Idea For A Map

flintlockflintlock Join Date: 2004-06-15 Member: 29320Members
edited July 2004 in Mapping Forum
<div class="IPBDescription">and since i can't map at all...</div> i'll put it up here, maybe one of u guys would like to map it. note this is a very rough layout of my ideas...i'm gonna draw it up on graph paper tommorow, get it all to scale.

so, heres my idea. in normal ns we have a collection of maps that, regardless of their square shape, are supposed to be spaceships (minus the installation maps, but u knew that) so instead of making another borg cube, basically we have a shipyard (in a box shape <!--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 a important and expensive piece of the economy in this area of the galaxy, the frontiersmen are naturally called in to clear it.

as a shipyard its a modular collection of pods and work equipment suspended on a framework (note in this image frame is NOT complete) with docked ships in various states of disrepair. as a moduler work installation it would have a resource nozzle in nearly every room for easy access.

i was also considering adding more ships and possibly a near operational intergalactic phase gate, give the marines something else to worry about <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , but kinda pointless since i can't map and i dunno if anyone likes this idea enough to take a swing at it.

so feel free to slam the idea, tweak the layout, whatever, your the professionals.

(and yes, i looked at the old thread by quad...)

Comments

  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    The biggest problem with doing a shipyard would be the fact that when you start putting structures in a big open room with cool things like equipment and ships in it, you start sucking up your poly limit REAL fast. This is definately a cool idea, but for a HL NS map it would be real hard to do under the mapping limitations.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Swiftspear+Jul 3 2004, 10:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 3 2004, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The biggest problem with doing a shipyard would be the fact that when you start putting structures in a big open room with cool things like equipment and ships in it, you start sucking up your poly limit REAL fast. This is definately a cool idea, but for a HL NS map it would be real hard to do under the mapping limitations. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    there might be a skilled mapper out there that can pull it off


    the idea sounds realy good and the layout seems solid i would love to see this get done but im not realy getting my hopes up
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    shure the layout isnt this detailed but nethertheless the hiveplacement makes no sense to me....
    to close to the ms and to clos to each other.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    maybe move the life systems hive to engine/core

    and move defensive systems bank to bridge
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I was gonna say that, the life support hive seems a bit close to the marine start, dontcha think?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Swiftspear+Jul 4 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 4 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The biggest problem with doing a shipyard would be the fact that when you start putting structures in a big open room with cool things like equipment and ships in it, you start sucking up your poly limit REAL fast. This is definately a cool idea, but for a HL NS map it would be real hard to do under the mapping limitations. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and what exactly is the problem? I dont see a problem here, since you dont want a hyper detailed vie to outside.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Move life support hive to nanite storage, and move MS to bridge.
  • flintlockflintlock Join Date: 2004-06-15 Member: 29320Members
    edited July 2004
    how about that? by the way, you don't need to have the outside made at all, it just explains the irregular shape of the map, instead of, 'o yeah, its a spaceship'

    also, maybe if i moved the work hanger farther north on the map (towards the x) and filled out that area, moving ms to that. then remove the core/ nanite hallway. place a hive in nanite fuel, one in cargo and one in a reversed Palamedes engine cavatiy (as in the whole ship facing the other way.)

    just thinking...

    edited for clarity
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Also add 2-3 more RTs...7 isnt enough, and marines will win too many games (marines dont need as much. If marines get 3, which seems to be the average needed, than aliens only get 4).
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