Ns_apocalypsesiege ?
Rover
blargh Join Date: 2003-09-23 Member: 21139Members
<div class="IPBDescription">an ns_siege map</div> Well...we're still in the early stages of this map...
I'm basically just giving Alex the drawings of a map i'd like made, he's just gotten started on the map and I'm still working on the drawings, this is the raw concept of the map:
<a href='http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg' target='_blank'>http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg</a>
I made a bit more detailed drawing of the upper part of the map:
<a href='http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg' target='_blank'>http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg</a>
What I'm asking for is feedback, comments, any things you don't like or would like to see added.
Thanks in advance,
Rover
I'm basically just giving Alex the drawings of a map i'd like made, he's just gotten started on the map and I'm still working on the drawings, this is the raw concept of the map:
<a href='http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg' target='_blank'>http://img31.echo.cx/img31/3887/mapdesignsiege17ck.jpg</a>
I made a bit more detailed drawing of the upper part of the map:
<a href='http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg' target='_blank'>http://img191.echo.cx/img191/642/mapdesignsiege23bv.jpg</a>
What I'm asking for is feedback, comments, any things you don't like or would like to see added.
Thanks in advance,
Rover
Comments
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ps: still need to come up with a better name...the 'apocalypse' is actually the name of the rr music
&image
now the second image isnt working.
I'm not sure you know how siege maps work.
On most of them, the siege room is directly accessible to MS, but you have to wait 15 minutes, or so, before the doors to it open. The aliens and the marines have about 5 minutes to set up. Then the aliens have about 10 minutes to cripple the marine res intake. Then both teams fight to secure the siege room.
It looks like a more thought out version of a siege map, like the OP said. I think that putting the 3rd hive in another room isn't a great idea, because once the aliens lose two hives, they've basically lost. It would just take the marines another several minutes to finish the game, which wouldn't be fun for either team.
When I play siege maps (not often, but I have played several of them in the past), the thing that makes a siege map good is that the fades have somewhere to hide and regenerate their life. For siege007, that place is the top of the jetpack room. Without that place, then the marines can lame up their entire half of the map, drop HMGs and JPs, and then the aliens can't do anything.
Alien halls will probably become longer tho.
Thanks for the replies
- Rover
ns_siege_ultimate
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- kind of finished alien halls, I'll leave the mapper free to change them to what he wants (vent to alien door room still needs to be finished)
- finished both door rooms (marine door will still get a vent)
- started marine halls, still 2 rooms to come between where i got now and marine start, first a hide room for the aliens (thx theclam) then a defensive room for the marines
edit: piccy: <a href='http://img239.echo.cx/img239/4784/mapdesignsiege38dy.jpg' target='_blank'>http://img239.echo.cx/img239/4784/mapdesignsiege38dy.jpg</a>
Once again, thanks for the comments, Best Regards
- Rover
I'm not sure you know how siege maps work.
On most of them, the siege room is directly accessible to MS, but you have to wait 15 minutes, or so, before the doors to it open. The aliens and the marines have about 5 minutes to set up. Then the aliens have about 10 minutes to cripple the marine res intake. Then both teams fight to secure the siege room.
It looks like a more thought out version of a siege map, like the OP said. I think that putting the 3rd hive in another room isn't a great idea, because once the aliens lose two hives, they've basically lost. It would just take the marines another several minutes to finish the game, which wouldn't be fun for either team.
When I play siege maps (not often, but I have played several of them in the past), the thing that makes a siege map good is that the fades have somewhere to hide and regenerate their life. For siege007, that place is the top of the jetpack room. Without that place, then the marines can lame up their entire half of the map, drop HMGs and JPs, and then the aliens can't do anything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It still looks to me like the alien team is going to have a hard time pushing the marines all the way back to the siege room. I guess those kind of balance factors are tweakable depending on how long the door takes to open though.
I still think hive 2 should be in the same room as hive 1 though. Without hive 2 the aliens are just waiting to be slaughtered, they really have no chance of making more forward push. One possible fix would be to allow the sieges in seige room one to kill hive three and roughtly half the alien res, but leave hive one, hive 2, and the other half of the alien res. A highly skilled alien team might turn the game around after those kind of losses, but NO alien team would be able to push back an established marine team at hive 1.
I like playable/sensical maps. A seige room below a hive room will be impossible to drop structures in for the commander.
Skulk walks in, eggs, Onos.
No such thing as unonosable unless you make it a siege room with only crouch space, then that makes it undropable.
I also like the idea of alien loosing half their res and 1 hive. It still gives them half a chance of winning, although could lead to potential long endings to the game but of course aliens would run out of res soon enough if they kept dying as advanced lifeforms. So Marines would win eventually, provided aliens are careless.
Make hive room 2 longways put the 2 hives in there and put half the res nodes beside the hive in hive room 1. Also you might want to think about making the siege room long enough to have 2 DC walls (ie: DC stacks) at either corner or just leave enough room for only one? Also make the hive non JP friendly, stick obsticals are various heights to make it hard to navigate.
your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch
your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Considering that I have yet to see an acctually good one, I personally doubt that one more will hurt that much.
your concept looks like ns_supersiege I think. I only played it a few times but I can remember the architecture. It's very similar to your sketch <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Considering that I have yet to see an acctually good one, I personally doubt that one more will hurt that much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ns_seige005 in 1.04 was pretty fun. Igly, simple, but strangly addicting. But as od 2.0, the devs tryed purposfully to rid NS of such maps.
Meh, I'd just try to make a co_ map if you have your heart set out to make a map. Or do you? Are you just making a layout?
ns_siege007_v2 (witht he secrets off)
and
ns_siege_generator
but they request a new siege map alot
So plzzzzzzz make this map so i can keep them happy for another month or so <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Anyway thanks for the replies all, I'm sorry but the siege room under the hive room will make it unbuildable as said before.
I made this map from scratch, absolutely not using any other map inspiration, except when someone told me aliens need a hideout like siege007's jetpack room. I will leave this room up to the mapper (as shown in the new picture).
I don't feel like making a co_ map as i don't really like the gametype...
About only sieging one hive, I'll show my mapper this topic, so he can read your ideas himself, he will also be adding eye-candy and obstacles (as suggested for the hiveroom).
NEW PICCY (kinda finished):
<a href='http://img155.echo.cx/img155/4255/mapdesignsiege47ou.jpg' target='_blank'>http://img155.echo.cx/img155/4255/mapdesignsiege47ou.jpg</a>
Again: Thank you for your many replies,
Best Regards
- Rover
take a look at ns_siege_generator and you will see how visually stunning it is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ns_siege007_v2 looks better with new lighting and its darker
But the majority do enjoy a siege map!
Yes i do like the lay out i could have lots of fun on this map by the looks of it!
Because you don't find seige playable doesn't mean it isn't playable!
I have seen siege maps be closer than most ns maps in end game!
You may think marines get it easy but they actually don't it can prove very difficult for marines to win!
Siege maps can be more fair than ns maps!
1.04 yes, it was entertaining back then, and the game dynamics made them pretty fun. I used to play a lot of seige005 and missilecommand back then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (shut up, they were fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->) and after 2.0 the game dynamics changed so that the experiance sucked.
Try a co_ map man, make it pretty, and be less original <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
I wish they were normal ns maps but server op's have to think about what brings new players in and most of the players request siege map so i will give them siege map!