ns_summit

pSyk0mAnpSyk0mAn Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
edited June 2011 in Mapping
..finally my own thread
NS2_SUMMIT
Youtube flythrough by NS2HD (Thanks!)
http://www.youtube.com/watch?v=lVy29AtahB4

Layout, updated 04-23-11
image

The idea is to have more than one location for a possible first expansion.
While the left-sided expansion for each team is a little closer and suites a defensive playstyle, the middle and right-sided expansions should be viable in case of an aggressive opening with the goal to deny the safe location for the other team and start an attack on the spawn afterwards.

Travel times between tech- and node-points are around +/- 10 seconds.
It takes a little less time to the more secure first expansion for each team.

Some new and old screens:

Ventilation:
image

Crossroads:
image

Atrium (Alien spawn):
image


Edit: Cleaned up the op


Tutorial:
I've also created a little tutorial for this curved segment (sorry no youtube):
http://img197.imageshack.us/img197/4687/tutoriale.jpg

Let me know, if you have suggestions how to improve those steps or if you have questions.
Some notes:
-Sometimes when you scale those quarters in one direction it suddenly turns into something like 256.03, which you can fix by scaling on the other side back and forth to get back into the proper position.
-Used numbers are just examples, but keep the ratio when scaling the quarters
-You can split this segment into even more "brushes" by duplicating, moving, deleting and moving back a face before extruding, if you prefer certain selections with dbl-click
Post edited by Unknown User on
NS2 Map in progress, ns2_summit

Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
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Comments

  • BrawBraw Join Date: 2008-03-21 Member: 63920Posts: 92Members, Constellation
    edited June 2010
    Your map looks excellent, as I've already stated a couple of times, so I'm gonna skip right to the layout.

    Your Tech point/RT-ratio is off, 5 Tech points & 11 RTS. The mapping-guidelines goes with X Tech points & X+1 or 2 RT. Therefor I would imagine the teams would have an easy time securing enough res on your map, both to tech and equip the team, to the point where it's only a fight for the middle Tech Point and the RTS are mostly ignored. However this is just me guessing, but I think it would be smart to stick with the guidelines (maybe not exactly, but almost at least) as the devs would probably balance the game with those types of layouts.

    Maybe consider cutting out Crevice & Ventilation as those two seem kinda out of the way already? You could of course use what you already made for other RT-rooms (the "brush"-work I mean)

    Nothing to complain about when it comes to balance I guess, as the map is very mirrored.

    Your room to corridor mix is OK AFAIK, assuming the RTS get their own little room (which it does look like on your layout).

    As a side-note I would maybe consider renaming the map, maybe come up with a name for the mountain complex? :)
    Post edited by Unknown User on
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Posts: 431Members
    I agree about too many res nodes, but surely the easiest way to solve this is to remove the res nodes in the middle tech points. Most guide layouts only have res nodes in the starting tech points.

    Also looks SMEXY.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Yeah, I was afraid of that.

    I think I can cut out the middle node rooms and move crevice and ventilation more into the middle and add a 3rd route to them leading to the middle tech room.
    That would also cut down on developement time.


    The map name is obviously not the final one, come on :p
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Posts: 1,181Members, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester mod
    edited June 2010
    image

    Paint ftw!
    Post edited by Unknown User on
    Forum Mod - UWE server admin - Have questions about NS2? Need help promoting NS2? Found a bug, or exploit? Or just want to say hi. PM me. Contact me for any immediate needs.
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  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    Yeah, thanks for the effort dude, but there is already too much rebuilding going on with your idea. Moreover it seems to be one of those simpler layouts I try to avoid.

    I've already moved vent and crevice and changed the layout. Just doing a final check on the travel times and then I'm going to post it.

    EDIT:

    Ok, it already goes way too much in direction of a standard layout, but what can you do :D
    image

    There is still the option to make the two, thin, secondary routes go from the middle more to the outer node rooms than to the outer tech rooms. So teams have a better chance to sneak their first expansion in the middle.
    I don't really want to change them to primary routes, because that would make both first expansions on the sides too alike for one team.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Posts: 491Members, Constellation
    Your map is sexy.
    That is all.
    Bring Back Natural Selection 1
    QUOTE (IeptBarakat @ Aug 3 2010, 01:02 PM) »
    I love stripping away commander to soldier relations and turning the game into a run to the hive and click mouse 1, and repeat till victory.
    While the commander plays his little rts game isolated from the rest of the team.

    Developer Journal
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Posts: 610Members
    Separate your tech points from your res points would be better, otherwise each room may become too powerful.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    Yeah, you may be right. I also think a few corridors are too long now.

    Anyway, I'm a little confused since I thought that each tech room comes with a node anyway, because ages ago they said that you would have to take out the node to unpower the techroom.
    Now I see layouts and this tram map overview giving me mixed signals and on top of that they say that this whole power grid thing is under review and may not make it, which is probably one of the reasons in the first place for this kinda strategic placement of nodes.

    Considering that they don't even comment on the siege range, they'll probably aren't 100% sure what they want themselves, which is understandable with the alpha and not the release being the next milestone.
    It's just frustrating, if you try to get something done.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Posts: 1,181Members, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester mod
    edited June 2010
    You can safely remove the center resnode to make it less atractive in the early game.
    As for the hallways, make some smaller rooms.

    You know, work stations, changing rooms, small storage rooms, canteen, living quarters?

    image
    Post edited by Unknown User on
    Forum Mod - UWE server admin - Have questions about NS2? Need help promoting NS2? Found a bug, or exploit? Or just want to say hi. PM me. Contact me for any immediate needs.
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  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Posts: 92Members
    i jizzzed on my keyboard if that is anyhelp
    QUOTE (Ryo-Ohki @ Aug 1 2010, 01:20 AM) »
    Now, the commander can, and infact only can, build his own structures. Marines can now upgrade their own weapons. The result is that in effect, the Commander and the Marines are now playing two seperate games. Synergy has been replaced with disunity. If Commanders don't need their Marines as much, they won't communicate with them as much, and vice versa.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Posts: 431Members
    edited June 2010
    QUOTE (pSyk0mAn @ Jun 7 2010, 05:38 AM) »
    Anyway, I'm a little confused since I thought that each tech room comes with a node anyway, because ages ago they said that you would have to take out the node to unpower the techroom.
    Now I see layouts and this tram map overview giving me mixed signals and on top of that they say that this whole power grid thing is under review and may not make it, which is probably one of the reasons in the first place for this kinda strategic placement of nodes.


    My impression was, and has always been, that only the starting tech points had resource nodes, and that resource nodes were a links in the power grid chain, and all tech points generated power (if taken)... it maybe though that only the Marine Start generates power and that other tech points also act like links in the chain. :\

    This is why I suggested the removing of the res nodes from the middle tech rooms rather than deleting other rooms.
    Post edited by Unknown User on
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    Yes, I removed the res nodes at the outer tech points, but getting rid of two rooms before was just too tempting :P

    The current layout I'm going to stick with at first: (note that a long, straight route doesn't mean that you can watch all the way and there is no cover)
    image
    Pretty standard, lets see where it goes from there..

    I've also updated a few areas and changed the lighting at heliport a bit aswell as the geometry to make it more alien friendly (thicker obstacles), and in order to even out the styles a bit towards the corridor.
    http://img263.imageshack.us/img263/5503/ns24.jpg
    http://img685.imageshack.us/img685/7255/ns25.jpg
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Posts: 2,278Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Community Dev Team
    you might want to modify that extremely long corridor from heliport to the middle of the map, i doubt the engine will handle that very well... other than that, great!
    Ollj: "ns_napo, the first good custom map ever" ns_napo
  • TSSTSS Join Date: 2010-05-11 Member: 71716Posts: 151Members
    The layout might not be that interesting but the level itself sure looks good :p quite open too.

    I do think this is a good moment to call it a day on messing with the layout and just make the level ready for alpha testing and see how that goes. Considering it's pretty clean now, alot of thought went into it, and nobody as of yet knows how the game will actually play out, i say time better spent elsewhere :P

    The rounded corner still looks amazing. I've been planning on some curved ramps but i doubt they'll look as good as that :p
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    Thanks, TSS.

    I've started with the junction between Helipad, Crevice and the middle expansion, which basicly cuts in half the view-distance of that long route and also provides a vent entrance.
    image
    Needs a few more lights, perhaps one to highlight vent and terminal further.

    ..and the corridor leading from Helipad to this junction:
    image
    Haven't really put much work into the ceiling of that one, yet.
    Skulks will be able to get below that grate in the middle and get up/down on both sides of the floor.


    I've also decided to name the map ns_summit.

    Dunno, if some admin can change the thread title?
    Thanks in advance.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Posts: 1,181Members, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester mod
    /unzips pant
    Forum Mod - UWE server admin - Have questions about NS2? Need help promoting NS2? Found a bug, or exploit? Or just want to say hi. PM me. Contact me for any immediate needs.
    Become a playtester - Buy NS2 here - Official stream - NS2HD youtube - Wiki
  • TSSTSS Join Date: 2010-05-11 Member: 71716Posts: 151Members
    edited June 2010
    Make the vent more reddish, not brighter. brightness is pretty uniform ya might be better off just breaking the colourscheme more then illuminating it more. The current orange goes with the pillars a bit too well to make ya notice the vent. I do like the difference in colour between the helipad hallway and the junction itself (the yellowish vs blueish)

    Summit is a nice name... But i do wonder if there will be a spot to fall off the mountain then :p And i mean more of an observation deck attached to the side of a mountain then crevice. Because to be honest crevice isn't something i'd imagine at the top of the mountain, rather somewhere in the middle.

    If it's a summit ya need something to defines how high up you are.
    Post edited by Unknown User on
  • GenomaxterGenomaxter Join Date: 2003-10-11 Member: 21597Posts: 89Members
    QUOTE (GISP @ Jun 14 2010, 08:14 AM) »
    /unzips pant

    yep.. lol. i love it. you are too good at this.. xD!
    <span style='font-size:14pt;line-height:100%'>NSArms Lab was the S***!</span>
    [NSAC]Buttertoast
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Thanks for the suggestions TSS.

    Regarding the mapname I don't care how accurate it is tbh, as long as it is short and simple.
    I googled for ns_peak and ns_rock, which where my first choices, and found both so I went with summit.
    I'm planning on adding some kind of atrium/observation with a lot of glass, though, and if you add this room to the crevice and heliport location and consider all the rocks in the map, I think summit is fine enough.
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • TSSTSS Join Date: 2010-05-11 Member: 71716Posts: 151Members
    no problem ^^ i'm pretty sure your map's gonna look good whatever ya make :p

    And sure summit is fine. I just got it into my head that NS2 works with "landmarks" to show locations, and landmarks in my book have to be big ^^ i know it just means each room should differ recognisibly from all the others, but still.

    And yes the map has enough rocks :p With yours and other maps in development not counting official maps i'm pretty sure we're solid in the rocks department. Thats why i made my map a spaceship :p though if i ever get around to making the "fun" map i have in mind after that, even i'm going to have to use rocks :D
  • NortonNorton Join Date: 2005-01-13 Member: 35264Posts: 101Members
    Your map looks awesome. Maybe ns_apex? Summit is fine though so whatever.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    QUOTE (TSS @ Jun 15 2010, 01:21 PM) »
    no problem ^^ i'm pretty sure your map's gonna look good whatever ya make :p


    It's not just about looking good. It has to flow and play well too.
    blah blah blah
  • TSSTSS Join Date: 2010-05-11 Member: 71716Posts: 151Members
    Thaldarin i've been discussing and suggesting all this time with no map of my own ever released so allow me to make a positive no info ego carressing comment as well :p I've still got plenty to say about flow and gaming experience since i might not be a mapper but i certainly am a gamer, but considering the differences between NS1 and 2 i'd prefer to wait on those untill i actually had a chance to test it myself.

    Untill then all i can comment on is the looking good part and it does look good :p

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Yeah, since I can't test gameplay yet, I have to toy around with the visuals at least.

    I guess I go for a bit simpler geometry on the alien side of the map though, since this probably improves skulk navigation and DI is going to spread over it anyway.
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    Thanks for renaming this thread so quickly, Comprox.


    Also I've posted how I created my sunlight in the crevice area, maybe this helps someone to get or kickstart an idea how to approach this troubling subject:
    http://www.unknownworlds.com/forums/index....t&p=1775135
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    edited June 2010
    This corridor leading from crevice to the U-junction is already like a week old and I haven't done much lately.
    image
    ..at least all my previously posted locations are connected now and I already made mental notes about how to build the next ones.
    Post edited by Unknown User on
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Transition from Marine Spawn to Ventilation:
    image
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Posts: 3,521Members
    everything in this thread is pure gold :)

    especially the last screenshot
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
    thou shall slide!
  • alibialibi Join Date: 2009-11-20 Member: 69445Posts: 170Members
    that last shot is stunning.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Posts: 1,435Members, NS2 Playtester, Squad Five Silver
    Thanks guy, I'm glad since I wasn't sure about it.
    I'm already "recycling" styles of other parts (ceiling of that curved corridor in this case) so the map doesn't look like total chaos, but I'm glad it still looks fresh.
    NS2 Map in progress, ns2_summit

    Spark tutorial for curved floors/corridors (included in the map thread in the last section of the 1st post)
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