Map Layout
Cabal
Join Date: 2003-01-24 Member: 12669Members, Constellation
<div class="IPBDescription">Yet another map layout thread...</div> Here's a layout I've been toying with.
<a href='http://www.esu.edu/~jb7240/ns_map_small.jpg' target='_blank'>Small image</a>
<a href='http://www.esu.edu/~jb7240/ns_map_readable.jpg' target='_blank'>Larger image</a>
What do you think?
<a href='http://www.esu.edu/~jb7240/ns_map_small.jpg' target='_blank'>Small image</a>
<a href='http://www.esu.edu/~jb7240/ns_map_readable.jpg' target='_blank'>Larger image</a>
What do you think?
Comments
Other than the size, I think it looks good ... seems to have a pretty interesting layout.
i like paper drawings.
The route between the East and South hive seems very direct.
It's all a bit too compact...
The route between the East and South hive seems very direct.
It's all a bit too compact...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll take that into consideration. I think I let myself be too constricted by the size of the page D:
I dont suppose saying "drawing not to scale" would fix it eh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Oh, and about the siege range - would I be wrong in using a 1100x1100 box as a reference in hammer?
Its a good idea having 2 circles below every hive in the map void.
the inner circle should have the range of a siege (inner circle). the outer circle shuld have tghe range of a siege + the range of a TF (outer circle).
After some adjustment and test compiles you quicly have the right ranges.
Now if 2 inner circles intersect this makes possible double siege spot , sieging from one siege(if you can build there)
If 2 outer circles intersect you have a double siege spot sieging with 2 sieges from the same TF (if you can build a tf there).
And you easily see were you can place Sieges and (TF for it) to reach that hives.
P.S. I am at school not doing my work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Here are some screens for the marine start - The ceiling looks dark here but it didnt look that bad in game:
<a href='http://www.esu.edu/~jb7240/ns_test20000.jpg' target='_blank'>Screen 1</a>
<a href='http://www.esu.edu/~jb7240/ns_test20002.jpg' target='_blank'>Screen 2</a>
I wasnt exactly sure what to put next to the chair which is why it's just a concrete block.
Am I going in the right direction?
The command consoles are meant to be in front of equipment that they plug into...so like screens, lcd monitors and so on.
<a href='http://www.esu.edu/~jb7240/ns_map_small.jpg' target='_blank'>Small image</a>
<a href='http://www.esu.edu/~jb7240/ns_map_readable.jpg' target='_blank'>Larger image</a>
What do you think? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think you should use graph paper. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Actually yes - the positions of the exits from the marine start were inspired by tanith. Also, the area around the CC looked a bit too empty so I decided to elevate it a little. I was thinking of having the chair hanging from the ceiling but that just looked weird o_O
In another part of the map I was thinking of putting a strong fan somewhere so that if someone got too close, they would get sucked in and killed. This would be put over a vat of chemicals or something below and vents above are there to ventilate the area. Empty vents just feel too convenient so I'm wondering if it would be worth putting some hazards in a few <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->