Ns Map Flow...

UnknownUnknown Join Date: 1970-01-01 Member:
<div class="IPBDescription">Linear or Circular?</div> What map layout works best within NS-- a linear one in which each team must progress base after base in order to advance on the enemy's final base?-- or a circular flow in which each team can freely choose its route and base targets? OR does a layout found somewhere between the two aforementioned extremes work best?

I'm not sure where my feelings lie. Otherwise, I'd be crafting the map right now the way I'd want. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

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Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    You know circutry? try A parralel Connection for the level instead of serial, so you don't HAVE to go to the first to go to the next you can skip past, but even better i think is corners with some outer interconnection, but the main hub sorta in the middle.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Circular, mazelike, or something like that. You can download the game, play the maps, and get an idea of how it really works.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Oh, I've played the game a bit... a bit too much in fact. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I had an inkling of a clue that the idea you expressed, Bitmap, would be my best best. I was mostly just unsure of whether or not the issue had been discussed before considering all of the official maps have that mazelike feel. I haven't played any non-official maps. Do all of them have that maze-like quality to them as well?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hehehe. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Sciolist, <a href='http://www.natural-selection.org/MappingGuidelines.htm' target='_blank'>this</a> document should get you set on the basic layout and design of NS maps.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I don't see why you keep pimping that, I read it a long time ago and i've read most of it again, It explains particle systems and such, but it doesn't REALLY express how the game layout should be... If it gets updated as such then you should pimp it ...
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    God I remember when I sat up and read the mapping guidelines for most of the night boy did my eyes hurt in t morning...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited November 2002
    <!--QuoteBegin--BiTMAP+Nov 10 2002, 05:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BiTMAP @ Nov 10 2002, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't see why you keep pimping that, I read it a long time ago and i've read most of it again, It explains particle systems and such, but it doesn't REALLY express how the game layout should be... If it gets updated as such then you should pimp it ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heh, it's the very first section, "Design philosophies". That entire section is devoted to this subject.

    The first entry in there should be enough for a basic foundation (though reading the rest of the section will give you more in depth info, of course) :

    <b>Basic structure</b>

    The marines don't know where the aliens starting location is, so there needs to be three starting locations that are roughly equidistant from the marine starting location. This fact, along with the desired intentional, committal and strategic nature of the game, imply a circular, web-like connected map structure. A Counter-strike mapping approach could also work (multiple linear), with routes between the marine start and each hive. The desired optimal behavior for the marines is advancing in one or many squads, spreading out to find the alien base. Speed is not to be stressed, a minimum of losses should be more valuable to winning. The marines should spread out and find the source of the aliens with some urgency, but not at a high expense of resources. In the beginning of the game, the marines have to commit to one or more branches of the web. A squad that has chosen one branch shouldn't be able to quickly fall back and regroup with members that chose another branch, the aliens should have the ability to cut squads off from each other.

    This basic structure should also have areas where the aliens can take alternate paths, not accessible to the marines. Ventilation shafts, electrical tunnels and power conduits allow aliens to ambush and flank vulnerable marines. These alien-only paths should connect the alien hive rooms and with each other and allow the aliens to travel between adjacent web branches. They shouldn't be overdone though, as the marines need to be able to easily understand which openings should be watched or blocked off if they want to fortify an area. There can be occasional hidden openings, but most should be obvious gratings, still fans, holes and access tunnels. The aliens should be encouraged to use the areas accessible to the marines about half the time. Making tunnels harder to get to or a farther distance than the regular hallways could help encourage this.

    There should be a good choke point or two between the marine starting point and each hive room, so the marines can decide to build a safe area, or choose locations for deploying siege weaponry or phase gates. Ideally there would be at least one marine-accessible location from outside each hive room that the marines could shoot at the hive from. A desired viable strategy would be finding the hive, fortifying an attack point by welding all openings shut and deploying siege and defensive marines. The aliens should prevent this from happening or upgrade to anti-siege aliens before this happens or pay the price. In other words, the marines should be allowed to stage a good attack on the hive, not only by running into the final room and engaging the aliens close up on their turf. Generally there should safer areas where the marines can cover each other and leapfrog forward, connected by less safe narrow passageways. The ultimate goal is organized marine movements by squad, advancing and covering each other.

    Strive to make the lighting feel dark, but never actually be dark. A near-dark corner or two is fine, but never make areas that are completely dark. This promotes replay and reduces general frustration.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Wait, I already read that a week or two ago! Cheezus! Where has my mind gone? I guess I read the Guidelines, forgot a good majority of the text, and then came up with a question that originated from scarcely (almost subconsciously) recalling the material.

    I deserve this.

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