Ns_veil

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Taking final layout suggestions</div> Beta5:
Green marks additions/replacements of hives (all have been deleted from previous version(s)
Red marks new/rebuilt routes
purple marks available continuous routes (the one that looks like a dead-end actually overlooks the area below it, a feature lost in the 2D image)
yellow marks resource nozzles
Vents not currently marked - not fully implemented

Issues noted already:
Resource imbalance - need another nozzle towards the middle right and perhaps south center.
Map is not this bright - ran the env_gamma correction twice for added clarity of the layout.

<img src='http://planethalflife.com/awmaps/pics/veil_possible_final.jpg' border='0' alt='user posted image'>

I'm down to crunch time. Look reasonable? Any other suggestions to offer?

Comments

  • RozdowerRozdower Join Date: 2002-12-06 Member: 10514Members
    looks good, i would put one here

    also, how did you make your overview, dev_overview 1?
  • FeydToBlackFeydToBlack Join Date: 2003-02-04 Member: 13079Members
    Only probelm that i see is that there is only one res node near the hives. They seem to be concentrated at the top (presumably near the marine start).
  • QuantumSlipQuantumSlip Join Date: 2002-11-03 Member: 6318Members
    Looks good, but it just looks like the lower left 2 hives are awfuly close to each other. Other than that its all good.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    My only gripe are the WAY too "direct" routes between each hives.
    Make the routes go more "up" before going to the hives.
    If you want to make direct access, make them with vents.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    sorry, but i had to hack the image to show my point

    bottom left hive - moved and reconnected to give a less direct route to other hives
    Botom Right - new res
    Middle - New route... something i think was missing


    again, theses are just suggestions... and since i don't know where MS is... i'm kidna lost ATM
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I'm guessing the marine start is in the top righthand corner.
    KFS, I like how you are preventing "sneaky sieges" with the hives like that.
    Very nice overall! But you aren't posting this to hear that so...

    My suggestion is this. That bottom right hive looks hella easy to get to for the marines. If aliens start at bottom left corner, I would think the first place they should rush is that corner or marines have one hive guaranteed. Maybe making the "top" entrance a weldable to the bottom right hive would slow this? Not sure. I suppose that's something you could only really find out in PTing though. I am curious as to how that will work out. And I agree with Roz as well. That would be a good kind of res location.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Actually, crap. I forgot to mark the marine spawn. Marines start top center. The CC is in the little notch that goes north in between the two areas that loop around to the east and west.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    same problem as in eclipse:
    Please turn the whole maps arouncd 180° !!!
    this makes commands like "right way" and "left hive" easyer.
  • MalakiMalaki Join Date: 2003-01-11 Member: 12166Members
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    I too think the right hive has too simple a route to get to.

    The upper left rez-node room seems kind of.. unneccessary imo. It seems to give the marines basically three easy nodes (their own, and top left and right), and it doesn't look like a high-traffic exciting area in itself.. granted we can't see the vents, but I'm just going by the info available atm <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Other than that it looks pretty solid. Definitely same "type" of layout as Eclipse, that sort of theme-sharing is going to be pretty neat.

    Has the layout been playtested, or pure theory so far?
  • r3men4ntr3men4nt Join Date: 2002-11-10 Member: 8103Members
    Well its looking good KFS can't wait for the release.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    The node in Marine Base and the node in the octagonal room to the right of it looks close together. If I put a Tfac against the wall closest to the Marine Base node but on the octagonal room side, could I place turrets to protect both? Maybe just get 2 turrets behind the base node and turrets for the octoganal room node, protecting two RT for the price of 1 Tfac. Intentional? Not possible? Just checking. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Ollj+Apr 7 2003, 01:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 7 2003, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> same problem as in eclipse:
    Please turn the whole maps arouncd 180° !!!
    this makes commands like "right way" and "left hive" easyer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    North, South, East, West. North is marine spawn, South, southeast, and southwest are all hives. I've been through this debate with one other person, and it stays as it is.

    Fantasmo: That'll happen about anywhere. Somewhere there's going to be overlap between the marine spawn nozzle and another one. There's a vent directly linking those two rooms (from the right of the elevated platform in the octagonal room, lost in the 2d perspective, to the area just above the marine nozzle). What you say is possible, but the octagonal room is large enough that I don't think it'll be too much of a problem. I imagine that even a half-skilled skulk or lerk could drop down to that vent I mentioned and tear up the tfac in the marine spawn area - the nozzle and the tfac itself may even provide additional cover. Pulling off that strategy will still, regardless, require moving marines into that room, and aliens may even be able to fully prevent that in the first place with a forceful push to secure that area from the southeast hive. That's even if the tfac gives enough range, which I can't remember off-hand. I'll take a look. Of course, that may also be subject to change in 1.1.

    gaggle: The rough layout has been tested, and gave some exciting long games. However, that was still when much of the map was symmetrical. Despite the new changes, the same -base- layout applies, just with more variation implemented. Looking back at the layout, I'd actually have to say that the southeast (lower right) and south (bottom) hives would be almost identical travel time, with the long route being to the southwest hive, something I'm working on slightly shortening. Also, when I get the other nozzles added there should hopefully be a balance of nozzles on the marine and alien halves of the map to control - as well as additional vents to offset any overdone advantages.
  • DrSuredeathDrSuredeath Join Date: 2002-11-11 Member: 8217Members
    Can you make the route connecting the hive a little more complicated?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    What sort of elevation changes have you made in NS_veil contrary to ns_eclipse (or it's 1.1 counter part) ?

    In NS_eclipse, near the triad, that ladder adds a lot to the dynamic of the room and it's easy for the marines to take it back with GLs and what not.

    In Station Access Alpha, it makes it possible for the lerks to fire it's spikes from afar and take it out.

    And in Maintenance hive, it makes the aliens have to go up the ladder to stop any incoming marines.

    I do hope you've planned to make many subtle changes in elevations in key parts of the map.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Well, if you take the pink area and swing it over into section 4E and then remove the hall below the other room, thn you might block the skulk rush. Also, you can take the 4th room, and covert it into a hive and move the MS down about 15 feet to ensure no fades get stuck while morphing into an Onos. If you also flip it over and run a distort photoshop filter on it, it shows a much more diverse and a green route to the middle hive is really needed. Finally, if you take the Greedo room and place it beside the Comprox one, it ensures a good fighting zone!

    (Blame KFS for htis)
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--Comprox+Apr 8 2003, 12:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Apr 8 2003, 12:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, if you take the pink area and swing it over into section 4E and then remove the hall below the other room, thn you might block the skulk rush. Also, you can take the 4th room, and covert it into a hive and move the MS down about 15 feet to ensure no fades get stuck while morphing into an Onos. If you also flip it over and run a distort photoshop filter on it, it shows a much more diverse and a green route to the middle hive is really needed. Finally, if you take the Greedo room and place it beside the Comprox one, it ensures a good fighting zone!

    (Blame KFS for htis) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    HUH???

    You totally lost me dude <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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