Ns_alarm layout
SpleeN
Join Date: 2002-08-22 Member: 1210Members
<div class="IPBDescription">The layout for ns_alarm</div>Heres a layout for ns_alarm im going to continue posting pics of the maps progress.
let me know what u think of the layout cause im not totally sure if its good for the gameplay
<img src="http://www.sigrealm.com/sighosting/SpleeN/ns_alarm.gif" border="0">
On the layout you'll see the Airlock hatch stuff.
Well as marines you will have to locate the control room and search for the airlock control to open the door to the engineering area(Hive 3) where if beaten by marines the self destruct sequence will be activated.
let me know what u think of the layout cause im not totally sure if its good for the gameplay
<img src="http://www.sigrealm.com/sighosting/SpleeN/ns_alarm.gif" border="0">
On the layout you'll see the Airlock hatch stuff.
Well as marines you will have to locate the control room and search for the airlock control to open the door to the engineering area(Hive 3) where if beaten by marines the self destruct sequence will be activated.
Comments
We've playtested a map with vents crossing over rooms and halls like that, it is very bad for commander mode gameplay. Please re-think your vent system.
If it' a regular func_button to open the airlock the colmmander will be able to activate it without having a marine in the room. It needs some rather devious stuff to prevent that.
I got the feeling that the top-left and top-right hives were a little too close together, but that's just because of the vent being too direct.
Hive 3 looks like it could use anotherentrance for the marines.
This looks like a very promising map to me. But I don't like the self-desruct gimmickery.
<!--EDIT|ChromeAngel|Aug. 22 2002,09:21-->
that's an easy-to solve problem... just put a trigger_presence (only for marine team) in front of the button and let it target a multisource as well as the button... only if both are activated you'll be able to switch the main targetted object
the layout looks good btw, about the vents you could just put them underneath your main structure I'll do it like that
The Hive 2 is underground so as marines you have to go around. But your right that alien passage is a bit to close and i'll be adding another entrance for the marines to hive 3.
Im not sure what ill do with the vents i might just make them go underneath the rooms or around them.
Oh and the room at the bottom is the marine spawn point.
btw, nice sig <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
the layout looks good so far, i dont like the self destruct thingie...... and the vents.... the vents will be a pain in the ### to make em invisible for the commander trust me <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<img src="http://www.sigrealm.com/sighosting/SpleeN/Hallway.gif" border="0">
There is rafters at the tops of the hallway for aliens to take cover or wait for prey =)
<img src="http://www.sigrealm.com/sighosting/SpleeN/Rafters.gif" border="0">
heh /me becomes the official betatester of ns_alarm <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Hive 1 is going to be a genetics lab (it will have some cool looking cloning and weird genetics machines all infested)
Hive 2 will be the control room (it will have the switch for the air lock hatch leading to Hive 3, also the room will have alot of navigation equipment, lots of control boards)
Hive 3 will be the Engineering/robotics room where weaponry and robot fighter are assembled(this room will have a robot somewhere in it with essembling equipment and machines around)
p.s If anyone knows where i cant get textures for a robot or if anyone is whilling to make some for me that would just simply kick alot of ###.
Just to let u know.
Here's a teaser for you =)
<img src="http://www.sigrealm.com/sighosting/SpleeN/hahascreen.gif" border="0">
IM looking forward to it, truely.