Ns_marinerisb6
unslord
Join Date: 2004-06-01 Member: 29059Members
<div class="IPBDescription">new layout</div> The previous version of marineris had a pretty bad layout so I decided to remake the entire layout. I went through tons of rejected layouts before I got this one that was decently balanced. I acutally built all those rejected layouts too, argh. I'd like to mention that the equilateral triangle layout doesn't work, distances are too long, unless you have level over level, so don't try it. ( Equilateral triangle layout is supposed to eliminate the middle hive lockdown that always happens.)
Its taken forever...actually a month, heh.
So here is a new version that has a totally new layout and new rooms. Alot of the old rooms remain with variations as well though. No more silly jumps, abundance of cramped rooms or crazy amounts of ladders. There probably still needs to be tweaks, but it should play pretty decently now, as I had layout help from clanners. ( Thanks renholder.) Seige distances are appropriatly accounted for, vent placement makes sense and a couple of weld spots that make a difference.Oh yea, aliens can actually do some interesting strats now like sensory.
I can still add more detail, like in red control, consoles etc, (i still got 4% of clipnodes left heh) but the occasional console pacing I think makes the level feel like an abandoned mystic (possibly alien influence) facility built long ago.
<img src='http://students.washington.edu/garyh2/map/prefinal10b0000.jpg' border='0' alt='user posted image' />
Hallways mostly have this style
<img src='http://students.washington.edu/garyh2/map/prefinal10b0001.jpg' border='0' alt='user posted image' />
First res marines will encounter
<img src='http://students.washington.edu/garyh2/map/prefinal10b0004.jpg' border='0' alt='user posted image' />
New incubator Hive
<img src='http://students.washington.edu/garyh2/map/prefinal10b0015.jpg' border='0' alt='user posted image' />
New red control
<img src='http://students.washington.edu/garyh2/map/prefinal10b0006.jpg' border='0' alt='user posted image' />
Pipe Core Subsystem
<img src='http://students.washington.edu/garyh2/map/overviewmarineris.jpg' border='0' alt='user posted image' />
The rest of the screenshots can be viewed <a href='http://system42.net/unslord/map/marineris.html' target='_blank'>here</a>
You can download beta6 <a href='http://students.washington.edu/garyh2/map/ns_marinerisb6.zip' target='_blank'>here</a>
Its taken forever...actually a month, heh.
So here is a new version that has a totally new layout and new rooms. Alot of the old rooms remain with variations as well though. No more silly jumps, abundance of cramped rooms or crazy amounts of ladders. There probably still needs to be tweaks, but it should play pretty decently now, as I had layout help from clanners. ( Thanks renholder.) Seige distances are appropriatly accounted for, vent placement makes sense and a couple of weld spots that make a difference.Oh yea, aliens can actually do some interesting strats now like sensory.
I can still add more detail, like in red control, consoles etc, (i still got 4% of clipnodes left heh) but the occasional console pacing I think makes the level feel like an abandoned mystic (possibly alien influence) facility built long ago.
<img src='http://students.washington.edu/garyh2/map/prefinal10b0000.jpg' border='0' alt='user posted image' />
Hallways mostly have this style
<img src='http://students.washington.edu/garyh2/map/prefinal10b0001.jpg' border='0' alt='user posted image' />
First res marines will encounter
<img src='http://students.washington.edu/garyh2/map/prefinal10b0004.jpg' border='0' alt='user posted image' />
New incubator Hive
<img src='http://students.washington.edu/garyh2/map/prefinal10b0015.jpg' border='0' alt='user posted image' />
New red control
<img src='http://students.washington.edu/garyh2/map/prefinal10b0006.jpg' border='0' alt='user posted image' />
Pipe Core Subsystem
<img src='http://students.washington.edu/garyh2/map/overviewmarineris.jpg' border='0' alt='user posted image' />
The rest of the screenshots can be viewed <a href='http://system42.net/unslord/map/marineris.html' target='_blank'>here</a>
You can download beta6 <a href='http://students.washington.edu/garyh2/map/ns_marinerisb6.zip' target='_blank'>here</a>
Comments
<img src='http://students.washington.edu/garyh2/map/prefinal10b0015.jpg' border='0' alt='user posted image' />
<img src='http://students.washington.edu/garyh2/map/prefinal10b0014.jpg' border='0' alt='user posted image' />
I love these two especially.
in photoshop goto image-->adjustments-->levels
then adjust the 3rd input level to sumwhere between 180 and 230 im not sure what the calculation u need is but sumwhere around there shud make ur pics look alot better
Stuck issue, the player can get stuck at the base of each of these pillars.
<img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn1.jpg' border='0' alt='user posted image' />
Overlapping brushes here, it looks a little ugly and is fairly noticeable.
<img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn2.jpg' border='0' alt='user posted image' />
Finally (Probably not an issue) Marines can strafe up the slanted supports in this area and get onto the roof - not sure whether you intended for marines to get up there or not.
<img src='http://andrew.bennett21.users.btopenworld.com/pab/items/mn3.jpg' border='0' alt='user posted image' />
Great work, this could easily become an official map if it plays well. My only suggestion to you is to maybe add some more ambient sounds, it would add so much more to the map.
Good work
Really good to see a new update.
EDIT: More weld points <!--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-->
might sort a few playtests out
couple of issues though..
first, some of the vents have very dark entrances, and then suddenly turn, still in the dark. makes it hard to navigate in a hurry.
second, many of the vents in the hives give direct lines of fire onto the hive itself (Both of Incubator's vents, and the left and right vents in The Cathedral. kinda makes it too easy for JP/HMG. perhaps something could be done to avoid this?
everything else i love, its very unique. i have some doubts about the center hive, seems to have 1 entrance.
first, some of the vents have very dark entrances, and then suddenly turn, still in the dark. makes it hard to navigate in a hurry.
second, many of the vents in the hives give direct lines of fire onto the hive itself (Both of Incubator's vents, and the left and right vents in The Cathedral. kinda makes it too easy for JP/HMG. perhaps something could be done to avoid this?
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Hmm your right, some of the vents need better lighting spacing although the entrances of them are meant to be dark. As for jp/hmg, maybe i'll put covers over the vents so that you have to go down to get out.
nice to see some changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Architechture looks great though *jawdrop*