Ns_hypnos (layout Only)

PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
<div class="IPBDescription">Some inputs and outputs...</div> Hi all, I had this map layout for a VERY long time now but I didn't get around to putting it up for inputs and outputs from others until now so ya <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Anyways I just want some suggestions, criticism, ideas from you guys possibly some ways I could improve the layout? Currently one of my clan's member is making the map after I had drawn the layout and showed him.

Heres the layout: (Its a crappy drawing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
<img src='http://home.graffiti.net/xeifeh:graffiti.net/P1090687.JPG' border='0' alt='user posted image' />

Sorry for the huge size, but I didn't want to reduce the size of the picture cause I didn't want to make some of the parts so small that you couldn't see it.
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Comments

  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    Oh yes, the part with the hive underwater is not a mistake <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the hive IS actually underwater, and the only way the Marines could kill that hive is with siege. That underwater hive is actually one of the more unique features on this map (In my opinion at least).
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    remebers me of tanith, but its looking good
    remebers me of my concept drawings, only yours are way more detaild
    i never paint those induvidual wall shapes out, i just keep making hallways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Chaos_XeroChaos_Xero Join Date: 2004-06-04 Member: 29112Members
    Looks interesting at first glance... not so sure a/b the hive that can only be killed by siege. Could be unbalanced. Nice work tho! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    Actually a more important matter I was wondering is if there are enough res points near the Marine Start? Theres two right now (MS & Nova Cluster) but since the only way the marines could get out is with the two elevator platforms, would marines have enough res to hold their own if they were trapped in by that choke point?
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    Err... anyone?!? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I think its just right, but, dont ask us only 3 hours after you post. Forums are getting kinda slow these days. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I love the underwater hive idea. One idea, make an air port above the UW hive that is accessable by vent only, thus lategame marines have 2 options JP shotty from above the hive, or HA siege from below. My one concern is that the hive would be nearly impossible to take early game if the aliens spam the UW acess with OCs. My way the marines could still make a swim for the hive and get above it to knife/shoot without being killed by the water, never mind the aleins.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Assuming the red lines are vents, you may need a better connection between the left and right side of the map. At the moment you appear to only have one passage.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    An i thought my designs had detail..

    I do like the under water part. The siege may work, if aliens let them start building outside and thats their only hive, then their gonna get a little stuck. Its kinda slow swimming through water. So it should work... ..i think.

    And yes i agree their aint enough res towers near M-Start. Try adding at least 1 more. But over all cool design, lets see how you do when building it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-kolokol+Jun 22 2004, 04:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kolokol @ Jun 22 2004, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Assuming the red lines are vents, you may need a better connection between the left and right side of the map. At the moment you appear to only have one passage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed, with the exception of skulk and JP traffic, whoever owns Hypnos Directory has a stranglehold on at least half the map, with 5 res nodes on that side. You really should include one more major passage at some point to kill that bottleneck.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    A few extremely long corridors with no VIS blocking or height variation mentioned, could be a problem.

    Also the underwater hive thing is not as unique as you think, Belg did it ages ago in his Combat map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    In co_sift? I thought the hive was above the water? Or just sitting half in it? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Yeah I was planning to do something similar in one of my maps. The map looks awesome, and that is one detailed layout. There should be enough res near MS. Think of Veil, it only has 3 in/near MS and it works fine.
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    edited June 2004
    <!--QuoteBegin-Thursday-+Jun 22 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Jun 22 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A few extremely long corridors with no VIS blocking or height variation mentioned, could be a problem. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well when I first looked at the layout I saw that problem too, thats why I added doors in those long corridors (The blue small rectangles) and the doors would start out closed.

    Also someone mentioned a vent above the UW hive. Well I could see this working but the problem is, the area where the UW hive is in is going to be an underwater entrance (ya know, the type where submarines or underwater vessels could enter?) and the reason that the hive could be placed there is because the entrance gate is damaged and thus it can't be activated. So why would an underwater entrance have a vent right ontop of it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If you can explain that then I guess I could try to fit it in <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    [Edit] I'm currently re-drawing the layout with pencil/pen (might decide to put it on MS paint) So ya, I'll have the updated layout up soon.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    edited June 2004
    Hmm how about you make it a dry dock? Like a submarine comes in and you can drain/ partially drain the area? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    That way, you could have lots of vents coming off of either side, the lower ones being flooded and the higher ones being dry. Then some other random vent connection to the high drainage vents...

    I'm not suggesting the water level can be made to go up and down, keep it constant, with the hive partially out of the water, and vent access just above water level.

    *EDIT* Damn, thats a fine idea!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Pyrotechnic+Jun 22 2004, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pyrotechnic @ Jun 22 2004, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Thursday-+Jun 22 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Jun 22 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A few extremely long corridors with no VIS blocking or height variation mentioned, could be a problem. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well when I first looked at the layout I saw that problem too, thats why I added doors in those long corridors (The blue small rectangles) and the doors would start out closed.

    Also someone mentioned a vent above the UW hive. Well I could see this working but the problem is, the area where the UW hive is in is going to be an underwater entrance (ya know, the type where submarines or underwater vessels could enter?) and the reason that the hive could be placed there is because the entrance gate is damaged and thus it can't be activated. So why would an underwater entrance have a vent right ontop of it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If you can explain that then I guess I could try to fit it in <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    [Edit] I'm currently re-drawing the layout with pencil/pen (might decide to put it on MS paint) So ya, I'll have the updated layout up soon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah there is one problem with the "door" method, because the door is an entity it does not VIS block. By that I mean the engine still renders the world as if the door isn't there. I suggest some nice height variatian and maybe a less detailed area. Although there are several routes I can think of that you can use.

    1) Ladders going up to an area with possibly a door at the top in the fashion of ns_nothing

    2) Again another ns_nothing "fashion" style elevator

    3) A good sloping corridor, for example ns_eclipse has many of those

    4) A welder area which would require you to weld to go down/up an area or allow you access to go round to the other side of the corridor. Second point would require you to make the welder point somewhere off the corridor otherwise the engine would draw the world view of the corridor behind it.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    seriously listen to AlienCow's idea, that would be soooo cool, if i were marine i wouldn't want to play a map where a hive is underwater and you are FORCED to waste the res to seige it, but if you could drain it if you wanted, or just siege it as is... that would be the coolest feature of this map.

    very nice layout btw.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-DarkSeraph+Jun 22 2004, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkSeraph @ Jun 22 2004, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> seriously listen to AlienCow's idea, that would be soooo cool, if i were marine i wouldn't want to play a map where a hive is underwater and you are FORCED to waste the res to seige it, but if you could drain it if you wanted, or just siege it as is... that would be the coolest feature of this map.

    very nice layout btw. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You forget that marines have knives oh young enthusiast. That and bullets will project through water, and the fact that hives are supposed to be accessible by marines. Either way its just like having a normal hive, only you can swim to it instead of standing round it in awe. You are not forced to siege at all. In fact an underwater hive makes it much easier for marines to go down and knife.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    hmm... a melee marines vs aliens? i wonder who's gonna win this...
    marines would get raped underwater. A dry dock would be cool, and marines would still be swimming half of the time anyways(since aliens would want it underwater and marines would want it dry), but there should be an air pocket or something, or gorges couldn't get to the hive to heal it and live.

    bullets would project through the water, but with the layout look, it would be under water and around a corner.

    and imma take the enthuist as a compliment, i still think it would be very cool, and i know you can do it, but i've only seen it done in CS using a pressure lock, i even stumbled on the prefab for it once.

    and my point was that sieging would be easier than trying knife vs teeth. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    Also how could marines cover that hive, you could build just outside off the water but then you wouldnt be able to stop them putting up a hive and then youd have to seige it anyway.

    A half dry dock would be better me thinks, for a more even game. It'll give easy access for leaks an jetpacks. The aliens will still have the advantage but it'll give marines some chance of destroying the hive without siege.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    edited June 2004
    The underwater hive is a cool idea. But im thinking if its goign to be a submarine entrance thing, that you have the hive over the entrance, so seeing outside it is for decorative purposes only. Then mabye you oculd have some platforms around it. Generally its a good idea to have hives in an upward direction, so marines cant look at the skulks on the ground <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    For the Hypnos Directory location you should have a picture of the minimap with various informative details. Sort of like Hera's Reception.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    Loving the layout so far, I just don't think that hive being underwater is going to be marine friendly... Your map we'll see how it testes out keep us up to date




    Nice work tho
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Pyrotechnic+Jun 22 2004, 01:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pyrotechnic @ Jun 22 2004, 01:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also someone mentioned a vent above the UW hive. Well I could see this working but the problem is, the area where the UW hive is in is going to be an underwater entrance (ya know, the type where submarines or underwater vessels could enter?) and the reason that the hive could be placed there is because the entrance gate is damaged and thus it can't be activated. So why would an underwater entrance have a vent right ontop of it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> If you can explain that then I guess I could try to fit it in <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The functional purpous of the air vent would be to raise/lower the water level during the facilities construction. The hive is a living organism, it would probably need an air sourse to exist anyways, having it positioned under an air vent/pocket isn't particulary problematic logic.
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    edited June 2004
    Heres the updated version of the layout. I sort of "enhanced" it with photoshop <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> and as you can see I've added some new parts to the map that you guys suggested.

    Added:
    - One extra resource node near MS to compensate for any possible bottleneck at Hypnos Directory (I couldn't really think of anyway to fix the bottleneck problem)

    - One extra vent route at the top connecting Reactor Core and the area near Gate Lock Controls so aliens has an alternate route to UW Access Hive.

    - Added an area ontop of the UW Hive where Marines could break the glass floor to fire directly at the hive from above.

    <img src='http://home.graffiti.net/xeifeh:graffiti.net/NS_Hypnos2.jpg' border='0' alt='user posted image' />

    Oh of course, heres the legend:

    <span style='color:blue'>BLUE</span> Rectangles = Auto open/close doors
    <span style='color:yellow'>YELLOW</span> Outlined Areas = Elevator Platforms
    <span style='color:red'>RED</span> Outlined Areas = Vent routes
    <span style='color:orange'>ORANGE</span> Rectangles = Barriers that must be welded to open
    <span style='color:orange'>ORANGE</span> Outline with <span style='color:blue'>BLUE</span> filling Rectangles = Switch door that can be closed by welding
    <span style='color:white'>WHITE</span> Outlined Areas = Breakable entity
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    wait wait... explain the breakable glass floor, so all the water drains out and the hive gets sucked into space? i'm confused <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited June 2004
    <!--QuoteBegin-DarkSeraph+Jun 23 2004, 10:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkSeraph @ Jun 23 2004, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wait wait... explain the breakable glass floor, so all the water drains out and the hive gets sucked into space? i'm confused  <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think it means that you break to the floor into the water where the hive is held.

    I honestly think that room should be more of an air port accessble only by either simming or vent, (which is what I ment the whole time when I said there should be a vent that leads to the place)

    Concept Drawing:
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    imo, if marines relocated to reactor core, then they would be unstoppable...

    besides that, nice map. gud layout and ideas... make it so the dry/wet dock will unfill 1/4 of water when a button is welder for example... marines only need a little bit of air to fire there guns, not half a large corridor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    can u explain to me how and whys theirs a bottomless pit?
    Just wondering how... not saying it wouldnt work.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
  • PyrotechnicPyrotechnic Join Date: 2003-04-28 Member: 15926Members
    edited June 2004
    <!--QuoteBegin-Pash+Jun 24 2004, 04:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jun 24 2004, 04:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can u explain to me how and whys theirs a bottomless pit?
    Just wondering how... not saying it wouldnt work. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Its not exactly "bottomless", I mean it still has a bottom to it, it just means that the pit has a very long drop to the bottom. Maybe there'll be like a hurt trigger down there or something. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> Anyways the pit is just there to add more atmosphere to the map instead of a plain boring corridor.

    As for WHY there's a bottomless pit there, well, many of the areas inside Hypnos Research Center has collapsed or malfunctioned once the Kharaa infestation began to take place and that pit just happens to be made by perhaps a tearing in the architectural stucture of Hypnos.
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