Update 18/04/2013 - New Version on Workshop
Bug Fixxes
- Power node added to Waterfall (Thanks @hozz )
- Power node in Living no longer starts built (Thanks @Flaterectomy )
- Eggs should now spawn in Steam Room (Thanks @WhiteDevil )
- AI units should now navigate catwalk, cargo and living quarters correctly
Changes [Some of these changes/cover are quite Butchered!, as they are temp to see gameplay]
- Waterfall -> Steamroom corridors with more cover
- Crevice a touch smaller with more cover
- Cave -> Crevice connection removed (Kind of want Crevice/Cave to act like Server/Cargo so mite redo this whole area at some point)
- Steam room
-- Hive and RT Swapped.
-- Rearranged a bit with the big blocks of cover shrunk and split up.
- Catwalk got some safety rails (But is still a bit dangerous)
- Observation
-- Elevation lowered to make assault from lockers easier
-- Catwalk lowered slightly and new ramp added from CC
-- [Too] large pillars added under catwalk for LOS and skulk climbing.
-- Exit to server change to be 2 doors split with a wall for more cover.
- Server room got some vents under the walkway and a some arched ceiling
- Landing pad ceiling lowered on one side and a touch of cover added
- Bit of cover added between catwalk/lab to stage your onos suicide run
- Almost all corridors got some head room for skulks (Kind of a temp solution before detailing later)
- Some colour added to RR (I think hive is causing errors in console )
My other thoughts
(Kind of want Crevice/Cave to act like Server/Cargo so mite redo this whole area at some point, I may craft it into "1" larger cave area but that is still kinda split by LOS
Heres the overview, Hope we get to play it some so I can get more feedback
Update 12/04/2013 - Finally finished the grey box of the map and have published it!
http://steamcommunity.com/sharedfiles/filedetails/?id=138562031
Please check it out and tell me what you think, Also below I have changed the Flow map from before to a minimap (No real vents have been added yet)
Update 29/03/2013 - I lost my map due to HDD crash and have had to restart
Ive posted a little nosound video of the Living quarters which I did after the crash just to get back into things before I greybox the map... again , hopefully quicker this time.
Also the layout flow below does not represent what I had before and am now aiming for so I will update that in the future, hopefully with a eagle eye of the greybox.
Update 04/04/2013
=================================================
Well I thought I mite post up some things from the map I'm working (and reworking) on
This is the current Minimap without any vents added yet.
The theme is a small listening post on an asteroid or really small rocky planet, So i want the map to seem like it was originally just the Central landing pad, Living quarters and the Observation/recording room, with some storage rooms and a out of mind Thermal power room. Which was then extended to house a small lab for examining some of crystals discovered inside.
Unbeknownst to the researchers, aliens had infected the caverns of the asteroid/planet, so this half is more rocky/wet/steamy and cavernous (Possible vegetation, depending how theme/inspiration goes). With some natural cave entrances in landing pad and Steam room and a forced entry by the aliens into the lab.
This is where the marines come in and we start playing the map.
One of the main features is the central landing pad which will seem sunk into the asteroid/planet with a force field up above where the drop ship has come down from.
I'm still in real early Grey Box stage , I have remade this a few times as I'm learning to map , so i have some crappily semi propped out rooms in another file but I'm pretty much going from scratch with geometry on this one.
I cant think of a name, Tarvos is a name of a moon of Saturn.
Bug Fixxes
- Power node added to Waterfall (Thanks @hozz )
- Power node in Living no longer starts built (Thanks @Flaterectomy )
- Eggs should now spawn in Steam Room (Thanks @WhiteDevil )
- AI units should now navigate catwalk, cargo and living quarters correctly
Changes [Some of these changes/cover are quite Butchered!, as they are temp to see gameplay]
- Waterfall -> Steamroom corridors with more cover
- Crevice a touch smaller with more cover
- Cave -> Crevice connection removed (Kind of want Crevice/Cave to act like Server/Cargo so mite redo this whole area at some point)
- Steam room
-- Hive and RT Swapped.
-- Rearranged a bit with the big blocks of cover shrunk and split up.
- Catwalk got some safety rails (But is still a bit dangerous)
- Observation
-- Elevation lowered to make assault from lockers easier
-- Catwalk lowered slightly and new ramp added from CC
-- [Too] large pillars added under catwalk for LOS and skulk climbing.
-- Exit to server change to be 2 doors split with a wall for more cover.
- Server room got some vents under the walkway and a some arched ceiling
- Landing pad ceiling lowered on one side and a touch of cover added
- Bit of cover added between catwalk/lab to stage your onos suicide run
- Almost all corridors got some head room for skulks (Kind of a temp solution before detailing later)
- Some colour added to RR (I think hive is causing errors in console )
My other thoughts
(Kind of want Crevice/Cave to act like Server/Cargo so mite redo this whole area at some point, I may craft it into "1" larger cave area but that is still kinda split by LOS
Heres the overview, Hope we get to play it some so I can get more feedback
Update 12/04/2013 - Finally finished the grey box of the map and have published it!
http://steamcommunity.com/sharedfiles/filedetails/?id=138562031
Please check it out and tell me what you think, Also below I have changed the Flow map from before to a minimap (No real vents have been added yet)
Update 29/03/2013 - I lost my map due to HDD crash and have had to restart
Ive posted a little nosound video of the Living quarters which I did after the crash just to get back into things before I greybox the map... again , hopefully quicker this time.
Also the layout flow below does not represent what I had before and am now aiming for so I will update that in the future, hopefully with a eagle eye of the greybox.
Update 04/04/2013
=================================================
Well I thought I mite post up some things from the map I'm working (and reworking) on
This is the current Minimap without any vents added yet.
The theme is a small listening post on an asteroid or really small rocky planet, So i want the map to seem like it was originally just the Central landing pad, Living quarters and the Observation/recording room, with some storage rooms and a out of mind Thermal power room. Which was then extended to house a small lab for examining some of crystals discovered inside.
Unbeknownst to the researchers, aliens had infected the caverns of the asteroid/planet, so this half is more rocky/wet/steamy and cavernous (Possible vegetation, depending how theme/inspiration goes). With some natural cave entrances in landing pad and Steam room and a forced entry by the aliens into the lab.
This is where the marines come in and we start playing the map.
One of the main features is the central landing pad which will seem sunk into the asteroid/planet with a force field up above where the drop ship has come down from.
I'm still in real early Grey Box stage , I have remade this a few times as I'm learning to map , so i have some crappily semi propped out rooms in another file but I'm pretty much going from scratch with geometry on this one.
I cant think of a name, Tarvos is a name of a moon of Saturn.