Ns_havoc update
NiM_Studios
Join Date: 2002-08-08 Member: 1115Members
Hello everybody,
we (NiM Studios (former Team Havoc)) are here to post an update on ns_havoc.
If you click the link below, you should see our concept lay-out for ns_havoc.
If some things may seem a little unclear, then don't hestitate to ask.
Again, I want you to post comments, ie. tell us what we could do better, what's good and should stay etc.
We'd appreciate your cooperation, goodbye for now.
Here's the link:
<a href="http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg" target="_blank">http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg</a>
we (NiM Studios (former Team Havoc)) are here to post an update on ns_havoc.
If you click the link below, you should see our concept lay-out for ns_havoc.
If some things may seem a little unclear, then don't hestitate to ask.
Again, I want you to post comments, ie. tell us what we could do better, what's good and should stay etc.
We'd appreciate your cooperation, goodbye for now.
Here's the link:
<a href="http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg" target="_blank">http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg</a>
Comments
And where is the command console btw?
The engine room only has once entrance and exit, this makes it very easy for the marine to attack and fortify it once it has been overrun. This is doubley bad as it is also close to the marine start, a marine 'rush' at the start of the game could prevent the aliens ever getting 3 hives.
The lockers hive also has a single entrance, however the additional connectivity between it and the octagonal corridor may save it from some of the drawbacks, listed above.
All the entrances to the cargo bay 2 are also the same area, making it easily defendable. However having exits to seperate location allows the defenders to outflank an attacking force.
Will you be adding vents or similar routes?
Why the staff bedrooms? I hope their will be another way out of there.
We're also brainstorming for some more rooms to add, that way the map and the connectivity should be more complex.
Thanks again for the well directed comments, you'll be hearing from us.
My suggestion would be to add small rooms off to the side, maybe crew quarters or something, (that way they could all be more or less identical) along the ring, so the aliens have a chance at ambush.
But then again, ive never played the game, so i dunno.
we've made some changes already, and the main ring has some more rooms attached to it, which are attached to other rooms, so you'll always have atleast two entrances/ exits.
I'll post up another pic when I think it's worth showing.
Keep working
And now on to your question, we use Valve's Hammer Editor to create the lay-out, we think it's more usefull than Photoshop or MS Paint, because it gives us an indication of the size and the heights, and it's very easy to create a lay-out with it.
Who are you?, web?, maps?
Do you find usefull a 2D-level editor?
I'm sorry, I don't want to tell you guys just yet. I don't want any of you to have pre-judegements, so yes, I've been here before. And NiM Studios is actually a team, so I (the poster) don't do the mapping myself.
<b>Do you find usefull a 2D editor?</b>
I'm not sure if I understand your question, are you asking if I could use a 2D editor? As in mapping?
I'm consedering using it, but right now Valve's Hammer Editor works fine with me.
Keep up the good job Jacq!
looks good, but evrybody sayd all the good and bad points of it, now i just can say, keep it up,and keep the good stuff coming
we've updated the layout, and we had a pretty good feeling about it. That's why we're showing it to you guys now.
As you can see we've added some extra rooms and hallways to make the map more complex, and every room now has at least two exits (except the Security & Control room, the Lockers and the Restrooms).
As you might've noticed, the lay-put doesn't include any alien vents, or resource nodes. That is because we're going to add them when the lay-out is final, and when most of the map is finished.
I'd also like to add that we're really making progress, not only on the concepts, but on the actual map too.
You may expect screenshots of some areas I'm working on any day, but I can't promise you anything just yet.
As usual, I want you guys to find out what we could improve to make it work out better, and what is good.
We appreciate your cooperation!
Here's the link to the lay-out:
<a href="http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg" target="_blank">http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg</a>
I have a bad feeling about the railway linking the marine warehouse the alien warehouse <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> Railways tend to get completely owned by one side ot the other.
The connectivity seems much improved and you appear to have taken the advice about using multiple entrances to the spawn rooms.
Some improvements could be made by adding more branching and combineing routes. Bear in mind the run-time from hive to marien start should be roughly equal for all hives.
Also, while I'm talking about the tram... a corridor that long could mean some icky r_speeds, and I'm not sure how useful an avenue it would be. Perhaps you could wreck part of it and make it impassable? My personal opinion would be (if you put the "tram station" hive in) to make the tunnel debris-filled but passable from the Marine Start to the Tram Station hive, but then completely caved in between the two hives (perhaps an alien-only passage through that area).
The two entrances (not including the tram) to the south hive are very close together; perhaps you could move the one from sickbay further down the east wall.
r_speeds might be a problem in that long N-S corridor down the center of the map; will you have height changes to serve as visblocks?
Lastly - how's resource node placement going to work? It can be pretty pivotal; keep in mind that a resource node can be a great way to get people to go into a room they'd otherwise pass by (e.g. dining/kitchen). Maintenance might be a fun place to stick a double-node. (:
This looks really promising! I'd like to see resource nodes and alien vents. (:
Best of luck to you!
And coil, about the resource nodes placement, I had the same thing in mind, but I haven't thought of placing a double node, I'll keep it in mind, thank you!
I've improved the lay-out already, and added some minor things.
You know the drill.
Here's the link:
<a href="http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg" target="_blank">http://home.quicknet.nl/qn/prive/j.vanamstel/concepttop.jpg</a>
If the aliens start in the engine room they will rush the the marine start, uneless the marines are very good they will be quickly overwhelmed.
If the aliens don't start in the engine room the marines will rush in there and capture it early on, this will prevent the aliens ever building 3 hives (and getting all the goodies the hive 3 brings)
The hive in cargo bay 3 seems much more difficult to get at then the other 2, maybe this should be balanced out better.
Please give me your opinion again.
The link is different now, since I didn't add any text to it:
<a href="http://home.quicknet.nl/qn/prive/j.vanamstel/losimple.jpg" target="_blank">http://home.quicknet.nl/qn/prive/j.vanamstel/losimple.jpg</a>
Running time between any two "base areas" should be 25-30 seconds, give or take. If you find it's significantly shorter than that, you've got two options. The first is to redesign with longer corridors - I don't think that's necessary. The second is to introduce elements that slow things down - elevators or slow-opening blast doors are very good at this. A lot of maps in the playtest use these elements.
<!--EDIT|coil|Aug. 28 2002,16:26-->
Coil is giving very good advice about slow doors and lifts, they also add suspence as well as improving NS style gameflow.
<img src="http://home.quicknet.nl/qn/prive/j.vanamstel/losimple.jpg" border="0">