Ns_ghost

BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
<div class="IPBDescription">its back!</div> Hey guys, ns ghost is back and its gonna be even better! i guarentee it! here is a look at its layout form, let me know what you guys think!

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    OK, first of all, the map is way too compact. There are only 7 RTs. The middle hive doesn't really have a nearby RT. There's alot of long corridors, which equals skulk slaughter. The marines practically have direct sight into the middle hive from MS, and there are lots of dead ends.

    I'd recommend you'd redo this layout <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    I don't know how to break it to you.....the layout seriously needs some consideration. The first time I looked at it it looked more like a CO map.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    okie dokie! thanks! :-d didnt really see that.... but why do u want me to get rid of the long hall way near the bottom? its an old abbandoned railway!
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    he means if its a long horizontal track so if rines are on 1 side and the skulks are on the other, well u do the math who wins.....

    btw, that upper left hive, if you start there, the alliens are sure of starting with 3 nodes, the 1 at hive, and the 2 bellow.

    the rest i thought of has already been sayd
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    blah >_< can someone try and redo the layout? im CONFUSDEDEDED!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That layout needs serious work, if not, restart it from the scratch.
    There are only 4, 5 (or what the heck) big rooms, wich is bad. Marines can access each hive in less than 20 sec running time. Just restart the whole thing.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    meeeeeeeeeh >_< i hate one man job thing.... alright, can someone do the layout? i have no ideas >_<
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Have a good look at official map layouts (minimaps) to get a sense of the scale you should be aiming for, and generaly how they place rts etc.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    That looks too small for even a co_ map...
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    ok how about giving me IDEAS
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-BlackPlague+Apr 16 2004, 06:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Apr 16 2004, 06:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok how about giving me IDEAS <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ok, now I'm saying rite now, that this is helpfull advise.

    My idea is for you to scrap that layout entirely and start over, ad a dozed rooms to it for a ns_ map or a few more for a combat map.

    Currently, this just simply would not work, you only have a hallway between the MS and any of the hives, you should have a couple of rooms.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    can u show me what u mean? i still dont get it >_<
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <img src='http://www.unknownworlds.com/forums/uploads//post-4-1081995722.jpg' border='0' alt='user posted image' />

    Ok, this is a combat layout that I made, it has 7 rooms. Your NS map, which is supposed to have more rooms than a combat map, has 4 rooms and some hallways

    Now, this is a NS map layout, notice the abondance of rooms?
    <img src='http://www.ns.jolt.co.uk/images/maps/ns_hera.jpg' border='0' alt='user posted image' />
  • eric_teric_t Join Date: 2004-03-18 Member: 27393Banned
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    aaa! this is a real work!
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    alright thank you ^_^

    so more rooms = pwnage
    less rooms = dont map at all


    lolz?
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <img src='http://homepages.nildram.co.uk/~richens/ns_smooth.jpg' border='0' alt='user posted image' />

    I was bored <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    wow thats cool, do you mind if i use that one then?
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited April 2004
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    The only problem with that one is that it's a little TOO big. Looks like a long walk for marines.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Yeh I know, I'm just messing around with a few ideas atm :x
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Doesn't look anything bigger than the def maps.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    i think the reason why it looks big is because the rooms are kinda seperated and stuff.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited April 2004
    Here is an improved and balanced version (I hope) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <img src='http://homepages.nildram.co.uk/~richens/ns_smooth2.jpg' border='0' alt='user posted image' />

    Yellow = Weldable
    Blue Line = Press Button Door
    Green = RT
    Red = Hive
    Blue = Comm Chair
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Needs some bigger rooms.
    I love map that has a mix of scale.

    Big rooms = big action.

    Although natural selection isnt always about the action aspect, it helps to adopt some bigger airy rooms, that will force the 2 sides to clash at least once.

    Rooms..i.e.

    Engine room or even the sharp contrast of a cantina....it can be anything..but still..shows proffesionlism, and creates a nice blend....the perfect combo for good gameplay.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited April 2004
    I kept trying to put huge rooms in, because I like them aswell, but everytime I did it created a big unbalance, or looked kinda pointless <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Only my second attempt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    EDIT: MS and the hive rooms could be a lot bigger, and the hive rooms more complex I 'spose.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    yeah huge rooms are cool 90% of the time. huge rooms please.
  • eric_teric_t Join Date: 2004-03-18 Member: 27393Banned
    edited April 2004
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