NS2_Drydosity
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The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
in Mapping
The beginnings of my first ns2 map, ns2_drydosity.
Drydosity will be a visit to the now dried out & disused water processing facility from ns_hydrosity. Where hydrosity had dark grey clouds, constant rain and running water, drydosity will have scorching, harsh sunlight, dry winds and a general look of abandonment & desolation.
The screens below are of a tech point, it'll probably be near the middle of the map. As you can probably tell, it's very WIP.
I haven't looked at meshes yet & I'm also not too happy with the lighting (though that is the general style I want to go for)
<img src="http://img705.imageshack.us/img705/940/nshydro2001.jpg" border="0" class="linked-image" />
<img src="http://img24.imageshack.us/img24/6158/nshydro2002.jpg" border="0" class="linked-image" />
<img src="http://img208.imageshack.us/img208/12/nshydro2003.jpg" border="0" class="linked-image" />
A thought I'd like some feedback on:
I'm thinking of trying to maintain this amount of verticality throughout the map. Aliens start down low & the Marines start up high. The express routes through the map will follow the waterways. They'll be wide & open, but there'll be a number of drop-offs, making them a difficult path for non-JP marines. Weaving around these waterways will be relatively narrow passageways; until they get JPs the marines will have to follow these slightly longer paths.
Drydosity will be a visit to the now dried out & disused water processing facility from ns_hydrosity. Where hydrosity had dark grey clouds, constant rain and running water, drydosity will have scorching, harsh sunlight, dry winds and a general look of abandonment & desolation.
The screens below are of a tech point, it'll probably be near the middle of the map. As you can probably tell, it's very WIP.
I haven't looked at meshes yet & I'm also not too happy with the lighting (though that is the general style I want to go for)
<img src="http://img705.imageshack.us/img705/940/nshydro2001.jpg" border="0" class="linked-image" />
<img src="http://img24.imageshack.us/img24/6158/nshydro2002.jpg" border="0" class="linked-image" />
<img src="http://img208.imageshack.us/img208/12/nshydro2003.jpg" border="0" class="linked-image" />
A thought I'd like some feedback on:
I'm thinking of trying to maintain this amount of verticality throughout the map. Aliens start down low & the Marines start up high. The express routes through the map will follow the waterways. They'll be wide & open, but there'll be a number of drop-offs, making them a difficult path for non-JP marines. Weaving around these waterways will be relatively narrow passageways; until they get JPs the marines will have to follow these slightly longer paths.
Comments
I'm thinking of trying to maintain this amount of verticality throughout the map. Aliens start down low & the Marines start up high. The express routes through the map will follow the waterways. They'll be wide & open, but there'll be a number of drop-offs, making them a difficult path for non-JP marines. Weaving around these waterways will be relatively narrow passageways; until they get JPs the marines will have to follow these slightly longer paths.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's hard to give feedback on this design without actually seeing it in a concept. Generally you should always ask yourself if a certain route, like your waterways, will make other routes redundant. If you don't have to crouch there as a marine, they're wide open and the faster route, there'd be no incentive to take the other routes.
If you make a descending map from marines to aliens, you have to watch out to add enough cover for aliens. In any fps, there's a downside to the player fighting from the lower area. Add to this the range advantage of marines, and it can make for some frustrating alien lockdowns. I think the cave hive in mineshaft is a good example for this. At least before the recent redesign (i don't know if this area was affected by it), the hallway up to crushing machine (which is now ore) was really really bad for aliens.
take a good look at the official maps and try to copy those 'volumes'.
LOVED IT
Do something similar ;P
I would say, keep it fairly close to the original idea, it turns out NS2 maps don't need to be all that different from NS1..
I've just completed an initial layout (both as a simple diagram and in Spark)
Here's the initial concept layout - 5 Tech Points, 8 Resource Points:
(The gradient in the background represents a drop in elevation as you move from the marine start to the alien start)
<img src="http://imageshack.us/a/img708/4999/ns2drydositylayout1.jpg" border="0" class="linked-image" />
Then, here's the spark version:
Grey = Primary route (192 wide, mostly flat with the occasional ramp)
Orange = Secondary route (128 wide, lots of stairs)
Blue = Express route (256 wide, high ceilings and big drops - intended for skulks, lerks, fades & JPs)
I haven't included any vents yet (suggestions are welcome)
<img src="http://imageshack.us/a/img820/8126/ns2drydositylayout2.jpg" border="0" class="linked-image" />
Now some reference pictures, to give you guys an idea of what I'm aiming for visually.
I mentioned before that there will be harsh sunlight beating down on the facility. That'll be coming from the top-right of the map. To take advantage of that, the walls down the right edge of the layout will look something like this:
<img src="http://imageshack.us/a/img100/9765/vistaj.jpg" border="0" class="linked-image" />
Alien Start, which will also be getting a decent amount of sunlight, will be round and look somewhat similar to this pic (but with neither the water nor the random nude):
<img src="http://imageshack.us/a/img12/8158/atriumr.jpg" border="0" class="linked-image" />
Tech Point 2 in the center of the map will be an interesting one to design & balance.
The each of the three grey areas below the tech point itself will have a hydroelectric generator taking up a decent portion of the floorspace:
<img src="http://imageshack.us/a/img18/7289/generators.jpg" border="0" class="linked-image" />
The portion of the express route above Tech Point 2 will capture the outflow from the hydroelectric generators and look vaguely like this:
<img src="http://imageshack.us/a/img221/8492/japanesesewers10.jpg" border="0" class="linked-image" />
Although I don't have the vents in, when they do appear they'll look something like the pic below - crawlspaces beneath non-existent rooms:
<img src="http://imageshack.us/a/img221/9875/supports2.jpg" border="0" class="linked-image" />
(oh and room that I posted some screens of the other day, that became the inspiration for the layout of Resource Point 1)
i love the idea, plus with your 'climate change' theme, you could no doubt apply for some sort of government sponsored research funding :P
but seriously, design elements aside, the visual style you are describing sounds awesome. High contrast washed out lighting in a disused industrial treatment complex, yes please!
I see aliens running along channels that the water has carved into the now exposed rock bed. I see skulks as they scurry past, visible through the clear panels technicians once used to monitor water flow in the pipes. I see the glass domed atrium turned into a bio dome/green house of sorts with the Kahara presence.
As for the layout, while i am REALLY digging the vertical tier idea, i notice the center tech point is on the same tier as the marines second tech point, while the aliens second tech point as well as alien start are both on the same lower tier.
How will this impact balance/movement speed? I see in the spark layout the 'blue=express route' allows early access to the center for skulks/lerks while marines will have to wait until they have jp's. How will this impact, for example, gorge access to the center tech point early game?
Overall i am loving this and can't wait to see MOAR!
I love the thought you've put into it already!
Very unique. Been dying for a map that wasn't "flat" and introduced some vertical play!
So right off the bat when i study the layout I was thinking:
a) Why are you distinguishing primary routes from secondary routes? And why are there only alternate routes (with stairs) for the alien side of the map?) From a gameplay POV i am curious as to the reasons why you decided to go with distinguishable routes?
b) TP1 is wayy too close to Alien start, i suggest having the primary route on the right hand side of TP1 not connect directly to AS, but rather continue to the bottom left as it does to that room. And then have the route to AS connect to this room, just above RP1
c) Increase the distance slightly from TP3 to MS.. if aliens cannot secure TP2 (they had a similar issue @ dbl res in Veil) their 3rd hive (tp3) shouldnt be so close to MS. Also, mineshaft has taught us the importance of what happens when TPs are too close for marines (drill repair.. which is getting severely moved)
d) I cant tell.. but it seems like a primary route is removed between RP3 and RP1.. if there's going to be a distinction between the routes both visually and more importantly, gameplay wise, then i'd suggest at the very least that primary leads to all points.
e) Express route should terminate at the primary route between RP2 and AS.
f) depending on the size of your map.. and it does seem like its gonna be big from those reference shots.. you might need more resource points. One or two in TP2 would be helpful. Maybe on the way in to TP2?
g) four entrances into AS compared to 2 for MS seems a bit unfair. in fact...
h) going to suggest something radical here but: judging on the sparing use of secondary routes, and still having the express route.. i'd say that you could remove secondary routes without an issue and just have this express route sliced through the center and simply use secondary routes as "quick exits" out of the express route TO the primary route. Judging by your reference shots this would work pretty well i think.. and would be simple and intuitive .. the large highway until you get to your stop lol.
As far as the reference shots go , i LOVE the theme, but am concerned about the length of the hallways. Maps that have too long of distances are death to aliens, the melee team. Goliath is a good example of this. Idk what you have planned to make it work (the pillars shot could work fine because it breaks it up) but goooodddlluucck lol. Alien start especially will need to be smaller than that reference shot, else JP marines dominate every time. (cave from mineshaft) Aliens are negatively impacted by large hive rooms..
Let me know if you need any clarifications. Oh and when you get grey boxed I am more than willing to host the map with my clan play testing it for ya. :)
Cant wait to see screenshots!
<!--quoteo(post=0:date=:name=MotherGoose)--><div class='quotetop'>QUOTE (MotherGoose)</div><div class='quotemain'><!--quotec-->but seriously, design elements aside, the visual style you are describing sounds awesome. High contrast washed out lighting in a disused industrial treatment complex, yes please!
I see aliens running along channels that the water has carved into the now exposed rock bed. I see skulks as they scurry past, visible through the clear panels technicians once used to monitor water flow in the pipes. I see the glass domed atrium turned into a bio dome/green house of sorts with the Kahara presence.<!--QuoteEnd--></div><!--QuoteEEnd-->I love the mental image you have of the map, you're getting me excited :p
<!--quoteo(post=0:date=:name=MotherGoose)--><div class='quotetop'>QUOTE (MotherGoose)</div><div class='quotemain'><!--quotec-->As for the layout, while i am REALLY digging the vertical tier idea, i notice the center tech point is on the same tier as the marines second tech point, while the aliens second tech point as well as alien start are both on the same lower tier.
How will this impact balance/movement speed? I see in the spark layout the 'blue=express route' allows early access to the center for skulks/lerks while marines will have to wait until they have jp's. How will this impact, for example, gorge access to the center tech point early game?<!--QuoteEnd--></div><!--QuoteEEnd-->With the height variation, the colours weren't supposed to indicate distinct tiers, they are just supposed to give a rough idea of which sections are higher and how harsh the slope is in that section of the map. I'm not exactly sure what you mean with the marine's having to wait for JPs to get to the center. They can still take the other routes to get there, it's just that they'll find it difficult to traverse the express route until they have JPs.
Whoa ironhorse, so many thoughts :D
I'll try and get through them one by one
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->a) Why are you distinguishing primary routes from secondary routes? And why are there only alternate routes (with stairs) for the alien side of the map?) From a gameplay POV i am curious as to the reasons why you decided to go with distinguishable routes?<!--QuoteEnd--></div><!--QuoteEEnd-->
Initially I added secondary routes because the mapping guidelines suggested it - narrower routes that are almost too tight for the larger classes but can still serve as routes for flanking. For this map, the secondary routes are looking like they'll become hunting grounds for shy skulks: Narrow corridors, occasional high ceilings, tight turns, stairs. Not a route a marine will want to take on their own. However, there are still relatively long hallways with little cover throughout the secondary routes, so marines won't be completely screwed. Incidentally, this is why most of the secondary routes are on the alien side of the map.
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->b) TP1 is wayy too close to Alien start, i suggest having the primary route on the right hand side of TP1 not connect directly to AS, but rather continue to the bottom left as it does to that room. And then have the route to AS connect to this room, just above RP1<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting idea, I'll have play with it.
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->c) Increase the distance slightly from TP3 to MS.. if aliens cannot secure TP2 (they had a similar issue @ dbl res in Veil) their 3rd hive (tp3) shouldnt be so close to MS. Also, mineshaft has taught us the importance of what happens when TPs are too close for marines (drill repair.. which is getting severely moved)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, ok. I'll have to have think about how to tweak that.
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->d) I cant tell.. but it seems like a primary route is removed between RP3 and RP1.. if there's going to be a distinction between the routes both visually and more importantly, gameplay wise, then i'd suggest at the very least that primary leads to all points.<!--QuoteEnd--></div><!--QuoteEEnd-->
To be honest, the main reason that there is a secondary route there instead of a primary is purely because I based RP1 off of the room from the screens at the top of this thread. I hadn't actually considered the gameplay implications of it. <_<
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->e) Express route should terminate at the primary route between RP2 and AS.
g) four entrances into AS compared to 2 for MS seems a bit unfair.<!--QuoteEnd--></div><!--QuoteEEnd-->
Since I made that layout I've had a bit of a play with the layout between AS & RP2:
-- The secondary route now terminates when it reaches the primary route.
-- From the express/primary intersection:
---- The express route now turns towards AS and then continues on to enter AS (but with a significantly cramped drop off to reduce LoS & to make it more alien friendly)
---- The primary route now follows the old express route toward AS and then follows old secondary route the rest of the way to AS
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->f) depending on the size of your map.. and it does seem like its gonna be big from those reference shots.. you might need more resource points. One or two in TP2 would be helpful. Maybe on the way in to TP2?<!--QuoteEnd--></div><!--QuoteEEnd-->
You might be right.. If I do add some I'll turn the primary routes between RP1 & RP3 into a room of sorts and add a resource point there. I'd probably also add one between RP2 & RP4, where the secondary route terminates.
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->h) going to suggest something radical here but: judging on the sparing use of secondary routes, and still having the express route.. i'd say that you could remove secondary routes without an issue and just have this express route sliced through the center and simply use secondary routes as "quick exits" out of the express route TO the primary route. Judging by your reference shots this would work pretty well i think.. and would be simple and intuitive .. the large highway until you get to your stop lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not too sure about removing secondary routes (almost) completely, but I do like the idea of using them more as shorter alleyways between primary routes and as exit points for the express route.
<!--quoteo(post=0:date=:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse)</div><div class='quotemain'><!--quotec-->As far as the reference shots go , i LOVE the theme, but am concerned about the length of the hallways. Maps that have too long of distances are death to aliens, the melee team. Goliath is a good example of this. Idk what you have planned to make it work (the pillars shot could work fine because it breaks it up) but goooodddlluucck lol. Alien start especially will need to be smaller than that reference shot, else JP marines dominate every time. (cave from mineshaft) Aliens are negatively impacted by large hive rooms..<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, we'll see how the longer hallways affects things. One thing to keep in mind that I don't have any vents in the map yet (suggestions are welcome); when I do get around to them, I'll be trying to place the vents so as to neuter the long hallways somewhat.
Yeah, the openness of AS definitely presents an interesting design challenge. That said, I do have my heart set on trying to maintain the aesthetic of that room, so we'll see what comes of it >;)
Love the feedback guys, it's given me a lot to think about. It looks like I may need to tear up the top left quarter of the map a little bit.
In other news, I had little to do at work today so I've managed to greybox most of the top-right quarter of the map & most of the express route. I'll try and get a portion of it looking presentable and put some screens out in the next couple of days.
I've completed a walkable greybox of Drydosity (basic geometry is in place, no lighting, texturing, game entities or vents) :D
Now I have to go through and put in the occulsion geometry, create some ambient lighting & put the game entities in place.
Tonight I'll choose a section of the map to prettify with full lighting & meshes, and put some screenies out to keep you guys interested :)
I've now got a walkable greybox of Drydosity together, with occlusion geometry & ambient lighting. I've also gone through a few of the rooms and given them some textures and some more detailed lighting.
But first, the new layout:
<img src="http://imageshack.us/a/img694/120/ns2drydositylayout3.jpg" border="0" class="linked-image" />
I've gone through the old layout and moved TP1 & TP3 away from AS & MS.
As was suggested, the secondary routes (orange) are now mainly access points for the express route (blue). Incidentally, note that the secondary routes on the left side of the map are all windy, that's because there are a lot of stairs. It's a long way down from RP3 to TP1.
I still need to add vents into the map; I haven't yet decided where to put them though.
(Hmm, looking at the layout now, I'm thinking I might have to move RP2 a bit closer to AS)
Now, for screenshots of the map itself:
These first three shots are taken from the area around RP2. I've mentioned it before, but this right side of the map will be all windows & skylight. I'm going to try and make it look warm when the lights are on, then covered in bright sunlight & harsh shadows when the lights are off.
Working on the lighting for this area has made me really want a directional 'sun' light to be available. Setting this up with spot lights left me with confusing shadows.
<img src="http://imageshack.us/a/img208/425/ns2drydosity00012.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img255/9025/ns2drydosity00011.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img402/6373/ns2drydosity00010.jpg" border="0" class="linked-image" />
These two shots are taken from either end of the waterway just above TP2.
<img src="http://imageshack.us/a/img528/8136/ns2drydosity00009.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img341/2973/ns2drydosity00008.jpg" border="0" class="linked-image" />
Finally, AS. I still need to add some sort of upper section to this, but I think you can get the idea. Note the collapsed flooring, the shot doesn't show it too well, but there is significant height variation here and you can quite easily run around underneath it (I think I'm going to need to add quite a bit of collision geometry in here before I'm finished with the map).
Oh, also: unlike what the layout suggests, the AS resource point isn't out in the open at the end of a long hallway. You can jump down to it from that hallway, but you have to get close before you can see it (I imagine I'll need to move it somewhere else).
<img src="http://imageshack.us/a/img850/8126/ns2drydosity00007.jpg" border="0" class="linked-image" />
As always, feedback & suggestions are appreciated.
Maybe move RP2 around the corner, up and left, to in front of the vent opening?
Loving the screens, second and forth shots in particular. Looking forward to seeing more, especially some different angles of this collapsed floor in AS.
Any ideas yet for creative ways to limit LOS in the AS ?
Any ideas yet for creative ways to limit LOS in the AS ?<!--QuoteEnd--></div><!--QuoteEEnd-->
At the very least I'm thinking of adding something resembling piping/columns around the edge of the area. Perhaps supports for some sort of roof structure. We'll see I guess.
Oh and here are some more angles of the collapsed floor:
<img src="http://imageshack.us/a/img99/7671/ns2drydosity00013.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img856/3747/ns2drydosity00014.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img411/201/ns2drydosity00015.jpg" border="0" class="linked-image" />
You can easily walk around under most of the collapsed floor without crouching. Nonetheless, thanks to the sloped floor and well.. the collapsed floor overhead, I imagine either commander will find it difficult to build in here. At most I think it'll be home to hydras, scared gorges and skulks & fades who want to play ninja.
Since my last image dump, I've moved RP2 around the corner to be a bit closer to AS, I've gone to work on the area between AS & TP1 (a section of the map that I'm actually kinda proud of) and I've finally gotten around to adding one of those crawlspace vents from the reference pics. Oh and, I've given AS a ceiling of sorts.
Now, the image spam :D !
First, the shiny new AS.
<img src="http://imageshack.us/a/img39/5113/ns2drydosity00019.jpg" border="0" class="linked-image" />
The new crawlspace vent goes between the upper portion of the waterway/express route in the middle of the map and the area between AS & TP1.
<img src="http://imageshack.us/a/img29/7536/ns2drydosity00016.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img826/7462/ns2drydosity00017.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img405/1972/ns2drydosity00018.jpg" border="0" class="linked-image" />
The area between AS & TP1, where the crawlspace comes out:
<img src="http://imageshack.us/a/img207/28/ns2drydosity00020.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img707/6733/ns2drydosity00021.jpg" border="0" class="linked-image" />
(you can see the crawlspace exit in the background of this pic on the left)
<img src="http://imageshack.us/a/img837/2364/ns2drydosity00022.jpg" border="0" class="linked-image" />
(first few screens give me instant QuakeIII Arena :D)
But I'm suffering that <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121538" target="_blank">mod download lock-up</a>, so I can't load my map in NS2. Thankfully, I can still work on it in the editor but because I can't check things in-game, things are going a little slower and there won't be any new screenshots until that bug is fixed/my new computer arrives (:D)
in particular these ones;
<img src="http://i.imgur.com/710ZP.jpg" border="0" class="linked-image" />
<img src="http://s3files.core77.com/blog/images/Japanese%20sewers%20(10).jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/vHOok.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/v1dym.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/7MiFt.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/TIoc7.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/KyhSb.jpg" border="0" class="linked-image" />
In other news, I've got my new computer! So, finally! Some more pics :D !
This time, of the center of the map, Tech Point 2, the turbine room. Initially, this was supposed to be a tech point with no nodes. But now, because I'm super curious as to how it'll play <b>The central tech point has two res points.</b> Any bets on how that'll play?
Firstly, I want to point something out, for some reason, the resource nodes aren't visible until I join a team. So in the other screenies, you'll have to imagine where they are.
<img src="http://imageshack.us/a/img201/9113/ns2drydosity00026.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img222/4272/ns2drydosity00027.jpg" border="0" class="linked-image" />
One thing I'm quite proud of is that there isn't a single position in the room where you can see both nodes and the tech point.
<img src="http://imageshack.us/a/img29/2280/ns2drydosity00023.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img502/1317/ns2drydosity00025.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img23/4407/ns2drydosity00024.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img18/8985/ns2drydosity00028.jpg" border="0" class="linked-image" />
Behind the tech point, where I've taken those last two shots from are two separate paths that lead down to <a href="http://imageshack.us/a/img341/2973/ns2drydosity00008.jpg" target="_blank">the outflow</a> shown in an earlier post.
One thing you guys may have noticed in these latest set of screens, the dust/fog is missing. I have no idea why. I suspect there's a bug of some sort in the latest build or two.
EDIT: the openings could be broken chunks of the ceilings or columns
One thing I probably won't do however is make it a massive network of pipes. In part because the mapping guidelines recommend against it, but also because it'd mean that aliens (or marines with jetpacks) could get across a decent portion of the map without having to enter dangerous territory. Vents work best when they're relatively short.
Well anyway, to cut a long story short:
1) I've been super busy
2) I've remade about two thirds of the map
The main reason for point 2 is that the previous layout was just bland, square hallways. It had no theme to it. So, here's the new layout:
I think the map is pretty alien biased at the moment, but I want to wait until I get it some games played on it before I make any major changes. Let me know what you think needs fixing with the layout.
<img src="http://imageshack.us/a/img189/7884/ns2drydositylayout4.jpg" border="0" class="linked-image" />
(By the way, the wide section that goes from TP3 to TP4 isn't actually accessible, there's just a inaccessible big pipe & room with a catwalk running through it that I forgot to hide on the minimap).
At the moment, the map is almost playable. All I need to do is, put some clipping geometry in, make sure all of the power nodes are in place and make a ready room.
Now for the screenshot spam:
The new alien spawn, TP1:
<img src="http://imageshack.us/a/img27/4973/ns2drydosity00032.jpg" border="0" class="linked-image" />
The new marine spawn, TP4:
<img src="http://imageshack.us/a/img338/5821/ns2drydosity00034.jpg" border="0" class="linked-image" />
TP5:
<img src="http://imageshack.us/a/img35/1710/ns2drydosity00029.jpg" border="0" class="linked-image" />
That big inaccessible room between TP3 & TP4 that I mentioned earlier:
This is the catwalk, the part the player can access:
<img src="http://imageshack.us/a/img189/7362/ns2drydosity00037.jpg" border="0" class="linked-image" />
This is the area below the catwalk, the part that the player can't access (The marine start can be seen in the background through the grating)
<img src="http://imageshack.us/a/img5/6130/ns2drydosity00036.jpg" border="0" class="linked-image" />
If you make a descending map from marines to aliens, you have to watch out to add enough cover for aliens. In any fps, there's a downside to the player fighting from the lower area. Add to this the range advantage of marines, and it can make for some frustrating alien lockdowns. I think the cave hive in mineshaft is a good example for this. At least before the recent redesign (i don't know if this area was affected by it), the hallway up to crushing machine (which is now ore) was really really bad for aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this is one of the things many NS2 maps do wrong actually. If you have a main route, and a redundant route, than the redundant route becomes the counterattack path, where skulks can gorges can freely go and harass the opponent while his forces are being aggressive on the main route.
You almost always see this in StarCraft 2 for example, but NS2 maps tend to be woefully linear in their attack paths.
Linear attack paths aren't ALWAYS bad, but it's nice to sometimes have options.
Here's the layout:
<img src="http://img845.imageshack.us/img845/624/ns2drydositylayout6.jpg" border="0" class="linked-image" />
[EDIT]It's available on the <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=116776406" target="_blank">Steam Workshop</a>
Any amount of feedback on how it plays would be awesome.
edit: just ran around in this map in an empty server I made. It's pretty sweet. The elevation changes are awesome. Outflow is a cool room, as is monitoring, and I can't wait to see how the catwalks near outlook will work ingame. The minimap is confusing as heck with all the false routes but whatever, learning NS maps is never easy. You should probably just wait for reports from people actually playing it, but just looking at it, it seems like marines might have some trouble attacking Control hive coming from Headwater, especially if the aliens clog it up; the aliens can get behind the marines pretty easily, it's tight in there, and there's not really a great ARC position. Maybe you could make that more of a room and less of a hallway (to the east of Dam Wall) to give marines some breathing room.
As it stands it's a lot of hallways but you're the hallway king and I'd like to see how it plays - it's not much more hallway-focused than Veil, I think, so you shouldn't have too many issues.