Latest floorplan

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Floorplan of my latest ns map</div>Okay I posted a couple of pics of this map on the old forum, someone asked for a floorplan, so here it is...


<img src="http://www.chromeangel.fsnet.co.uk/NS/Ns_Sixth_Floorplan.jpg" border="0">

Sorry it's a bit crude.

Comments

  • LotisLotis Join Date: 2002-01-25 Member: 77Members
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Only question is, there no paths only for aliens to take (or vents which marines can research jetpacks to get into)?

    And  THOUGHT Flayra said the marine spawn was supposed to be in the middle, with each alien hive all around. But if the hives are equal ditance away, I guess it wouldn't really matter.
  • LotisLotis Join Date: 2002-01-25 Member: 77Members
    Its recommended to have them surround the marine spawn not nessisarily required (from my understanding)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Due to the multi-level nature of this map, not shown in the floorplan, it takes about the same amount of time to get from any hive to the marine base.

    The only parts i'm worried about are the long straight corridors leading of the marine area.  I may have to change them to allow the aliens to get close enough.

    I think alien only areas will become a real pain in the ###, if the last alien hides in there at the end of a game they could force a tie (unless that's resolved on a points basis).
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    For my maps (when i get them done <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> ) i was planning to make all accessable vents at floor height, that way a marine can enter them if he wants.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    Why could be hard for aliens to attack through if you place a sentry guarding one of those loooong hallways.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Sentry turrets have a limited range. Or they did in the NSTR at least.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Looking nice Chrome.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    My only comments are that the hives look a bit close together, and that one of the hallways leading from the marine start seems redundant (one of the two "center" ones).  The map also looks a bit small for 32 players.

     What's in the yellow center?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Hives too close together?  I'll put some weldables in those upper right corridors then, that should slow doen the marine search.

    The yellow centre is basically one big room, the connecting areas are platforms raised at various heights around it.
  • TalionTalion Join Date: 2002-01-24 Member: 28Members
    It seems like who ever controls the center of that map can control the game. I don't know for sure whether this is going to cause problems, but your probably going to have to make sure those centre battles are fairly even.
  • HowlingHowling Join Date: 2002-01-26 Member: 97Members
    Are the darker green squares around the centre all part of the centre? IE: Is it one big space?
  • TalionTalion Join Date: 2002-01-24 Member: 28Members
    I think you'll find that the colour changes represent differences in height (though whether every height change is covered I don't know). I've seen a screen shot of the centre and the areas in the corners where the colour changes represent different levels (platforms above the middle area).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Not all changes in height are shown.  Some of the hallways are sloped or stepped.  Shading does not corrispond to height exactly.  It is a very crude map.

    The blocks leading immediatly off the central room are all part of one large space but are at different levels.

    It is possible to go around the central room, however if a side does 'control' it they will be able to out manouver the 'flanking' team. If they are any good that is.
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