Ns_aquarius layout and screenshot
mr_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
<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
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.
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--> ]
umm your head?
Deus Ex.
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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-->
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]
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.
-> <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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-->