Ns_underground layout

JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
<div class="IPBDescription">Comments please</div>This is my first serious attempt at a ns map.
Color Key:
Blue: Marine Spawn
Yellow: Commander Room
Red: Alien-Only Passages
Neon Green: Hives
Pink: Resources

The idea for the map is this: **EDIT** A Cargo Frigate. Upon entering the current sector, a routine radio check was made. Finding no response, but massive heat readings, the TSA was dispatched to investigate a possible ship infestation.

EDIT: UPDATE LAYOUT BELOW.
EDIT: ANOTHER UPDATE BELOW.

Comments

  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
  • mr_iknoweverythingmr_iknoweverything Join Date: 2002-03-10 Member: 294Members
    original idea. not to say the most original idea i've heard since some time.
  • 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
    Nice idea and all, but I would suggest trying to somplify it some, it would take a LONG time to learn that map! Along these lines, you could likely cut out a few nodes, 3 or 4 maybe.

    I do like you work on the vent system though, adds lots of etra routes for the aliens. You may have to add the odd kink in hallways to combat r_speeds, but overall it looks like it could handle them.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    With that many rooms and hallways, you're going to have a terrible time finishing the map.  It's a lot of work, and you'll run into clipnodes/planes/leaves limits easily.

    I'd suggest you simplify it further.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hei, a long time ago i mapped a map with this name... but i had too many problems and it get lost......
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Jammer...looks good, all-be-it a bit complex... what I would like to know, however, is where is the map set? oh, just read it...ok...cargo frigate...so, where is the cargo put - the cargo hold....you seem to have a good idea for layout in-terms of a game - but wheres the reality behind it? If you designed the layout in terms of "what would logically be in a cargo frigate" you'd find yourself having a lot less hassles...I mean, the current layout looks great with a lot of interesting shapes etc but does it look like a frigate (to me at least) - no...
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    on second look, I also noticed you have a lot of rooms which have long corridors that the engine will be able to see in one go - which in the world of the HL engine isn't a good thing.. this is something you might want to think about before you start mapping it - or, you might want to map it and then discover the reality of r_speed limitations by yourself <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • WillowWillow Join Date: 2002-06-27 Member: 829Members
    nice idea... try to input some real life stuff... thing ppl need. like generators and stuff... Keep going and I hope to see yer map soon.
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