Layout 2nd Iteration

GGGWolfmanGGGWolfman Join Date: 2003-03-03 Member: 14263Members
<div class="IPBDescription">ns_overrun</div> Ok, here is a (very) revised version of my map layout:

<img src='http://www.wolfman.v-2-1.net/ns/images/ns_overrun2.gif' border='0' alt='user posted image'>

<ul>
<li> Blue = Marine Start
<li> Red = Hive
<li> Green = Res Node
<li> Pink = Vent openings
</ul>

Any comments/critisisms/suggestions?

Thanks in advance,

-wolfman

Comments

  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    erm wow maybe abit busy?

    try to make purposes for rooms, then make the layout.

    Right now it just looks like a bunch of boxes randomly put togehter with some hallways randomly connecting them.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    looks too complex:
    The complexity scares me.
    And I like it complex and in 2 layers (2 level crossing paths).
    Mazes are not nice for everyone seeing this map the first 10 times.
    You need 10 games on a map to know its basic layout.
    Cut every bend and vent that is not essential for gameplay and r_speed.
    Cant say more because My map has a simular complexity problem!
    Just that the dev team likes smaller incredible tetailed maps more than more blocky mazes.

    When you can place a siege near a resource node and the hive you are sieging has no direct way to that location thats NOT FAIR. (Its 2 times in your map).
  • GGGWolfmanGGGWolfman Join Date: 2003-03-03 Member: 14263Members
    Ok, but the trouble with reducing the complexity leads to:

    1) Small map - the Mapping Guidlines recomends at least 30 seconds run time from marine start to each hive
    2) If the complexity is reduced then the map might get a little too linear - I dont want lots of "Choke" points where if one team gets it they win the game.

    But thanks for the comments, i'll try it again soon ... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It seems to me that getting an NS map layout correct can take a long time ...

    -wolfman
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    I like it.... But you might want to make the rooms a little less boxy use more than juse right angles it just makes it look better.
  • GGGWolfmanGGGWolfman Join Date: 2003-03-03 Member: 14263Members
    Ok, here is a new layout - at the same time less detailed but more detailed!

    Its less detailed in the layout, but more detailed in the explanation!

    <img src='http://www.wolfman.v-2-1.net/ns/images/ns_overrun3.gif' border='0' alt='user posted image'>

    <ul>
    <li>Blue Dot = Marine Start
    <li>Red Dot = Hive
    <li>Green Dot = Res Node
    <li>Brown = Caves
    <li>Dark Blue = Rail system
    <li>Light blue = conveyor system
    <li>White = bridge
    <li>Yellow = Window
    </ul>

    Ok, lemme explain the concept. The map is an mining outpost. The ore is mined in the caves. Then the rail system takes the ore to the conveyors. The rail will NOT be useable in-game. The rail trucks empty the ore onto the conveyors, who take it into pre-processing, then processing, then finaly to the extraction zone (Loads it onto a transport ship). Ok?

    Now for what the numbers are:

    1) Marines Start - Landing Zone - This is the place where all passenger ships land & leave
    2) Power plant - Geothermal power! For the processing & rail system
    3) Central Processing - for the ore
    4) Hive - Extraction zone (this is where the ore is loaded onto a transport)
    5) Extraction Control - Controls the transports & loading procedures
    6) Pre-processing of the ore
    7) Hive - Exchange - Ore from the rail trucks is emptied onto the conveyor
    8) Rail control - Controls the rail system
    9) Hive - Cave
    10) Deep Cave

    Ok, for both layouts, its only rough! The final rooms & corridoors will not be square! I know square = booring, but this is just to show the flow & connectivity ok? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I havnt put vents in yet coz I want some feedback as it is, ok?

    Thanks,

    -wolfman
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Changing all the long Trams into func_conveyours (floating-band / flowing water) makes Servers and their pings happyer than having Trams dissappearing, causing sync problems and such.
    Short trams are OK.
    long straight hallways are always an advantage for marines.
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