Ns_shuttle
stephen
Join Date: 2002-07-09 Member: 897Members
<div class="IPBDescription">Another layout for review</div><img src="http://81.96.87.6/stephen/post.gif" border="0">
OK heres the deal, the map is set in a shuttle manufacturing facility on the usual faraway planet. As usual the pesky alien critters have managed to sneak in, so its up to the marines to investigate. The map has three hive areas:
1.Gas Processing, Top right hive, where raw atmosphere is processed for use in the shuttles power source i.e. fed into the giant ring
2.Shuttle power,top left hive, the large central corridor ring is a giant fusion reactor that charges the shuttles power source. This is then attatched to the shutle in the top left hive.
3.Delivery bay, bottom left hive, here the finnished shuttles are crated and put onto a train for delivery, maybe to a spaceport or something.
The marine start will be a delivery area for components and materials etc. Other areas include assembly lines with all sorts of interesting machinery and probably a steel works area in the rooms separated by the T shaped passageway with the elevators and resource node.
To increase travel time between the top two hives the green line marks a door which the aliens will have to open from the round room in the center in order to use that pasageway. Welding shut the red doors will help the marines, but boy will they have to fight for it.
All that remains is to ask for your thoughts and to thank you for reading this. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
OK heres the deal, the map is set in a shuttle manufacturing facility on the usual faraway planet. As usual the pesky alien critters have managed to sneak in, so its up to the marines to investigate. The map has three hive areas:
1.Gas Processing, Top right hive, where raw atmosphere is processed for use in the shuttles power source i.e. fed into the giant ring
2.Shuttle power,top left hive, the large central corridor ring is a giant fusion reactor that charges the shuttles power source. This is then attatched to the shutle in the top left hive.
3.Delivery bay, bottom left hive, here the finnished shuttles are crated and put onto a train for delivery, maybe to a spaceport or something.
The marine start will be a delivery area for components and materials etc. Other areas include assembly lines with all sorts of interesting machinery and probably a steel works area in the rooms separated by the T shaped passageway with the elevators and resource node.
To increase travel time between the top two hives the green line marks a door which the aliens will have to open from the round room in the center in order to use that pasageway. Welding shut the red doors will help the marines, but boy will they have to fight for it.
All that remains is to ask for your thoughts and to thank you for reading this. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Comments
You seem to have a lot of little rooms, may I suggest combining a few of them to make larger rooms.
Are the pink dots resource nodes? If so I think you need a few more.
Are the yllow lines vents? or the light grey ones? or both?
Is the command console going to be in the small room north of the marine start?
there are a few rooms in the middle area that don't need to be traversed through, and will probably make most of the gameplay in the central area more of a walking through with little or no enemy contatct type of experience.
Also, because of the multiple entrances to each room, you have several instances of where you can stand in a room, look down a hall, see another room, see ANOTHER hall, and another room.... that will put your r_speeds up in the 1200+ range really easily.
Also, just HOW does welding the left weld shut provide any kind of help to the marines- it actually makes it HARDER to assault the lower left hive, might want to rethink that.
Hrm... now that I think about it, that lower left could be a very good candidate for turtling.
What are those pink dots? if they're resource nodes, then you have about 3 too few, and you need at least one within easy reach of each hive and the marine start.
my biggest crit of this map thou has to be the extra rooms, there's just no REASON for someone to go into them when there's a much faster route they can take.
However your layout needs to be thought through again. Much like my early ns_caged layout its a maze and a very tightly packed one at that ... totally impractical for both the players and the engine.
Rather than having lots of little rooms joined by lots of little corridors try and think up and plan several main interconnecting areas.
Try looking at <a href="http://www.natural-selection.org/iB_html/uploads/post-4-11646-ns_hera.jpg" target="_blank">this</a> for a totally practical implementation of what I’m trying to explain.
There are around 10 main areas and then sub-areas linking them together and improving the maps general connectivity. And within these areas is a variety of large and small interconnecting areas, tunnels, corridors and other rooms. You can also see how areas of the map are spaced apart to reduce strain on the engine and the commander.
Merkabas Hera is an excellent map to learn from, as it typifies what an NS map should be.
<img src="http://home.attbi.com/~ronnaround/NS-Shuttle2.gif" border="0">
The idea of the rows of rooms in the middle was they were an assembly line, hence i had to add all the side corridors. Following your advice ill concentrate on simplifying the pathways through the center.
The placing of more resource nodes and vents i wasn't sure of so i just put in ones where there would definetly be some, ie mainly in the middle of the map.
Finaly id like to defend my Red weldable door! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> Basicaly it was there to stop the two hives on the left digging in on that side of the map by controling the three entrances, it basicaly gives the marines a chance to wipe out one hive without it getting instant reinforcements.
so I added drew in one or two more hall ways to help eliminate this (actually, the right right of the map looks great. I'd keep it just as is)
Also, I was looking at some intersections of hallways nad rooms, and realized some poentially huge r_speeds problems that I overlooked the 1st time around. so here's a yet more edited version of the map with an even eviler smiley <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Ok now 4 the layout. I didnt have a clue what turtling was yesterday so thank u Biomechanoid, ill try making an anteroom joined to the hive for a bito cover. Thanks for your suggestions and ofc the improved evil smiley.
Im also working on an improved version with more main areas and less small corridors. Ill put it in a new post when its done. Im also working on getting some of the ns goodies implemeted in my first ns map. Ive just discovered texture lighting and it rocks!
Ill leave <!--emo&:bob:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt=':bob:'><!--endemo--> and<img src="http://81.96.87.6/stephen/teuferl.gif" border="0">with you. =/
Hes not mine btw so credit to the guy who originaly did him, hes cute isnt he?