ns2_uplift
Workshop link, so it's not buried halfway through the post: http://steamcommunity.com/sharedfiles/filedetails/?id=144365637
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.) http://imgur.com/XIpQgAm; (Imgur because I didn't seem to get upload to work right)
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).
I annotated some significant missing features with orange (I only colored a few of the more noteworthy ones):
1, 2: Blocks to avoid excessive lines of sight down the center of the map
3: A catwalk fro the entrance of the shaft room, with stairs down to the lower floor in this room
4, 5: Something large and unwieldy to slow movement and block line of sight through here
Anyways, I'd be interested in hearing any thoughts on the idea. Thanks for your time!
(edited 2013/6/1 to fix format-hell)
(edited 2013/9/28 to add workshop link)
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.) http://imgur.com/XIpQgAm; (Imgur because I didn't seem to get upload to work right)
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).
I annotated some significant missing features with orange (I only colored a few of the more noteworthy ones):
1, 2: Blocks to avoid excessive lines of sight down the center of the map
3: A catwalk fro the entrance of the shaft room, with stairs down to the lower floor in this room
4, 5: Something large and unwieldy to slow movement and block line of sight through here
Anyways, I'd be interested in hearing any thoughts on the idea. Thanks for your time!
(edited 2013/6/1 to fix format-hell)
(edited 2013/9/28 to add workshop link)
Comments
I like the ideas behind it but right not the bottom section seems very compact, try spreading it out abit more. It'll read better in the overview and stop arcs being OP.
I'd really recommend studying the official maps by looking at them ingame, in-editor and through the overview maps, you'll get an idea of the scale, spacing (etc) works.
A few mappers from the forums (along with myself) run a custom map server along with routine playtests. A great place to learn and make friends with other mappers, add me on steam and I'll sort you out with the details.
I'm sure someone who knows what their talking about will find something else :P
Other than that however, I like it's (as you describe it) three center layout.
PS: 4 could be like the reactor core in Summit, 5 could be cooling/oil/data towers or something
@dragonmith: I forgot to specify, the left TP isn't a valid random start (and is also missing a res node circle, whups). For spawns, I'm currently debating between marines being bottom two + aliens top two, either team starting in either bottommost or topmost, or just total random between the right four points. Or all 5. And the bottom room is kinda intended as a hallway-- the TSF dropship takes up the bottom portion of it. Do you think it might be a good idea to merge it with the res node room above it so it seems more meaningful? Thanks!
line of site is 1792, after that distance you get some models popping in and out.
I find it useful to have to circles in the editor, one for arc range one for LOS just as a quick reference to see what works
Relevant images: http://i.imgur.com/n9dqSxRh.jpg , http://i.imgur.com/yGSajm0h.jpg
And I forgot the workshop link earlier: http://steamcommunity.com/sharedfiles/filedetails/?id=144365637
Relevant Images: http://imgur.com/a/IQRkw
Also, thanks for all the testing and great feedback you guys have been giving me, it's been really helpful!
Relevant images: http://imgur.com/a/2bcgF
The timings out of lobby and lobby itself need a little work. But maybe sticking with the original idea is a safer option. Experimentation is good, we should do some more random tests so we can really understand what works with the layout. I wonder if removing the two bottom tp's and making warehouse into a tp would work!? Might be interesting especially if marines always started at maintenance.
But last night was a small team game about 6v6 for more of it, so couldn't keep RT's up i want to try and get a few more games in this week and see how it plays.
"Shazam!" ---> http://forums.unknownworlds.com/discussion/comment/2122783/#Comment_2122783
*poof*
PS: Since some have wondered/commented on the name, here is the definition of Phlebotinum: http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum
(last week) The layout of halls between Generator and Lobby in order to keep Generator and Lobby form being too close to everything.
(last week) Loading has been restructured some, and only mostly looks like a giant rectangle now, as opposed to entirely being one.
(this week) Lobby has been enlarged, and the TP placed in its own little section, in order to prevent sniping and embiggen the room. Still playing with the exact mechanics here.
(this week) Parts room has been shifted around a bit. I'm still playing with this one as well.
There's a few smaller changes around too, like a wall in generator, some marine friendlifying in Inventory, and anything else I forgot. Let me know if you guys have any ideas or thoughts, especially about parts room and lobby. Thanks!
Relevant Images: http://imgur.com/a/8ziM6
We played two rounds but i still feel it needs more play, but of what we played there was a alien and marine win might have been based on teams/starting points i really want to get in more game time we'll be getting some in during the week.
Really like generator, feel like storage may need a little change maybe some more room, found it had to hit early game as alien when it was held by two marines just sitting on top of the railings.
Over all really enjoying the map.
1) Thanks for taking all the videos Daan, they're good to watch and very useful!
2) Updates to the map itself: Not too much this week: a fix to commander view in Control, and some tweaking in lobby and Parts room. Kinda hard to tell what worked with the green tide, but nothing seemed more broken than before. If anyone has other perspectives from today, do tell.
3) I've started keeping track of where spawns are and who won. I should've been doing this much earlier, but oh well. The doc is here, if anyone's interested.
4) Gorge Hunt! Gorge Hunt scores! Because why not.
Other than that this is a really nicely working map.
I suggest removing the TP platform/glass thing in Lobby and just make it flat. It just doesn't do much for gameplay and restricts Marine base layout.
About Warehouse (I think), the "old" version was better than the new one with the shelves IMO.
About the room between Warehouse and Shaft, I think it is a bit too complicated for it's position (least used room of the map). You could just make it a fancy stairway corridor (= narrower in west-east dimensions, stair in the center, bit of stuff on the side) to shorten the route from Ware to Shaft RT (the stairs being in the center instead of the east side) and focus fights in that area (though the Lerk escape windows are great and should somehow stay). But that's just an idea.
Relevant images: http://imgur.com/a/gVJzF
There's an open vent in the floor inventory. I kept falling into it as marine. Seems like an odd spot to have an open manhole. Maybe move it into the far corner against the wall or just add some lighting to make it more obvious? not a biggie either way.
Other than that no issues here its still one of my favorites. I would say for the most part the layout is done you just need to keep polishing the rooms!
This week was some geo changes in maintenance and fuel room, bringing them a bit more aesthetic and gameplay interest. And accidentally making Maintenance RT very snipeable. Whoops. I'll fix that this week, i hope.
Relevant images: http://imgur.com/a/2HxWd