Ns_hypnos (layout Only)
Pyrotechnic
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.
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.
Comments
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-->
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-->
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.
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-->
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.
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!
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.
very nice layout btw.
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.
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-->
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.
For the Hypnos Directory location you should have a picture of the minimap with various informative details. Sort of like Hera's Reception.
Nice work tho
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.
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
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:
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-->
Just wondering how... not saying it wouldnt work.
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.