New Map By Ifb-arch0n1us

IFB-Arch0n1usIFB-Arch0n1us Join Date: 2003-02-21 Member: 13798Members
<div class="IPBDescription">In planning stages... need input.</div> Hello everyone. This is IFB-Arch0n1us (obviously), and I'd like to show everyone the first page I've completed of the plans for my new NS map. Due to the overall crappiness of my digital camera, i've numbered various sections of the drawing and will explain them in a second. Here is the drawing:

<img src='http://mproductions.racknine.net/plans/map1.jpg' border='0' alt='user posted image'>


The drawing is currently done to scale, but parts of it could possibly change during the process of the actual creation. Ayways... here's the explanation I promised you.

1) Marine Start (The Bridge) -- This area is meant to be the starting base for the TSA. I plan to make it look pretty tech looking, with computers all over the place, and maybe a window for effect. The comm center is visible in the little square in the upper left hand corner of the room, and will be up on a platform overlooking the room, accessible by a lift to the right of the platform. I plan to make the area under it solid, due to the fact that you won't be able to build under it anyway.

2) Staging Area -- This hallway section is meant to be the main entrance/exit to the marine start area, and will be weldable to prevent penetration from the Kharaa. In this hallway, a resource node will be on the north side of the hallway (the little circle i've drawn), and there will also be a door on the south side leading to the small Maintenence Accessway, which will be described later.

3) Side Accessway -- This hallway is meant to be a secondary way to access the Bridge. It will be designed to look more like a tunnel for moving supplies, etc. than an accessway for people to travel through, but it will still retain a hallway sort of look, to make it better for traveling. This hallway will be slightly easier to defend, as it will contain various crates, making it easier to place <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> and other such structures.

4) Maintenence Accessway -- This small section of the map will be designed very plainly, as it is just meant to be a means for the maintenence workers of the area to traverse through the area of the station. In this section of the map, a vent system is accessible either by climbing on walls, or by climbing on crates. This ventillation system will take the player to different parts of the area, such as the Bridge, and a nearby resource node, located on the West Crossway.

5) West Crossway -- This hallway in the map is designed to be a main way of travelling between the east and west portions of the map. It will be very clean looking, and will have a few objects to hide behind (crates, etc.) in the event of an ambush. Also, above this system will be a grated ceiling section, to allow for the element of suprise that the Kharaa Skulks so greatly value.

6) Northwest Vent System -- This ventillation system is only available between certain areas of the northwest part of the station. It will take you between the West Crossway Resource Node, the Bridge, and the Northwest Maintenence Storage Room. Because of the proximity to the initial marine base, the cover will be weldable in at LEAST the Bridge vent entrance, possibly in other places as well. Other weldable areas include (but are not limited to) the outermost Staging Area door, and possibly other doors and vents in this area, if it will enhance the gameplay of the map.

I appreciate all of you fellow NSers taking your time to read this post, and I now call upon you to aid me in the creation of this map. I need to come up with a name that would go with an abandoned space station sort of map. The station was abandoned for no reason at all that's plainly obvious, as all of the computer systems on board are fully functional, except for a few in different areas of the place. Since the abandonment, the Kharaa have located the station and started to breed on it, forming the future hives that the marines will be battling in the future.

If you have a good name to offer me, please post it here, and I will try to decide on a name for the map before I post again with more drawings! Thanks!

Comments

  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    Make the rooms smaller or at least appear smaller. big open spaces only work if they're contrasted with smaller spaces, i.e. lots of vents and narrow hallways.

    ns_logros

    p.s. egc is going to pwn your **** on sunday ^_^
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    I like your layout in a way. Really clean and simple, but it seems way to small (small maps = dm style) and we dont like that do we? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The upper part looks great! But the lower lacks in rooms and "details". You have a geat start, but at the moment, the map seems small and "unfilled".

    Good luck on your development <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AkashaAkasha Join Date: 2003-02-19 Member: 13755Members
    HURRAY ! for A1 sized paper <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    I love paper dravings.
    but its not my way of map layout.

    I do my layout in VHE.
    at first i do all the bottom paths in one plane, setting the main locations and paths. (no walls)
    Then I add a z-value, stairs, elevators ans such.
    Next is the top of eatch hall and paths to see how high everythin will be.
    then vents. (still no walls)
    and at last walls and objects (not just crates).
    Now the map looks damn squared but its layout is finished and with a few entities its even playable.
    the last step is adding more and more detail and changing everything till it has reached its (or my own) limits.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    it remainds me of the one KFS did for Eclipse/Veil although his was 3 or 4 times bigger. (5 sheats of paper i believe)
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    those abundant long hallways will greatly favor the marines unless you have a lot of cover in the rooms.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Hallway 3 is gonna be absolute hell for aliens.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin--Cash Car Star+Feb 21 2003, 11:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cash Car Star @ Feb 21 2003, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hallway 3 is gonna be absolute hell for aliens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i agree. Maybe with a couple more vents around corners as a shortcut to stop marine campers at the end of the hallway
  • IFB-Arch0n1usIFB-Arch0n1us Join Date: 2003-02-21 Member: 13798Members
    I plan to make that hallway a little more detailed, with some obstructions to give the aliens cover.

    Also, remember that this is just a small section of my map layout, and that there are more pages to come.... so don't think that this is IT!


    I plan to put some large crates, or have somethin in that hallway to deter the camping of marines against the Kharaa. Thanks for the input!
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Yeah guys, it's a basic shape layout. What kind of builder draws in tables and furniture when building a house?

    Oh and BTW, Bozo, you're on. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • loofboteloofbote Join Date: 2002-07-15 Member: 948Members
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    yeah it looks pretty good, but i agree that it would be hell anyway for skulks especially to travel along those hallways to the marine base. Maybe some smaller areas as suggested before for the skulks toi duck for cover or ambush would be great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> other than that keep up the good work, id also start off with that vent in the marine base welded, ive played maps before that have vents goin to the marine base open. Trust me, bein rushed by 12 skulks at the start is NOT a good feeling <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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