Ns_aquarius layout and screenshot

mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
<div class="IPBDescription">Seeing as everyone else is</div>Seeing everyone else is posting there layouts i finally got round to it and converted my VH layout to jpg.
<img src="http://homepages.ihug.co.nz/~brouwer/layout.jpg" border="0">
The weldables are entrances to small side passages and with variable timings will make the map easy to change in playtesting.
And here's a quick screenshot of the generator room (the black bit on the opposite wall is where the corridor goes but i haven't made it yet <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.
<img src="http://homepages.ihug.co.nz/~brouwer/ns_aquarius_generators.jpg" border="0">

Comments are very welcome

Comments

  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I would like to say I love the placement of your hives.  It will really make some great gameplay.  Another thing I'm liking about this map is all the weldable doors.  Maybe I am overlooking them, but most map layouts I am seeing dont have that many weldable doors.  I really like that idea. On to the ss--

    I love the lighting contrast, it is a work of art!  The roof textures are great, and so is the power generator!  I could find nothing bad about those ss's.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    the generator room looks tight. and I like the way that the weldables will allow for many different strategies on assulting the hives.
  • 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
    ACK! All I can say is it needs some less weldables! At <b>least</b> half of those can be removed without any effect really. Look at the weldables under the mini-sub bay, 3! and you only need 2 at most to get past that area. Also, look at the atrium, living corddiors, lab (and rooms attached) and their weldables, nearly all them reuire 2 weldables, a few with 2 is ok, but sheesh, talk about boring after a while "Yes commander, Im taking down my 15th weld, we are almost halfway done opening the map!"
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Comprox: as I said the weldables can have there timing changed as for most of them I envisage about a 5 second weld time, just enough to make them an option that has to be considered but short enough so that there not too much of a hassle.
    Of course the welds nearer the hives may take longer as they allow for much greater tactical differentiation.
    [edit: the weldables are mostly the keypad next to the door not the actual door hence the short weld time. 5 points for the first person to guess where the idea came from <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ]
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    I dont know, I kind of like the weldables ...
  • 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
    <!--QuoteBegin--mr Nebel+April 12 2002,14:35--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (mr Nebel @ April 12 2002,14:35)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->5 points for the first person to guess where the idea came from <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ]<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    umm your head?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--mr Nebel+April 11 2002,21:35--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (mr Nebel @ April 11 2002,21:35)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->[edit: the weldables are mostly the keypad next to the door not the actual door hence the short weld time. 5 points for the first person to guess where the idea came from <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ]<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Deus Ex.

    ----------

    Anyway, from what it sounds like, those weldables will be shut/closed initially? That'd be pretty spiffy considering the short weld time. Very shared-experience-y. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I would suggest taking at least a few out though... just due to the fact that it may become more of an annoyance after a while.

    I've attached an edited drawing thingy:

    A: I betcha if you took this little hallway out, it would make things a bit more interesting (and slightly more difficult) for attacking marines. Might just be a personal preference on my part though. Perhaps it'd be better off as an alien route?

    B: I wonder if this would make a nice jetpack route?

    C: Another jetpack route?

    D: This set of halls seems to be a less attractive route then through the rooms. Though the presence of alternative routes -just for the sake of having alterative routes- is always welcome as far as I'm concerned.

    I've also drawn out a few suggestions for alien passageways. You've probably already thought of all of them already, but hey... I <i>had</i> to do it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Overall, I really like the layout. It keeps important rooms close (hence making it easy to connect with alien passages), yet the distance between the areas is always substantial. Something I really wish I could acomplish. Great job!



    <!--EDIT|ken20banks|April 12 2002,00:40-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Ken: it ain't Deus Ex <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    A:Good point I added that during my make more connections splurge <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    B,C: Another good point I had almost completely forgot about jetpackers (oops), might be able to do those one with jetpack routes though.

    D: Flanking opportunities are always fun.

    [note: the generators in the SS are being overhauled to reduce r_speeds]
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Hmmm...  its pretty obvious that the 'weld the keypad' idea came from Aliens <!--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
    Hands Freestyler the 5 points and a cigar (depending on age).
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    Mr Nebel. I like the layout, its really nice.
    There is one thing. Im not a mapper, and maybe you already thought about this, or maybe you already have this only not yet in your layout because it is hard to do in paint (or where you made that layout in). But as i look at the layout, it looks a bit square. Maybe it is a good idea to make some round hallways in it instead of straight 90 deree turns.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    the layout is really cool, but i would cut of some of the ways near to the marines base, cause i think that that thing is not easy to defend and if they have it dificult to defend near the base, theyre not gonna be balanced. The part i am talking about is the one situated next upper left from the CC.

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    bah..where's the flood chamber that seals shut and slowly floods with water, until it's completely filled with it, when the marine presses the button!? Swim, Bob, Swim for your little life, bwahahaha, you have no hope make your time. All your bobs are belong to us!
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    The Classic Fragpipe, now with water!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Jedisar+April 12 2002,11:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jedisar @ April 12 2002,11:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->bah..where's the flood chamber that seals shut and slowly floods with water, until it's completely filled with it, when the marine presses the button!? Swim, Bob, Swim for your little life, bwahahaha, you have no hope make your time. All your bobs are belong to us!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeah... or when the marine comes in to see if the Bob's dead.. and suddenly there's a hissing sound and the door clangs shut behind him... water suddenly swirls around his ankles, and he looks up to see the malevolent grin of a flier in the observation room.   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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