<div>Update 2013-05-12:<br></div><div><br></div><div>Since last posting here I've since fleshed out most of the rooms a little, and the map is more-or less functional. I got some good feedback during the play, but if anyone wanted to mention anything else here, please do so. Personally I'm curious what people think of the overall vent layout, whether Shaft, Loading and Warehouse are messy and hard to hold enough, and whether the Maintenance area is perhaps too linear?</div><div><br></div><div>This map is mostly accurate to what we played earlier today: <a href="http://imgur.com/tPciLEU">http://imgur.com/tPciLEU</a></div><div><br></div><div>
</div><div><br>
I hope I put this in the right place: I recently took to playing around with the editor, and was wondering if anyone would be willing to take a look at the beginnings of a map I've made while it's still very simple and malleable. It isn't an especially strange layout, 5tps/11rts, mostly spaced TP-empty-RT-empty-TP. I'm hoping the three center rooms will be the interesting part, acting like a double RT center point, but spread across 3 distinct spaces. (Also, there are no vents/real secondary paths yet.)<br><br><a href="http://imgur.com/XIpQgAm</a>" target="_blank" rel="nofollow">http://imgur.com/XIpQgAm</a>; (Imgur because I didn't seem to get upload to work right)<br><br>
It's worth noting, since the pic doesn't describe it well, that the center room (2) will be a large vertical shaft with a main walkway running across it. There'll be cargo crates on a number of rails running from the depths below to various loading bays at various heights in the sides of the shaft. One of these is below the walkway, and leads into the next room (3).<br><br>
I annotated some significant missing features with orange (I only colored a few of the more noteworthy ones):<br>
1, 2: Blocks to avoid excessive lines of sight down the center of the map<br>
3: A catwalk fro the entrance of the shaft room, with stairs down to the lower floor in this room<br>
4, 5: Something large and unwieldy to slow movement and block line of sight through here<br><br>
Anyways, I'd be interested in hearing any thoughts on the idea. Thanks for your time!</div>
</div><div><br>
I hope I put this in the right place: I recently took to playing around with the editor, and was wondering if anyone would be willing to take a look at the beginnings of a map I've made while it's still very simple and malleable. It isn't an especially strange layout, 5tps/11rts, mostly spaced TP-empty-RT-empty-TP. I'm hoping the three center rooms will be the interesting part, acting like a double RT center point, but spread across 3 distinct spaces. (Also, there are no vents/real secondary paths yet.)<br><br><a href="http://imgur.com/XIpQgAm</a>" target="_blank" rel="nofollow">http://imgur.com/XIpQgAm</a>; (Imgur because I didn't seem to get upload to work right)<br><br>
It's worth noting, since the pic doesn't describe it well, that the center room (2) will be a large vertical shaft with a main walkway running across it. There'll be cargo crates on a number of rails running from the depths below to various loading bays at various heights in the sides of the shaft. One of these is below the walkway, and leads into the next room (3).<br><br>
I annotated some significant missing features with orange (I only colored a few of the more noteworthy ones):<br>
1, 2: Blocks to avoid excessive lines of sight down the center of the map<br>
3: A catwalk fro the entrance of the shaft room, with stairs down to the lower floor in this room<br>
4, 5: Something large and unwieldy to slow movement and block line of sight through here<br><br>
Anyways, I'd be interested in hearing any thoughts on the idea. Thanks for your time!</div>