“Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you are a mile away from them and you have their shoes.”

Unknown


“Only two things are infinite, the universe and human stupidity, and I’m not sure about the former.”

Albert Einstein


Page: 1, 2, 3, 4, 5, 6

Specific Layout Design, Inspiration and Execution

I made sure to put a huge amount of effort into the planning for Nexus. Planning levels beforehand saves a massive amount of time, and generally leads to much higher quality maps in all respects. It was a big intellectual leap to create the Pyramid Layout, but that was relevant only to the abstract layout of the most critical rooms (MS and hives). The more specific layouts of individual rooms and resource nodes, along with the entire web connections between them all, needed far more attention.

Having already planned for consistency by setting the entire map within and throughout a spaceship, I made a list of all the potential room types I could have, and brainstormed specific room layouts and inter-room connections. But before I would begin setting areas in stone plan-wise, I decided to study the other available NS maps in detail to determine their best features. Many maps feature one unique characteristic that translates directly to gameplay quality. Hence, I analyzed the best maps for inspiration, and applied the concepts to Nexus in my own fashion:



Although I have listed several concepts have been applied to the Specific Layout Design in Nexus, there are still many more that could be presented during a personal walkthrough.


Go to: Nexus Shortcuts

Next Page: Special Visuals, Ambience,
and Scripted Events