: 1187Members
    I would tend to agree with Redford it seems like the aliens would be able to get to the marines in seconds...
  • Res1Res1 Join Date: 2002-08-18 Member: 1187Members
    to me 3v3 in any mod would be boring :/
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    It seems to me that maybe Battousai^^x is planning to make these rooms BIG.  If you take the dots for the resource nodes being to scale it could be big enough.  

    Two resource nodes in the marine start would be a bad idea, although it hasn't been tested.

    Try adding a route that allows the aleisn to get to the upper hive without having to walk right past the doorways of the marien spawn.

    I can forsee r_speed problems, judgeing by the large rooms and lines of sight leading the whole length of the map.  I suggest putting in a kink in some of the hallways to prevent such long lines of sight.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Yay, add some more corridors and little rooms and alien only passages. Now it looks like aliens and marines will be seeing eachother too much.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Hey mate, heres a good tip for you that I am currently doing. Figure out where your Hives and Marine Spawn areas are going to be. (For example Marine on ns_vivid will be North West, Hive 1 South West, Hive 2  East North East, Hive 3 is freelancing in my head between east south east and west south west). When you have worked that out make a "Simple" square block outline layout of each the Hives and Marine Spawn, then let your head wander onto Valve Hammer Editer and you will soon see you either like what your making or you'll hate it. Usually my first "attempt" I like but not enough, so I slightly change the rooms shape or the contents of it. This is what you should do. Forget about 90% of your layout and follow your head.
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