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carioca
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the southern cross colony for living and mining.
user posted image
wip hive excavation.
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Reebdoog
2 CC's or is one a puddle?
And it looks ok, not much to go off. More contrast in the lighting would be good from what i can see.

Yay first to reply tounge.gif

Oh: And you have to go through a hive to get to the top one?
Crispy
Each Hive should have 2 walkable routes to the other/nearest Hive.

Are the weld points on the central room to close it off or make it accessible, either way there are gameplay problems with this idea.
carioca
the weld points will close it off.
esuna
I like how one hive doesn't even have a way of getting to it without going through a hive. Nice.
Walkabout
I wonder how your layouts always seem like such a mess. They look ugly and by the looks of it they must've been edited probably a hundred times and have its gaps filled up with the spray tool. I'm also amazed by the two cc's. Really, what the hell? Are you trying to make it unfair or something? Also, you can only get to the top hive by going through one of the other two hives. Control the two hives and you've got most aliens locked up.
Thaldarin
Woo give it up to esuna for trolling.

Carioca I would comment but for some unknown reason out of my control your images never show up for me. I do not know if this is related to my ISP or not, however I will obtain the images and comment shortly.
carioca
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fancoil hive and generator room have a vent interconecting, this vent will allow the aliens escape from midle hive and set up a atack to nearest hives like a back door.

i see too much lock gameplays at aliens in the flaw to hold the second hive, otherwise i see too much dead ends at marines doesnt holding the res nodes, but my solution is more res to marines with 2 nodes up and a possible double marines base or a single marines base providing a break at aliens rushes.

the 2 ms is my idea to bring a diferent way of play.

some times is amaze discover which is the alien hive, in the hera 2.0 we see amaze feeling at alien player in:
where is the marines base at ms or at hera entrance?

thaldarin i host up my image in another place i hope you can see now:
http://www28.brinkster.com/altdbaco/default.htm
esuna
QUOTE (carioca @ May 25 2005, 01:16 AM)
i see too much lock gameplays at aliens in the flaw to hold the second hive, otherwise i see too much dead ends at marines doesnt holding the res nodes, but my solution is more res to marines with 2 nodes up and a possible double marines base or a single marines base providing a break at aliens rushes.

Let the developers worry about balance and let the players worry about holding a second hive. The alien team's inability to operate well is their problem, and not something that should be tackled when creating the map, since all you're doing is creating a map that's unbalanced in one team's favour.

Oh and Thursday, i'm sorry if pointing out a glaringly obvious error and probable game-breaking issue with the map is considered trolling, i must be such a troll.
carioca
QUOTE (esuna @ May 24 2005, 02:19 PM)
I like how one hive doesn't even have a way of getting to it without going through a hive. Nice.

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so the double ms isnt a trouble but the hide hive is?
Grizzly
you can allways get a double ms, marines are more flexible then aliens in their base building
Crispy
Double MS will mean that you can immediately drop an IP at either CC and cover the map more quickly with one of each of the 2 natural teams sweeping either side of the map.

I think the hidden Hive is a bad idea, but you could make it so that Marines have to weld a door to open a tertiary entrance to the Hive if you want to have a 'safe' Hive.
esuna
QUOTE (carioca @ May 25 2005, 06:02 AM)
QUOTE (esuna @ May 24 2005, 02:19 PM)
I like how one hive doesn't even have a way of getting to it without going through a hive. Nice.

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so the double ms isnt a trouble but the hide hive is?

I merely assumed that it was an oversight, i didn't think anyone would put in two CC's and not think of it as a bad idea.
Pithlit
I have to say that 11 nodes are quite a lot for a relative small map like this.
Even a rather larger map like prometheus had some issues due to the high resnode count.
i would suggest to melot the both nodes of "supply cache" and "storage" together in the "apartments" area and "central pool" with "dehumidifier" in "generator"!
That way you would have 9 nodes, a better number for that size and all the nodes would be in a more combatant area.
Additionally there wouldn´t be two additional secure nodes for aliens, besides teh hives.
Swiftspear
Double MS is a nerf, not a buff. It basicly means that if you beacon your marines get split between 2 rooms, which is not good. Either way, niether of the rooms is exeptionally workable for a relocate, so your basicly just forcing the rines to split thier res for no reason whatsoever.

As soon as I get in the chair first thing I'm doing is recycling the second CC.
carioca
QUOTE

you can allways get a double ms, marines are more flexible then aliens in their base building

thanks to point this.

QUOTE

I think the hidden Hive is a bad idea, but you could make it so that Marines have to weld a door to open a tertiary entrance to the Hive if you want to have a 'safe' Hive.

i could do what you say, but i'm in doubt if i do:
1)i could turn generator a conection for dehumidifier by welding and another welding to central pool to generator.
2)turn generator a sige room for fancoil.

QUOTE

I have to say that 11 nodes are quite a lot for a relative small map like this.
Even a rather larger map like prometheus had some issues due to the high resnode count.
i would suggest to melot the both nodes of "supply cache" and "storage" together in the "apartments" area and "central pool" with "dehumidifier" in "generator"!
That way you would have 9 nodes, a better number for that size and all the nodes would be in a more combatant area.
Additionally there wouldn´t be two additional secure nodes for aliens, besides teh hives.


(i would suggest to melot the both nodes of "supply cache" and "storage") this will break the flow to those rooms; i would do this but with the nodes at melter and cafeteria to apartments look more natural.

(and "central pool" with "dehumidifier" in "generator"!)
the map will look too much marine friendly with all nodes far way from hives.

i built a new layout where you can see i melot the nodes at cafeteria and melter not to apartments but to generator.

QUOTE

Double MS is a nerf, not a buff. It basicly means that if you beacon your marines get split between 2 rooms, which is not good. Either way, niether of the rooms is exeptionally workable for a relocate, so your basicly just forcing the rines to split thier res for no reason whatsoever.

As soon as I get in the chair first thing I'm doing is recycling the second CC.


swift i know about split marines but this will work better than spaw all marines at the same room to be butchered.
half marines spaw in the other room can set a counter atack at a hive aliens, a relocate base or phase trough to safe the other base.
if other thinks this is a trouble i could include a hallway or ladder conection between ms's in place of that weld vent.

user posted image

the middle hallway by welding will bring some choices to comander, he could weld that and open the pass to a double ms, or keep close and turn his base only acess for 2 ways.

i remvoe the apartments vents weldings.

the welding to near fancoil room to generator could be one at alien side, both or none this is my doubt.
nogoodnickname
now thats nice looking
carioca
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carioca
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CarNagE1
This mine shaft looks realy nice add some railtracks and some carts it would look realy great smile-fix.gif. and about lights every ware white light add some blue or some thing.
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