Map plan - need suggestions
Kau
Join Date: 2002-06-22 Member: 809Members
I made an overview thing of a map I'm planning to make for NS. I am begging for suggestions and constructive criticism. I want this to be a smaller, more fast-paced NS map. If you wanna out-do yourself, you can add change/add things (please use blue) and then upload your version somewhere to visually show your suggestions. Thanks!
<img src="http://www.elute.net/kau/images/ns_map1_overview.GIF" border="0">
<img src="http://www.elute.net/kau/images/ns_map1_overview.GIF" border="0">
Comments
<img src="http://csnation.counter-strike.net/barney/personal/ns_map1_overview2.gif" border="0">
1) If this is a spaceship of some kind (and I assume it is because there are vents) then what's with it's sporadic layout? They way it's drawn now it looks to be some kind of cavern system. I'm not too clear on what's happening here
2) If this is a spacecraft and not a cavern system, then keep in mind that every room should have a purpose (adds immersion and a sense of realism to your map). If the map is designed in such a way that random corridors are strewn about haphazardly, it will detract from the overall experience your map delivers
3) You need to add resource nodes, and if it's a spaceship, you need to add weldables.
4) Avoid making it so that the hives are too easily defendable, else the marines won't have a chance.
Well that about sums it up for now. Keep in mind that even on the smaller maps, there should be a 25-35 second running time between marine spawn and the nearest alien hive, to prevent shameless rushes and alien ownage. Hope it works out for ya!
<edit> Spelling, grammar, etc. </edit>
Short, face-paced maps like the one he started out with will just not work for NS.
Why?
Becuase, there was almost no alien vents and <b>only way way into the hive</b>!! Just look at your last two ponits you made...
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->3) You need to add resource nodes, and if it's a spaceship, you need to add weldables.
4) Avoid making it so that the hives are too easily defendable, else the marines won't have a chance"<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
If you want to achive this then you are going to have to addon to the map layout, duh. Look at my changes -- this in no way would give 'bast a run for its money.' What it would do, however, is make the gameplay more intense by adding little ways that make rooms more accessible. I ask you -- what is more intense Situation A which is "I need help in this room! move help help" "Ummmm, sorry, there is no way over there. I would have to down a long hallway and up another to get to you -- have fun dying" or Situation B which is "I need help in this romo! Move! Help help!" "Roger that, we are coming in through this tunnel that combinds are two areas!" I think sit. B is. A map layout as simple as what this guy had it would just not play well. IE - first one to set up turrents holds that area for a very, very long time.