Re: ns_nox plan
Posted by Pegs on
Fri Dec 12th 2003 at 1:30pm
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looks nice maby a few more resource nodes
Re: ns_nox plan
Posted by ReNo on
Fri Dec 12th 2003 at 2:34pm
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Looks extremely large, but I guess quite a lot of NS maps are. A concern I would have if I was working on a map like this would be running into engine limits, but I guess it just depends on how detailed you want the map to be. Personally I'd recommend that for your first REAL map, you should do something smaller, but to each their own :smile: Good luck with it mate, I look forward to seeing some screenshots.
Re: ns_nox plan
Posted by DesPlesda on
Sat Dec 13th 2003 at 5:17am
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Thanks, I'm going to scale it down by a considerable amount.
Re: ns_nox plan
Posted by Cassius on
Sat Dec 13th 2003 at 5:39am
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It's extremely convoluted and complex. However, I've only played NS a few times, so I wouldn't know how a layout like this plays, but a general rule for an FPS is simplicity is next to godliness.
Re: ns_nox plan
Posted by KoRnFlakes on
Sat Dec 13th 2003 at 8:28am
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quite well layed out, But the hives are all on the other side of the map, Much like eclipse theres always one the marine team need to rush to then rush another.
Re: ns_nox plan
Posted by DesPlesda on
Sat Dec 13th 2003 at 8:42am
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I don't quite understand you, Korn. Because the aliens begin at a random hive, doesn't it make sense for them all to be scattered?
Re: ns_nox plan
Posted by KoRnFlakes on
Sat Dec 13th 2003 at 10:54am
Posted
2003-12-13 10:54am
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yeah, But I think its best that they have to go past the marine base to get to another, Otherwise the marines are always working from the other side of the map to each hive & its usually the same game every time.
Re: ns_nox plan
Posted by scary_jeff on
Sat Dec 13th 2003 at 11:32am
Posted
2003-12-13 11:32am
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Looks fine as it is to me, except for theres only really one route into the top right hive. I think move that hive down and right a bit and somehow add a second route into it (excluding vents). And 12 resource nodes is plenty.
Re: ns_nox plan
Posted by thursday- on
Sat Dec 13th 2003 at 5:56pm
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Top right hive is a worry, also the layout is just too complex. Take it from someone who made their own layout too complex, I struggled to fit all my corridors in. I suggest you chop some "middle" routes out. Resource nodes are balanced, good amount too. Start mapping young padawan.
Re: ns_nox plan
Posted by Campaignjunkie on
Sat Dec 13th 2003 at 7:59pm
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The lower-left hive is really, really close, and the upper-right hive is, um, really really far. Kind of unbalanced concerning hive-placement.
As for layout... Yes, avoid hallways and concentrate on "rooms". For example, take ns_hera - few hallways, and even then, they're really atmosphereic hallways. It helps players keep track of where they are instead of hallways.
Re: ns_nox plan
Posted by Cassius on
Sun Dec 28th 2003 at 8:46am
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Now that I think of it, a ship would never be designed like that. Look at the inside of a submarine, for example - there aren't long, complex, convoluted systems of hallways and rooms, there are compactly and evenly sized rooms, each with a specific purpose in mind.
In other words, it's fine, I just don't think it's very ship-ly.
Re: ns_nox plan
Posted by scary_jeff on
Sun Dec 28th 2003 at 12:56pm
Posted
2003-12-28 12:56pm
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Maps that try to acurately map out a realistic structure are always boring as hell. In reality most rooms will have only one entrance, corridors are narrow, and everything is lit so that you can actually see properly (why would somebody design a spaceship with deliberately low light levels like those present in NS maps). I think if you try and make an NS map that could actually be a ship or station or base or whatever, it would be very very boring.
Re: ns_nox plan
Posted by matt on
Sun Dec 28th 2003 at 1:14pm
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Hot dang thats super ambitious, Good luck!