Ns_vivid || complete layout ||

AngelAngel Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">The layout has finally arrived!</div>I have attatched my map layout, it will appear on my website soon. That is when my website is completed. Criticism is always appreciated as much as praise. I fear I may have too many vents in one area, or too many little vents in others, I only added 2 Marine Jetpack Areas; this is because I am going to add these in areas surrounded by "func_trigger" which means flying will be needed to reach the vent to start with, defeating any alien attempts to access them. Also, this is not to scale, because of the not very good MSPaint the corners are not good, nor are the room and corridor shapes. All corridors and room sizes may not be official. The corridors are "not all square or coimpletely straight" its just a basic layout for now.

Comments

  • SkriftSkrift Join Date: 2002-09-25 Member: 1329Members
    Looking fine. I don´t think it´s be fair for me to say anything yet but I think you could make a nice map based on that.
  • Imperial_SyndicateImperial_Syndicate Join Date: 2002-06-13 Member: 762Members
    I like it! Maybe you could through in some weld able emergency air-lock doors (I don't know what type of environment this is) in some hallways, like in the + shaped corridor section the right of the specimen storage.

    Also, those labs to the right don't seem to serve an immidiate purpose, unless you plan on putting a resource nozzle there. Perhaps you could make an enviroment altering option in that vicinity (aka ns_kara)? Just a few thoughts.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    I was going to do that, but instead of making two weldable doors I thought I would make a door that the commander has to hack to make the map a bit "sweeter" in a sense. If there is a "hacking hardness level" this would probably be a pretty high "hacking level" on the door. Outside specimen storage will be a locked door though, I should have put it there, just I am only doing basic needed points for now.
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    Looks perfectly balanced out to me...
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Ah, when you reply to the original question please could you also answer this for me . . .

    "Each Hive should be 30ish secs away, just with the initial hacking of the door and elevator time I think it may be closer 45secs-60secs. IS THIS A PROBLEM when getting to the Waste Hive ?(top right hive)"
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    There needs to be between 3 or 4 more nodes for the map to work unless you are designing it for 4v4 games. Also, it could do with a couple more routes across the map.

    The general layout and scenario seem fine. I like the whole "science facility" concept.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Right, I was thinking maybe just the two? In the medical area and speciment storage area. If their has to be 3 then it would be in chemical facility, but that may make too big a marine advantage, also I have just uploaded me story etc, as ns world wont work for me! look below!

    <a href="http://accursed.co.uk/~jamesd/vivid/index.html" target="_blank">ns_vivid Information : Imagine this map!</a>

    Just I also want to know about this . . .

    <!--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-->"Each Hive should be 30ish secs away, just with the initial hacking of the door and elevator time I think it may be closer 45secs-60secs. IS THIS A PROBLEM when getting to the Waste Hive ?(top right hive)"<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Cheers for current feedback,
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    I think it's a great layout......

    Got a couple of newb questions so i can make my map as "prefessional" as possible, gameplay wise.....

    What are the Alien Containment, and Alien infested areas for....the difference between the two...?
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Alien Infestation : Full blown alien takeover

    Alien Containment : Slight alien infestation

    This is mainly a "signalling point" for the marines, tells them when they're near a hive. I thought adding areas like this in would enhance the gameplay.
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    Ah! Ok, thanks for the input....lol i'm still learning all the areas, just recently i noticed each hive has an actual use? Or is that just up to the mapper?(Waste, energy, and research)
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    I was actually meaning to ask someone that, do mappers have to ad special ents / brushes to the hive or hive area to do that? Or is it just the marine area thats sort of like that.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    So much wrongness, where do I start...

    1) Top and bottom right hives only have 1 marine access route, that makes it easily blocked by either side.

    2) If the run to the top right hive is 15 or more seconds further from the marine start as you say it WILL un-balance this map.  I have seen this happen.

    3) Remove labs 1 and 2, this is dead space and will NEVER be used (I loathe dead ends in multiplayer).

    4) The bottom left hive isn't as baddly connected as the others, but is still deadfull.

    5) connect the dorm and medical area to the labs with a hallway, otherwise it becomes dead space that will not be played.

    6) Both vents out of the generator hive are pointless, they only duplicate hallway routes, making them reduendant.

    7) The 'Marine Area' would seem a bit too easy to protect, one of the entrances needs to be moved to another wall.  I recommend adding a vent into the back area too.

    8) The hallway linking the chemical research facility to the power generator hive is likely to be a major klling zone, I suggest you add an alterative route in nearby.

    These few minor points can be fixed, it looks like you have a some good ideas that could be made to work.
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    That's one thing about this game, mapping it before it's released...heh unfortuantly not all of us have had the chance to play the game.....so we do not know how each room could come into effect....we may have an idea or two, but nothing is solid till the map is actually played in game....i'm sure it will all be easier once we get to play inside and see what stratgies are used and how we can implment those into our maps....personally, i plan on mapping for this game for as long as it is out....assuming i can produce quality, and fun maps....:P....
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'm not even allowed to play my own maps, and I'm a playtester.  However I won't deny that I haven't learnt from others mistakes.  Hopefully I have (and will continue to) pass this onto anyone posting layouts in this forum.



    <!--EDIT|ChromeAngel|Oct. 07 2002,21:41-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Looks ok. I notice that you have a few dead end--namely the airlock place and Lab 1 and 2. As for the hive distance factor, if you switch the locations of the plasma hive and the marine spawn it should be fine.

    *edit* Oh, Chrome already said most of this...I should really read other peoples posts first..
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Hrmm.... what's the story behind your map...because your layout has places that well...are exactly the same as my map.... I'm just a little concerned....

    and I'm not talking "hey his map has 3 hives like mine does.." but more things like specimen storage...etc... I think if his map looks to be the idea that I think it is shaping up to be - no offense - but you should check the forums before you start a map - because the idea may have already been taken..
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <!--QuoteBegin--Angel Kill+Oct. 07 2002,16:33--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Angel Kill @ Oct. 07 2002,16:33)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->That's one thing about this game, mapping it before it's released...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Actullay there's a friggin huge Mapping Guide. Down to how many seconds a hive should be away from each other to how many units an alien only hive should be. It's here.. somewhere.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    cheers for the info, hanz i got my "specimen storage" areas from the planet of the apes film, I was watching it a few days ago and noticed that parts of the ship on the film would sound/work good on ns, btw cheers ca, i was wondering when someone would"put down my map"

    by the power generator those vents linking to that small storage room are pretty important, because where the welded door is marine have to climb a vent into that small storage room and weld the door from inside the alien area, this could be tricky and adds more time onto the map so "neither alien or marine" win too easy
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Angel+Oct. 08 2002,07:22--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Angel @ Oct. 08 2002,07:22)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->by the power generator those vents linking to that small storage room are pretty important, because where the welded door is marine have to climb a vent into that small storage room and weld the door from inside the alien area, this could be tricky and adds more time onto the map so "neither alien or marine" win too easy<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    If I understand you correctly...

    It looks like there is an alternative route going around the weld.  90% of the time marines will take the long route rather than weld, welders cost valuable resources and are rare commodities.  In my opinion you shouldn't HAVE to weld to get at any of the important rooms.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Angel, you have some interesting psychological issues to deal with... All I was saying was that you should check the board first before comitting to an idea... It sounds as though you have nothing to worry about at all... If you want me to put down your map just say so and I can give you some really bad criticism that wouldn't help you at all...
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    hmm, next time I release a layout I will have to make it "3d", "in depth detail of 500 words", "both levels of flooring seperated" and of course "label the doors". where that welded door is, is likely to not be the first hive, as that hive is probably the easiest to defend as the marines have to go "up a level and around" to get around this problem, as i said its a basic layout, next time i will be prepared for complicated questions, but for now as its my first build of the map I may not change everything or anything, and the labs near the airlock, will have a node there.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    i like the layout.. doesnt look very much like the shape of a space ship but this is a game right who care...if u can see out the window and notice a star or 2 who can complain <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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