Eclipse updated layout

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">As of 3:00 pm cst, 4-10-02</div>Eclipse's layout is now approximately (by my best guess) over halfway complete as far as standard level architecture goes, and slightly less as far as alien only passages (some of which I have planned, but not yet drawn in). I thought I'd post this updated version here to see if you guys think I'm headed in the right direction or if I need to make more adjustments. It's a big pic, so I'll link to the image:

<a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg" target="_blank">http://planethalflife.com/awmaps/pics/eclip_layout_4-10-02.jpg</a>

Oh, yeah, if you have any questions regarding the terminology or ideas behind any area, feel free to ask. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



<!--EDIT|KungFuSquirrel|April 10 2002,16:05-->

Comments

  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Wow.  Looks great, very fun to play I bet.  I still don't think you can fit that in <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    wow, you made it even bigger! Damn, can't wait to get completely lost in this map  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    My only problem with the way this map is shaping out is that the rooms don't appear to be significantly larger than the hallways are.  The layout does seem to be quite complicated, so it'll be hard to learn.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    W00000000000t!!!
    DAMN!!!
    Greeeaaat!
  • 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
    I have to voice my concern too, it looks confusng and just tiny rooms full of winding, twisting, 18 routes in-between, etc <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> It looks well planned, but definately needs a few rooms largeneded and hallways straightened



    <!--EDIT|Comprox|April 10 2002,16:20-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    wow ...

    I'd personaly love to see all of it.

    I like big maps.
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    looks good, KFS. I bet there'll be landmarks to help me remember where I am, unlike in the central hub of ns_next. (Hi Chrome. Just kidding.) So you don't need to un-confuse it, just make it make sense. Semi-confusing maps are great for aliens.

    /me wonders what Comprox looks like when he's voicing "convern".
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    He looks like a man hitting the 'edit' button DB <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I suppose that floorplan includes vents and things does it?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    The one most important thing: Teh k1dn3y! IT'S IN RED!! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Ok, I'll get serious:

    -I don't see it as being all that confusing, really. There appears to be plenty of biggish rooms. Well, ok for the first couple times it's going to be hell trying to find your way around, but I think people will pick it up without <i>too</i> much effort.

    -That upper hallway with all the rounded rooms off of it. I spans a third of what you have so far without twisting or anything. I wonder if the polys could rack up on you here. Or do you have that covered?

    -Glory Corridor: Sounds very interesting. What've ya got planned there? (I'm getting a picture in my mind...)

    -Just out of curiosity, when drawing this out, -considering individual room appearence- do you kind of just make shapes on paper that you know will look cool... or do you plan out what each room is going to look like? Not considering the major areas like the generators and k1dneyish places. Again, just out of curiosity... Trying to get all the advice I can on planning layouts.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I'm surprised that people see this as being nothing but corridors... ns_veil was a layout for the sake of a layout, nothing more. Eclipse has a hell of a lot more rooms and landmarks by comparison, and actually could theoretically pass for having some functionality. I don't think the rooms that cross over pages helps the appearance, though.

    Freestyler: The page area depicted goes from -3840 to +3840 on the x-axis. Y-axis dimensions are not finalized yet, but should be within that boundary. It'll fit. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm still well within the limits given the percentage of the map I have completed thus far.

    n@rby: I'll see if I can get it in the actual map. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Ken: There's a few elevators/platforms that aren't horribly well-noted in the layout (as I already know where they are, heh...); and a number of the long corridors (including the one you're speaking of, I think) have such a lift partway to aid in keeping the polycount down.

    The "glory corridor" is my term for a single corridor that stands out as one of the more recognizable areas of a level. Examples of what I would consider a "glory corridor" include the first couple views of ns_bast we got (the maintenance corridor with the steam and the like) and the reddish corridor n@rby showed in his most recent batch of shots. You can also consider it a "glory" corridor by imagining a level 5 on one end and a squad of marines on the other... Basically it's just saying it'll (hopefully) be among the more interesting areas of the map.

    As far as layouts go, most times I get an idea of what I want the room to look like from the ground, then start trying to translate it into a 2-dimensional top-down view. It's kind of a combination of what will look cool (in my mind, at least) and what will also be able to add something to gameplay.

    Though I would take my methods with a grain of salt -- I've not sketched out anything before aside from ns_veil and now ns_eclipse, heh.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    The complicated layout alot of the NS mappers I've seen are going for will be important in the long run.  Though the maps will take a little longer to learn the de_dust, there will be a major benefit.  This sharp learning curve will keep millions of lamers out.  at least i hope  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    I dunno if this suits the atmosphere of the map but if you find that you have to many routes open or reduntant routes what i'm doing is blocking one of them off with rubble.

    Again i'm not sure if it suits the theme or atmosphere of the map but it'll help keep confusion to a minimum and probably help cut down some of the limits.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    I like this layout, its really other than most maps, really large which is REALLY good if done right..
    i think the last hive will be the north hive..
    On this map i can see two scenarios, a good and a bad one:
    bad scenario (although if i look good i can see there are just a few chockepoints, so everything is allright imo. maybe these ideas are not really at play here, but wth, i just spit them out. They are for a map with a 'maze' between the hives and the command station):

    Bad scenario:
    marines and aliens are constantly wandering through the level, not seeing each other, and the game ends when everyone is somewhere away from the hive not even knowing the marines where there. If one alien or marine guard squad fails, the aliens have a free walk to the command station.

    Good scenario:
    Marines defend the console really close to it, almost in the command station room. The aliens do this too, and between these 'armies in the trenches' there is a nomanslands. If a marine team goes out they advance through the maze, maybe even see a few aliens, and then reach the hive room where there is a total battle. Almost at the end of the maze they know the aliens are around the next corridor, and the adrenaline begins to rush before they attack. This would really be some good atmosphere. (this is one thing i like about NS, it is not about going really fast, but going the best way..)


    oh and Nebel! i love your avatar <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> its a great movie...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I can only see the "Bad scenario" happening if the team commander for marines is a  |\|00B  (noob).  Remember, the team commander can estiblish bases, make sentry guns, give commands to move somewhere.  With proper guidence the Marines will be able to find the hive, estiblish foward posts, and maybe slowly move up.  Now lets take a look at what the aliens could do...

    One alien sees a marine/marine base.  Via the 'wall h4x' option all the other aliens see this.  Due to the many passage ways the marines now have aliens coming at them from all directions.  The TC scrambles to setup some defences but fails right as a level 5 charges at the marines.  The marines fall back into a tunnel only to meet a stink cloud.

    The only way this map could not be fun is if everyone on the server has no idea what they are doing.  That is a possiblitly, becuase we all know how many n00bs read the readme ( .003% ).  But then again thats why the NS team has that pratice session <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  -- Which I could help out w/ if need be <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    The red, it's spreading... A few extra clarifications on this one as well.

    <a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-11-02.jpg" target="_blank">Updated Redness. Whee!!!</a>
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    You're teasing us! Teh K1dn3y!, Overlook2, and the Triad Gens! Ov3rl00k2!!!!1

    Glad to see the progress. I can't say I was expecting teh k1dn3y <b>and</b> the overlook to be here in one map... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Awesome.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hey now, don't get your hopes up TOO high -- Overlook 2 is just INSPIRED by the old overlook, not the original. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    i count only two hives
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--KungFuSquirrel+April 10 2002,16:05--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ April 10 2002,16:05)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Eclipse's layout is now approximately (by my best guess) <b>over halfway complete as far as standard level architecture goes</b>, and slightly less as far as alien only passages (some of which I have planned, but not yet drawn in).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    ^ ^ ^ The first post on this thread ^ ^ ^

    Trust me, I know all about the 3 hive requirement. The third one will be located approximately straight down from the center page right now, connected via a few changes to the "glory corridor" location.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    hehe oops <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    WOW!  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->  now you have tiles AND carpet. =P

    I'm worried about limits even if you arent =D

    Another concern is people with small resolutions, with all the twisting etc the layout will be tiny, (such as 320 * 240) but people who run HL like that are hardly running HL. You seem to have most things covered as far as i can see, the layout is looking really nice. I know how it is with the grid paper =D at one time i had almost my entire computer room floor covered with unconnected grid paper =D.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    As I type this, my (now 5-page layout) is sitting out, pencil on top -- I added the living quarters/lounge hive area earlier today (that should be a fun area to make, heh), and I now only need a few more alien connections and the marine spawn. As soon as I click on "add reply," I'm getting back to work on this -- I hope to have the full layout complete tonight. If that is the case, I'll have it pose for a picture so you can see it in all its... completeness, I guess. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Also, if things go well (and if I get this done as soon as I think I may), I'll try to get some in-game lovin' of the Triad and/or Coolant Chambers tonight as well.

    Oh, yeah, based on what I have in-editor thus far... limits are looking quite manageable based on what I'm looking at for expansion. At any rate, that's the current state of things for anyone who cares. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I've got work to do.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Sounds great! I'm getting more and more anxious to see some shots of the areas of discussion. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    ~Triad!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I was definitely put off by the convoluted-ness of the first picture, but the 2nd looks a lot cleaner and it's easy to see that there are, in fact, really big rooms and stuff.  Just one thing... PLEEEEEEEEEEZ tell me that the East Hive is in one big, multi-tiered room - like the northeast section of the hive is still under the same ceiling, but a raised platform or loft or balcony or something.  Because if you told me that, I'd probably just die of happiness; that's some beautiful map.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Well, I didn't get nearly as much done on the layout as I wanted between some tennis, a quick nap, and some high-quality padding... But I'll go ahead and toss another update here showing the living quarters and lounge (south) hive area included. The little 'x' marks at the bottom of the 2 bottom pages marks the -4096 mark on the y axis. So yes, it fits (people STILL keep asking me if the damned thing fits on the grid -- I'd think I can say yes, it does, when I plot every point exactly on a numbered grid... Sheesh. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )

    <a href="http://planethalflife.com/awmaps/pics/eclip_layout_4-12-02.jpg" target="_blank">Sooner or later you're going to get sick of these. Probably sooner.</a>
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Dude, that's pretty huge.  Are you sure it's going to actually fit into the grid?  
    (sorry, I had to say it  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )

    It's looking really good, I think.  I just wonder if you should maybe take some time off from working this out and get in some nice quality playing time over the weekend.  Of course, I'm sure you will.

    And don't forget those shots of teh k1dn3y and the triad you promised (I think it was those two areas, at least).
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    very nice, and huge =D

    it looks like its going to be an awesome map. Keep with the layout updates =D
Sign In or Register to comment.