I don't know about making that the node that is at the crossway, as that particular point is supposed to be accesible only by taking the southern passage, looping around through the hive, and then back up. Recall that crossover there is where a catwalk is supposed to go OVER the north-south route. HOWEVER, it would be no problem to make that the RT for the hive. It's close to the hive, and it's not easily accessible by marines without walking through the hive, so it won't have the annoyances of normal RTs outside hives. Of course, if it is close to the hive, you may need to stick some infestation into it. If that doesn't float your boat, we can move it somewhere else, or figure something out.
Can you get me an idea of the textures that you're using so we can keep thematically similar throughout the map? Or we could start coming up with a theme for the map that generally matches those textures, and then follow it through the rest of the map.
IDEA PEOPLE. Space station? Abandoned base? Underwater research station? Nuclear power plant on the SURFACE OF THE SUN??? Let's get a theme going.
And those screenshots are SUPAR SEXY, btw.
Ye Edit: Let's just not worry about the vents for now. You guys are going CRAZY on vents. Bear in mind this means that skulks lerks and fades get free run of the map. Choke points are pointless if they don't actually CHOKE anything. With the vent layouts seen so far I could run from any hive to any other hive AND to MS without ever seeing a marine. That's not so good, eh? Vents are shortcuts, they're not alternate routes entirely! Go take a good look at the vent layout on some of the more balanced maps (eclipse, veil, lost, tanith, etc.) and you'll see that they're very strategically placed to allow clever aliens to get places unnoticed, but not to act as an alien superhighway.
Boy I love to EDIT: Dubbi, steam is great, just remember that every burst of steam requires a particle system, and every particle system requires an entity. And entities are at a premium on ns_ maps. You can play fast and loose with them on co_ maps as you don't have as much space to fill. On an NS map every door, every elevator, every weldable, every particle system, every light overlay... in short, almost EVERYTHING that makes a map look cool, takes up entities. We've only got 275 of the little buggers to play with, and they'll go fast if you don't keep tabs on them.