Map Ideas! Lets hear them!

INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
<div class="IPBDescription">maps/rooms/background stories for maps etc.</div>Now that the very first release of the NS2TR has come out, I thought it would be a good idea to hear everyone else’s ideas for maps. I know I have ranted on here enough times about my map ideas, so I would love to hear your ideas. Any ideas at all for maps, background concepts (why the aliens/marines are in the map), a marine start, maybe you just have an idea for a hive or a room, maybe you have no idea about mapping and want to inspire others to make maps you imagined. Let’s hear them all!

I’m hoping that by the time the public NS2TR comes out this thread will be full of cool map ideas that will inspire others. And in the mean time I hope that mappers and the development team might get a better idea of what the community really want to see...

<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->So let’s hear those ideas, don’t hold back, any map/room/background story/hive/marine start/etc. goes! Go crazy with them, the more the better!<!--colorc--></span><!--/colorc-->

Comments

  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    I'm currently working on an underwater mining facility for NS2. Ive sketched up a layout and made some test rooms. Its slowly coming together, heres a little preview:

    <img src="http://home.exetel.com.au/kalopsia/uploaded_images/ns_noVA1-724871.JPG" border="0" class="linked-image" />

    Iv'e made a blog for it here: <a href="http://home.exetel.com.au/kalopsia/" target="_blank">ns_noVA Blog</a>

    So i will be posting updates there every few days/weeks.

    Feel free to comment on any of them to give me your thoughts.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    edited September 2007
    I'm just wondering a big fat "What is the NS2 world like?", and I've been hoping that Max or Flayra would open the kimono about it.

    The thing is, is that I think it is poor judgement to ask people to map, without a clear idea of what has changed between the two snapshots of time.

    What if I came up with an idea for a planet's underground thermal energy station that was somehow contaminated by the Kharaa, only to learn later that humans don't inhabit any other planets except earth (poor wording, but you get my point). Now that'd be kinda...lame and a huge waste of time. So I'm asking Max and Flayra this: "Could you provide more background information on the NS2 universe and backstory besides a short 'It takes place many years later and technology has evolved (and research labs have specimens in jars!).' ?"
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I have to agree with that statement. Given the maps I have seen and played on since release which I think are all excellent I need more information before moving ahead. I personally think that ships will be more promonent as well as installations with a "topside"/Surface level entrance and a good deal of subterrainian corridors and levels. I hope to see more realistic starting locations for marines since you can really put a hive anywhere. I also hope to see more vents and more wieldable locations and fixs. I personally think the maps with the most fun are ones with a decent number of vents some of which can be wielded and closed. Also the option to fix elevators and cranes or anything that could be of use I believe adds a lot to any map. I hope to see a new variation on Nancy and perhapes and update to Nothing that could both serve well as a basis.

    Hopefully we will get more information that will help us base our maps better. Perhapes some more open areas will be possible or just larger hallways and loading docks. Either way I think it should be a lot of fun seeing all the new map ideas come in regardless.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    edited September 2007
    <b>Kalopsia</b>, looks really cool! I really like your vent under the walkway idea; do you have any images of ways of getting between the two? Like holes blasted in the floor or removed grates or physic box grates that you can blast off or chomp open.

    I was wondering what sizes you are using, since we don’t really know how big everything has to be yet, do we? Unless I’m wrong?? If I’m right, finish the map and release it as an HL2DM map, it would be really cool! Then when the NS2TR comes out, just rescale it or don’t, make areas for RT’s/hives and what not, and send it to the guys UW <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <b>MasterPTG</b>, I think it is clear to say that the marines have left earth and inhabit a lot of places. Six Days in Sanjii is set in a giant ice cube in space (for crying out loud) so I imagine anything goes. Take a look at current maps, especially out of the windows, it doesn’t look anything like the sky from earth does it.

    I couldn’t find the page with the links for <a href="http://www.unknownworlds.com/ns/static/world/sanjii_1.html" target="_blank">Six Days in Sanjii so here it is</a>, should give everyone a better idea of where the marines get sent in NS1.

    <!--quoteo(post=1648453:date=Sep 10 2007, 06:53 AM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Sep 10 2007, 06:53 AM) <a href="index.php?act=findpost&pid=1648453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...a planet's underground thermal energy station that was somehow contaminated by the Kharaa...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like a cool idea, how would they have contaminated it? What would it look like? How would a player looking around the map be able to tell they are underground and the map is a thermal energy station? What does an underground thermal energy station even look like? Really cool idea for a map though!

    <b><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->I wanna here more ideas!<!--colorc--></span><!--/colorc--></b>
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    edited September 2007
    Inked, I think you know what I was asking for, and I think it's the developers responsibility to at least expand on their vision so the maps are inclusive of their vision (especially since this is a commercial product).
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    I knew I had seen threads like this in the Ideas forum, so here are some links that may be of help:

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=101617" target="_blank">Level Enviroment Ideas</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=98614" target="_blank">Raids (Kharaa Focused Maps)</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=97650" target="_blank">Outdoor Maps</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=97911" target="_blank">Helping Mappers With Variety</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=98788" target="_blank">Hive Locations</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=98867" target="_blank">Retrieval Missions</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=98860" target="_blank">Maps and Gameplay (Objectives)</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=99025" target="_blank">More Hive Locations</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=99268" target="_blank">Dynamic Levels</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=100182" target="_blank">Real 3D Maps</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=99774" target="_blank">Ammount of Light In Maps</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=100664" target="_blank">Map Interactivity</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=100833" target="_blank">Interactive Maps (Another Thread)</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=100573" target="_blank">Accessable Computer Monitors</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=100862" target="_blank">Use of the Enviroment</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=101256" target="_blank">Map (Different Each Time)</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=101288" target="_blank">Marines Having Different Entry Locations</a>

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=101408" target="_blank">Maps having their own LUA code</a>

    I could have sworn there was a big thread with all the different kinds of enviroments folks were interested in as well but I can't seem to find it at the moment.

    If there is any one main theme that seems to come through, seems players are really interested in maps that have a lot of stuff that changes all the time, weld points, more start places, use of 3D, and just about anything that will let players interact with their enviroment. I geuss with all the options we have in NS1, somehow it has become static in peoples minds.

    How could a mapper plan for that?
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    <!--quoteo(post=1648511:date=Sep 11 2007, 02:08 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 11 2007, 02:08 AM) <a href="index.php?act=findpost&pid=1648511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Kalopsia</b>, looks really cool! I really like your vent under the walkway idea; do you have any images of ways of getting between the two? Like holes blasted in the floor or removed grates or physic box grates that you can blast off or chomp open.

    I was wondering what sizes you are using, since we don’t really know how big everything has to be yet, do we? Unless I’m wrong?? If I’m right, finish the map and release it as an HL2DM map, it would be really cool! Then when the NS2TR comes out, just rescale it or don’t, make areas for RT’s/hives and what not, and send it to the guys UW <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Cheers mate, ive changed the vent layout abit so im going to have to get another screen shot for ya. I haven't really thought on how i i was going to link the two just yet, i was thinking grates in the floor perhaps but i will see what happens because it depends on the style of the room.

    As for the sizes, I'm making each room in different vmf's so when it comes time making those adjustments it will be abit easier rather then having them all in one file. At the moment i've based my level on the size of the hl2 player model but yeah thats really nothing to go by.

    My x800 video card decided it wanted to die the other day so once i buy another card i will post some more pictures on my blog because ive made another area and a few other corridor designs.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1648533:date=Sep 10 2007, 07:29 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Sep 10 2007, 07:29 PM) <a href="index.php?act=findpost&pid=1648533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Inked, I think you know what I was asking for, and I think it's the developers responsibility to at least expand on their vision so the maps are inclusive of their vision (especially since this is a commercial product).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I knew what you were saying and it’s a valid point.

    But I think that in a similar way to the universe of (a game I have been using the example of way too much recently) Warhammer 40,000 (the table top battle, dice game thingy) I imagine that almost anything goes, to a point (when you play, you just create a table top “map” based on a planet and have a logical reason for why the fight is happening, pretty much anything goes, but most stuff is just an extension or exaggeration of what we have on earth, Massive Cities, Grass land, Jungle filled with poisonous man eating plants, Desert, huge industrial fortresses, lava covered waste lands. The list goes on, if you can think of it, it can happen, to a point). Cause even if your map doesn’t get published officially you can still release it at the end of the day, so who's to say it isn't valid in the NS universe. Of course obviously you can’t have a map where the entire planet is made out of cheese or lolly pops, because this would be silly and clearly not fit into the current NS worlds. But you could have a map where the entire planet was man made out of metal. Or where the map was in the planets core, perhaps with lava pouring into areas of it, (perhaps the map is some kind of generator for a civilisation on the surface). Because these ideas do fit into the current ideas surrounding NS; even Kalopsia’s underwater map fits completely logically with the ice world idea of Sanjii; what happens when water freezes? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I think, yes they should give us a little more background story on what is going on with the marines, some ideas of what they do and don’t want to see in maps. But based on the original map guidelines, current maps and released story of Sanjii, plus the current concept art, we (as a community) should be able to get an idea that almost anything goes; as long as it fits in with the sci-fi theme.

    Even so, we are still going to be restricted by the texture sets, concept art and pre-fabs that we are given, unless you make your own, and even then you aren’t going to stray too far from what is already in your hands.

    But then again MasterPTG, maybe the best way to find out if your ideas will fit into the overall concept of NS is to ask the development team and put your ideas in here for constructive criticism. Cause I personally know that just from reading that one line about “a planet's underground thermal energy station” I got a million ideas in my mind. I wanna here some more, who cares if you’re not sure if it’s what the developers want, they are practically saying that they are giving the NS world over to us (as a community) by letting us design the maps. We can decide where the marines go next, where the Aliens build their next hive. All they are going to do, at the end of the day, is say Yay or Nay...

    So no harm can come from suggestions <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--quoteo(post=1648537:date=Sep 10 2007, 07:40 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 10 2007, 07:40 PM) <a href="index.php?act=findpost&pid=1648537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I could have sworn there was a big thread with all the different kinds of enviroments folks were interested in as well but I can't seem to find it at the moment.

    If there is any one main theme that seems to come through, seems players are really interested in maps that have a lot of stuff that changes all the time, weld points, more start places, use of 3D, and just about anything that will let players interact with their enviroment. I geuss with all the options we have in NS1, somehow it has become static in peoples minds.

    How could a mapper plan for that?<!--QuoteEnd--></div><!--QuoteEEnd-->

    YAY! All the mapping stuff I could ever want. I’ll start checking I have read them all as soon as I get a chance. I agree with the change/movement in maps, I want to see more maps that have stuff you can do.

    CanadianWolverine have you got an idea for what you want to see in NS2, environment/map wise?

    <!--quoteo(post=1648564:date=Sep 10 2007, 10:44 PM:name=Kalopsia)--><div class='quotetop'>QUOTE(Kalopsia @ Sep 10 2007, 10:44 PM) <a href="index.php?act=findpost&pid=1648564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cheers mate, ive changed the vent layout abit so im going to have to get another screen shot for ya. I haven't really thought on how i i was going to link the two just yet, i was thinking grates in the floor perhaps but i will see what happens because it depends on the style of the room.

    As for the sizes, I'm making each room in different vmf's so when it comes time making those adjustments it will be abit easier rather then having them all in one file. At the moment i've based my level on the size of the hl2 player model but yeah thats really nothing to go by.

    My x800 video card decided it wanted to die the other day so once i buy another card i will post some more pictures on my blog because ive made another area and a few other corridor designs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can’t wait to see it!

    I did read a rough estimate, based on the NS player sizes in comparison to HL player size then compared to the HL2 player size and how much each had grown. Because apparently the NS player was bigger than the HL player model and the HL2 model is bigger still?? ?? ?? Or something like that?? I can’t quite remember. But the size was quite big if I remember, I blame Onos for this. I’m hoping that the NS2 marine player will be roughly the same size as the HL2 player sizes, so that all the cool maps people have been preparing, won’t need too much in the way of changes. If any of the development team (or anyone for that matter) has any idea of what the size is (defiantly) going to be, can we hear it, asap! Because I can wait for textures, I can even wait for models, but the sizes are the real things bugging me right now. I can’t do anything until a size list comes out. But that probably won’t be until the NS2TR comes out any way. Oh well.

    Love the ideas guys, still wanna hear more though! I ramble on way too much, so I think I’ll save my long list of map ideas until this thread needs a bit of inspiration.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Oh also Kalopsia, took a second look at your corridor, I think you should probably put some supports on the glass roof, the expanse of glass looks a little too long for something that is supposed to have the pressure of water on it (even if it is the far future <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ). Maybe carry on the side struts upwards or do the same effect on the roof, or just have sections of glass sections of ceiling. Looks really cool though, hope it works well in NS2 so I can play it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.

    Had some other ideas for that map as well; I don’t really know if it fits in with the mining concept, but here it is any way. How about having giant cylindrical rooms with giant glass geodesic domes on some of the roofs, one of these could have a moon pool in (this could be where the marines start, maybe with a submarine in it), you could put a hive in another.

    I could imagine there being giant oxygen storage tanks in another one of these cylindrical rooms or maybe this place is a secret underwater weapons platform and these cylindrical rooms are giant missile silos. The planet could be entirely covered with water to hide the weapons. These missiles could be launched mid game, like a nuclear sub launches it’s missiles, (if the right things were done) and the silos could flood, killing those inside and blocking routes for a short period of time while the water emptied, or something.

    Just some ideas.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1648600:date=Sep 10 2007, 07:14 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 10 2007, 07:14 PM) <a href="index.php?act=findpost&pid=1648600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->CanadianWolverine have you got an idea for what you want to see in NS2, environment/map wise?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, recently I have been playing Fallout, STALKER, StarCraft Battle.net Use Map Settings, and watched a few movies: Grandma's Boy, Alien, and Aliens.

    Also, I read as many of the threads in the ideas forums as I can before I start to go a little crazy. So many different people seem to share the similar ideas on the same subjects that end up in different threads. I wonder what influences that?

    With that bit of background info, what I want to see in a NS2 enviroment/map wise is a very grand scheme. For those who need a way to quickly summarize the idea I have in mind, watch Aliens, and pretend playing it in NS2 (while not ripping off Aliens, mind you). Now to list what I saw in there that would just rock our socks in a map:

    - Layers that can be destroyed (Pretty much anything that follows is included in this as well)
    - Hacking doors, databases, infrastructure (power, water, gas, etc), and signal intel
    - Powering up generators
    - Rebuilding/repairing key components
    - Building/Welding barriers
    - Welding/locking doors shut
    - Looking over a set of digital blue prints
    - Finding civilians or non hostile creatures and rescuing/"disinfecting" them
    - Finding a whole new enviroment as the Dynamic Infestation takes over
    - Finding half eaten food or a diary entry or the last recorded transmission

    Basicly, the enviroment could be just about anything, but I really do want to feel like this was once a functioning place for living beings, some of whom may still be surviving. I'm tired of going to a place on a map named say "Generator" and it having no other purpose but to be a hive, when maybe it really should be providing power to the damn place so if the Kharaa planet forming aka Dynamic Infestation is there, why are the lights still on, the electronic locks working, the fans still running ... well, you get the idea.

    Basicly, what is the purpose of the map? Just to shoot in? Then why bother with textures, lets just bust out a classic Wolfenstien 3D map. Instead, consider a map from the place of two perspectives:

    1) Why humans bothered to go there in the first place and what they would need and want when they got there.
    1a) Where do they relax? Eat? Socialize? Sleep? Work? Shop? Raise families?
    1b) What do they work at? How do they keep it running?
    2) How the Kharaa broke in and what might appeal to a "natural" species.
    2a) Are their natural resources that appeal to the Kharaa? Water? Food? Information? Territory?
    2b) Did they get in by tag along or by being there already? Did they break through or break out?

    After those things are considered, then things like lava, water, local fauna, mining, power stations, and so much more take on a significance they never really had before.

    Some NS1 maps do this, others ... not so much. Definitely want maps to feel like a place for the living, not just dungeon crawls.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    Thanks for the info INKEDOUT, yeah im still not totally set on the mining idea yet as ive still have to plan all of it out, but what i have so far is that marines were digging down under the ocean when they came across the Kharaa, from there the Kharaa started to take over the facility. Might even change it from being a mining facility to an under water research facility.

    I could work in some more interesting areas if it was a research facility, as you mentioned previously with the giant glass domes. I really like your missle silo idea, i can picture that in game and it would look really good. Might not be able to work it into a research facility theme but im sure i could think of something else along those lines.

    In regards to the corridor design, yeah i think your right with the struts. I will have to look into something that seems a bit more realistic but doesn't look crap either.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sounds like a cool idea, how would they have contaminated it?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly my point. A lot of details of the NS2 (and NS) universe are missing. Perhaps not important now or ever, but it'd be easier to do theme-driven maps with more information. I can't tell exactly how Kharaa spread themselves into new human territory (I'll use the underground thermal energy plant for an example).

    Sure, I could come up with some great BS such as:
    ------A specialist from above ground came down to examine the poorly performing cooling system. What we didn't know was that the specialist had come from a facility that would be taken over only hours later under a sudden and brutal attack. We're now stationed at the communication hub right by the docking exit. They're outside, but I dont think we're going to live. We've sealed off most of the station's area, but I'm afraid that if they get in here that they're going to unlock all the doors, hatches and everything. The Kharaa will be able to take over, and it'd be almost impossible for the marines to ever come back here and retake the station--not unless the planted a mini-nuke first to weaken them. Our only chance now lies with whether or not the marines can fight through our surface installation and get to the dock before the Kharaa get through the door.------

    Or,
    ------The installation supervisor runs past his logging monitor screaming profanities. He verbally logs into his TSA console who he had named HAL. "HAL, initiate total lockdown of all operable airlocks, doors, valves and vents. Close and Lock Everything--even outside terminals of this office. Code Zeta Zeta Zeta." The console replies "Affirmative. Operation Z,Z,Z is under way. Four civilians and seven lifeforms will be isolated." A long pause and then the console speaks again, "Three civilians." A minute passes and the console says, "One civilian. You and seven lifeforms are now isolated." Voice key recognition is required for more orders." The supervisor then audibly walks over the nanite-glossed, smooth black floors to his logging monitor and starts talking. "Five minutes ago, Kharaa presence was detected in a water thermal tank above the hot bedrock and lava pipes. The Kharaa presence spread within thirty seconds into one of our five boilers--boiler 1 to be precise. Our lone security guy ran there with a Apex Mach 15.2 Incendiary Launcher and Flame Thrower combo. All I heard was a incoherent scream and then a blood-curdling "Oh my God, it's gone! My leg is goooone.' After that, there was a sound that I'm sure was something being ripped apart. I then sent everyone I had to boiler 1, while I ran over here. I'm sure they're all dead, and I'm locked in here safe. Hopefully our guys at least delayed the spread of contagion, so that this installation can be rescued. The docking elevator is still operable, and marines should be down here eventually." The supervisor stepped back and wiped the sweat off his brow. A few seconds later, the supervisor heard what he thought sounded like a chuckle.-----

    But the problem I'm having, comes down to the simple fact that I don't know anything about the Kharaa in the NS2 universe. At least, not with anything that the devs have provided (individual mappers have been coming up with their own backstories that may or may not coincide with the developers' vision). I'm assuming that the developers would want to provide a clean, non-conflicting backstory that at least presents a little bit more information than what the "Six Days in Sanj" provided. I have thirteen or fourteen unique map themes that I could post up here each with their own complete short story that includes enough thematic elements to make a map for. But I'm not because I'm simple waiting on the developers to please explain <b>their universe's reality and vision</b>.

    Imagine Halo multiplayer maps with no backstory or themes to drive them. Oh wait, their multiplayer maps don't normally have themes...what was I thinking?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Man, i remember reading Six Days in Sanjii a long time ago. Brings back memories of release day it does. Personally I always thought that was an excellent example of not just a map but the NS universe in general. I liked the point about Warhammer 40k (which I play and Warhammer the medieval fantasy version is also effective and fun), which points out that you need some sort of logic behind the encounter. Aside from some basics though you can do about whatever you like but it's the context in general you need to as a base to work from.

    I think all the physics that Source will enable should make most maps a lot of fun. The potential to destory not just glass but say glass holding back a storage tank of water or acid or something. The ability to rebuild or destroy obsticals. All sorts of things that can give you avenues of approach or attack in a map. I thought cage had a good example where you could wield into one hive, otherwise your only approach was on the other side of the map. Key I think is multiple levels and access in a map with a logic as to it's design and usefulness. I have to agree with the point that if a stations power generation area is infested or down so to speak then having so much usable power does not make so much sense. I think incorperating the dynamic infestation along with systems not working, lights, etc. should make for some intersting gameplay.

    I have noticed some servers adding Infared mode in for marines who can then use this in poor or no lighting. That could be added to the game opening up a lot of options I believe.

    Either way I think i am going to head back and look for some more fiction to read because I always find that to be a fun read.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    edited September 2007
    CanadianWolverine: sounds like you want to make a map based around some kind of living quarters, maybe a giant futuristic space station “block of flats” (for need of a better phrase) with perhaps a shopping mall in it and lots of little rooms with beds and kitchens in. Like the place Ripley is staying in at the start of Aliens. Try and have a look at some of the Tokyo apartments (the really small ones) if you like the idea. You could have walls destroyed, where aliens have ripped through them. Broken glass and cutlery everywhere, overturned mattresses, long winding hall ways (like Office from CS:S) with sliding wooden doors and broken lift shafts. Perhaps the higher you go up this building the more expensive the decor gets, perhaps the marines come in on landing pad on the roof and make their way down the structure. What do you think?

    Master PTG: nice back stories <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--quoteo(post=1648659:date=Sep 11 2007, 05:20 AM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Sep 11 2007, 05:20 AM) <a href="index.php?act=findpost&pid=1648659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Imagine Halo multiplayer maps with no backstory or themes to drive them. Oh wait, their multiplayer maps don't normally have themes...what was I thinking?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    They do, but it is very brief, like along the lines of, “this is this place on halo” or “this is a spaceship” or “this is a street on earth” What is that street map called in halo 2 multiplayer?

    I still wanna here more ideas MasterPTG <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

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    Ok, we have some nice ideas for back stories going on here and a bit of questioning of what is would fit into an NS back story. So I thought I would go through the NS files and find the reasons for some of the maps being where they are...

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    <u><b>ns_nothing</b></u>

    Description:

    Space Station Nothing
    Research and Containment Facility
    Sub Sector 77

    An immense facility, the players are located on level -77, near an auxiliary docking bay. Primary use of the sector is purely for maintenance, but it has proven useful for those last minute shipments while the station's main shipping and loading docks were full. A back door of sorts.

    After the workers of the facility discovered that Sector 77 had received a freak shipment of... aliens... the entire level was closed off and quarantined for a week until TSA troops could be brought in. Ship still attached, the aliens began to infest what they could. Three hives began to develop: Two within the station itself, another on board the ship.

    Enter, the Frontiersmen.

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    <u><b>ns_hera</b></u>

    BACKSTORY

    The communications colony on planet Hera (named so for its similarity with Earth's neighbour, Mars, but on a much grander scale) was among the first of the targets set by the TSA for salvaging from the then mysterious Kharaa intruders. Due to its ideal transmitting position on the outskirts of the Ariadne Arm, this colony was decided crucial to the TSA’s attack against the Kharaa. Therefore, they had to first eradicate it of all Kharaa presence before moving in. The colony consists of many various stations, all connecting to two central structures via high-speed transport tubes. All the workers and their families live in Rhea, the larger of the two complexes. Cronus is the name of the other, and is the control centre of the communications outpost. The only other man-made structures of note on Hera are the fields of electricity harnesses, set up in calculated positions on Hera’s surface and designed to capture the energy from the raging electrical storms thus powering the colony.

    MISSION

    This particular mission takes place in station 16-B, one of the few operational complexes with a landing site. The mission as instructed by the TSA is to secure all accessible areas of the station, eradicating all Kharaa, and then to use it as a temporary base camp while the transit tubes are used to access and clear the other stations. All alien findings are to be reported back to the TSA council using the station’s communications capabilities as soon as possible.

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    <u><b>ns_origin</b></u>

    Backstory:
    Although the origin of the Kharaa is shrouded in mystery, one of the very first human colonies to succumb to the alien scourge was a mining facility on a moon known as Freya IV. Perhaps the miners dug a little too deep, and released the Kharaa from their ancient sleep; none shall ever know, for those unlucky miners never lived to tell their tales. This lonely outpost became enshrined in TSA literature as "Colony Zero", the epidemiological epi-centre of the alien plague which soon ensued, as a result of bacterial contagion caused by the rash evacuation of the miners without due quarantine controls.

    Within weeks, six other planets and moons in the same quadrant as Freya IV became contaminated by the Kharaa; facing the serious possibility of uncontrollable bacterial spread, the TSA unwillingly placed a cordon sanitaire around the affected planets. No-one in, no-one out. The inhabitants of these accursed colonies were condemned to infested tombs.

    One year on, unmanned probes, sent in by the TSA to monitor the situation, found something extremely strange - with the human "threat" vanquished, the Kharaa had apparently disappeared - no trace of them, other than organic infestation remains, could be found. Tentatively sending in a human scouting party, the TSA soon realised that the Kharaa were not gone, merely dormant; in the presence of humans, the Kharaa once again awoke. Reporting "chuckling creatures, skulking in the shadows", the scouting party beat a hasty retreat.

    For the next 50 years, Freya IV was a strict no-go area. in the intervening time, however, the TSA had not been idle. Having identified the Bacterium as the basis for the Kharaa life-form, the TSA developed a bio-chemical weapon to combat it, dubbed "Nano-Penicillin". This weapon worked on the principle of destroying the Bacterium, and hence the Kharaa. In a symbolic act, Freya IV was chosen as the first infestation site to be cleansed with Nano-Penicillin, blanket-dropped upon the site by aerial probes. The mission was a success - the TSA's monitoring equipment could detect no signs of Bacterium.

    As part of the TSA's ongoing Kharaa research, Freya IV became manned once more, as part of efforts to unravel the secrets of the Kharaa by investigating the source. A new science annex was constructed to study the Kharaa and Bacterium under laboratory conditions, safe in the knowledge that Nano-Penicillin could always be used in emergency situations.

    Things did not go according to plan, however...

    A hive, specially cultivated in the biodome, began giving birth to immense numbers of the gargantuan Onos Kharaa, whose angry roars echoed about the entire station. En masse, they began charging at the containment doors, denting it, buckling it, straining it to its limits. Panicking, the scientists manning the biodome released Nano-Penicillin into the biodome...to no effect. The Bacterium had evolved once more, and had become resistant. At last, the containment doors gave way, and the corridors of the complex on Freya IV seethed with angry Kharaa...

    Once more, Freya IV was over-run. The TSA vowed never again to be so foolhardy and reckless as to believe they could confine and contain the Kharaa on human terms. Nevertheless, the scientists on Freya IV made unprecedented headway in Kharaa research, but this research stood to be lost if it could not be retrieved from Freya IV. One last foray was needed - one last journey to the origin of species, this time with a clear objective: search and destroy.

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    <u><b>ns_caged:</b></u>

    BACKSTORY:

    The small shuttlecraft cut through the bleakness of space like a bird against a vast desert plain, the only life that reveals itself, a beacon to anything lurking, watching, waiting. Inside the craft the passengers waited, some ruefully, some nervously, some expectantly and all eager to reach there destination.

    "So here we go, on our way to the new frontier," Managerial Director Stevens leant back in his seat, slid both his hands through his hair and brought them to rest at the nape of his neck and sighed, happy in the knowledge that one of his dreams was about to be realised.

    "Your still hung up on that whole pioneer ideal, Cowboys and Indians, the Wild West!" a scathing, laugh broke from Ruchechnik, he hunched forward holding his stomach as if to further degrade Stevens fascination. Stevens just shrugged it off, coming from anyone else it would have hurt, no, angered him but he'd grow used to the half-Russian Quantum Physicists bitter humour years ago. "Your vicious, you know that don't you?" Stevens remarked with a mixture of fake scorn and facetiousness he tried to disguise. Ruchechnik smiled briefly, reached into a compartment under his seat and produced two mugs and a slender metallic flask. He poured out generous amounts of steaming transparent liquid and handed one to Stevens. They both sat silently, drinking and listening to the sounds of the other passengers.

    There were ten of them altogether, Stevens and Ruchechnik, Engineers Powell and Blackwell, two large corporate types, Archer and Winans, two security officers, the pilot and a nameless drunk Ruchechnik believed was a spy the company had sent along just to keep an eye on proceedings. Stevens put down his mug and began to speak " You know its always fascinated me, I don't know why but," he paused, brought the mug back up to his lips then continued "I mean you've got to admit it does have a certain allure, a certain ..." Stevens glanced over at Ruchechnik, he'd tilted his head slightly to the side and raised one eyebrow, his eyes glazed over. Stevens sighed again and changed his focus to an imaginary place in the middle distant between himself and the ceiling and in doing so missed a sly smile cross Ruchechniks face, he was playing with him, just like when they were younger. That look was Ruchechnik's standard response to a topic he didn't even consider worthy of his consideration or attention, to the uninitiated it could be as unpleasant as his barbed tongue. But Stevens had a suborn side, he was determined to get at least some of his argument across, "Okay then," his voice was unsure as he tried to establish a coherent line of thought "what about being the first in a new land, getting to explore, discover and ..."

    "And pillage, steal, kill," Ruchechnik interrupted sharply, leaving a small pause between each word to increase there poignancy.

    "Yes, okay, so its not all perfect and things would be handled differently in this day and age but just think, with our space travel, there are so many chances to repeat that experience and this is mine, my chance to explore, discover and,"

    "and pillage, steal, kill" grins Ruchechnik

    "Knock that off "

    "Sorry,"

    "Yeah, yeah whatever. But anyway, here we are on our way to oversee the construction of the first mining facility in the whole of the Sado Island asteroid field, collecting the equivalent of gold. I just feel like a ... err,"

    "Pioneer?"

    "Yeah. Yeah. We're out here setting this thing up. Then it'll become a fully operational mining community, bleeding edge technology, tens of thousands of people living, working, prospering all because we had this opportunity." Stevens's voice drifted off and an inexplicable happiness contorted his face and radiated from him. Ruchechnik looked at the liquid sloshing around in his mug and smiled, Stevens wasn't normally like this, so gullible, unsure. Ruchechnik put it down to nerves and stress, Stevens was having some family difficulties and he'd never been this far offworld before, it must be quite an experience for him. Stevens had drifted off to sleep, Ruchechnik got up and walked to a window, he stood silently for a few minutes, staring at the passing dust clouds and distant stars and listening to the noise of everything around him.

    Powell and Blackwell were discussing the possible strategies for continuation of the project and the kind of state they hoped it would be in, Archer was drowning under a seemingly infinite sea of papers and files that he'd pulled out of a considerably small brief case. Winans and the mysterious drunk were mysteriously missing, Ruchechnik s######ed as various implausible conspiracy theories shot through his mind. He wandered over to the table Powel and Blackwell were sat around and pulled up a chair, they began to talk him through some over their opposing ideas with increasing enthusiasm, Ruchechnik decided to change the subject rather than be drawn into an argument, "Do either of you two know the history of this place?"

    "Well yes, I know there were some ... complications with the original construction," Powell began,

    "Complications!" Ruchechnik laughed again and Blackwell grinned, sharing the joke. Blackwell straightened her glasses and face then began, "What have they told you? It was an absolute disaster, over 400 people lost their lives, millions of dollars worth of equipment wasted, years of work and over what? A company skimping on its human rights policies, that can of thing was abhorrent a 100 years ago, now its totally unacceptable!" Blackwell's voice was confident to such a degree she almost sounded arrogant or perhaps, Ruchechnik pondered, she only took that tone to Powell, it was quite clear she didn't like him. Ruchechnik wandered away again as Powell began to try and defend himself.

    Stevens was awake, he beckoned for Ruchechnik to sit again, opposite him, Ruchechnik sat. Stevens rolled his eyes over toward Powell and Blackwell then back and said, in a hushed voice "What do you think of all the history and stories?"

    Ruchechnik cupped his chin in his left hand and stroked his stubble, "I'm not sure, I know what officially happened and I've heard all the unofficial tales, the riots, the suicides, the disappearances, but," his attention shifted to Winans who'd just emerged out of the cockpit. Winans started toward Archer but stopped as he saw the flustered state he was in, he frowned at Blackwell then headed toward Stevens and Ruchechnik. He took a seat and turned to Stevens, "What are they arguing about?"

    "Who knows, but I know one thing, by time we make the return journey these arguments will have developed in lovers tiffs or we'll be one member short," The three of them laughed slightly then Stevens continued "There arguing about the history of the Sado Island site, about the failure of the original construction project." Winans looked at Powel, who was now standing and pointing one ominous finger at Blackwell then back to Stevens, his face a total blank. Ruchechnik was performing his 'look' again, "You don't know?!", Winans placed one hand over his mouth and shook his head slightly then said "I know the first attempt failed, I know the details of the project and what it was trying to achieve and I know theirs a hell of a lot of profit to be made. I'm a businessman this is a business venture, all that I want to know is the business side of things,"

    Ruchechnik took a deep breath "I think you really ought to do more research before becoming a potential investor," he sighed then nodded at Stevens, as if to ask him to take over. Stevens wiped his brow with the cuff of his shirt then started "The area of space we are heading for was originally thought to be void, useless, no planets, no stars, no resources, no anything. It was left alone for 50 or so years until a tiny Japanese express courier craft ran into some unforeseen objects when on course straight across this sector. A massively dense asteroid field was discovered, quite how it was missed before was uncertain, conspiracy theories floating around say perhaps it was first discovered years ago but particular powers decided to keep it hidden or harvest the resources for there own ends. Anyway the Japanese corporation claimed the field and named it the Sado Island asteroid belt, after a real 'lost' Japanese island that appears in Japanese mythology and folklore, if I'm not mistaken. The reasoning isn't important," he paused, reached into the storage compartment under his own seat and retrieved a large bottle of water, he poured himself some then offered the bottle to Winans. Stevens continued "so the Japanese sent out several teams to set-up a facility out here but all failed, there are talks of technical difficulties, of the asteroids in the field being exceptionally tough and volatile, of mercenaries, space pirates, you name it. Eventually the Japanese gave up for undisclosed reasons and offered the area up for international use, so long as a suitable percentage made its way to their wallets.

    This is where we come in, well almost. Our company signed an agreement with the Japanese for sole mining privilege of this area, provided a multi-billion dollar settlement fee and a promised percentage of all harvested resources. So five years ago the first expeditions were sent out to chart and document the entire field and decided on the most efficient place for setting up a mining colony. Several craft vanished but of the ones that returned the data presented showed a density of chemical and mineral resources that far exceeded original ideas, the plans for a mining colony were quickly altered from the standard into the single largest, most ambitious offworld colony ever planned. An entire construction company was purchased to be the fleet who would build this thing. It began slowly at first with more rumours and inexplicable events of technical difficulties, the asteroids being tough and volatile, mercenaries, space pirates, the same stuff.
    Then it all begins to get hazy. Something happened, quite what is uncertain, theirs never been a single official standing on it or an outside investigation of any kind. The generally excepted story is that the company, in efforts to cut down costs of this already inconceivably expensive endeavour, had been taking on cheap, illegal workers and using convicts from a nearby prison colony as unpaid labour. Eventually tension flared up and riots broke out, over lack of safety measures, over the supposed frequent disappearances, perhaps over the convict labours, no-one knows.
    What we do know how ever is that the company's private security force was brought in, lots of damage was done, lots of people died, the project was officially abandoned." Stevens leant back in seat and poured himself some more water. Ruchechnik took over "Unofficially however the project was just put on the backburner. The site was evacuated but a cleanup team and a considerable portion of the security force were left behind to protect and prepare the site for continuation once the trouble had died down, been easily forgotten like all the other terrible events we hear of daily." Ruchechnik paused, perhaps for dramatic effect, perhaps because he wanted to see the look in Winans eyes, perhaps because he's an idiot, Stevens though to himself. Ruchechnik stretched his arms then continued "Months, Years passed without major incident, the security force gradually departed until just a single cleanup team remained. And that brings us up to date, we're here, on our way to the Sado Island site to assess the viability of an immediate restart to the project." Ruchechnik turned to Winans, didn't say anything but just stared, expectantly, waiting for Winans to speak. He remained silent for the best part of 5 minutes then said, "Okay, so people died, it was tragic, sure, but was I involved? Should I feel guilt or even remorse for actions that didn't slightly concern me? Like I said I'm a businessman and all I'm interested in is the opportunities this project can open for me, for all of us."
    Ruchechnik laughed "And you say I'm vicious!" he got up and walked off towards the most distant window at the back of the hold, disappearing behind an assortment of crates, boxes and supplies. Winans too had wandered off toward Archer leaving Stevens alone, he shrugged, leant his head back even further and shut his eyes.

    Several hours later Stevens awoke to a thumping headache, whatever Ruchechnik was drinking it didn't agree with him, it had a potent and vile aftertaste even after all that water and all this time. Stevens muttered "Must be narcotics, chemicals, he moved past alcohol years ago," Steven's grinned then noticed no one was around him. He stood up, carefully at first just in case his legs were a little unsteady, and listened, he heard murmuring and the shuffling of bodies close by, toward the front of the hold, adjacent to the cockpit. He cautiously began to work his way rough the network of stacked boxes and towards the sounds, he turned one more corner and found the rest of the team. They were packed, tightly into a small space between the first row of crates and the main loading door window, puzzled Stevens drew attention to his presence by clearing his throat. Ruchechnik stepped out from the small huddled crowd and beckoned with his hand for Stevens to take his place. Bemused and also intrigued Stevens stepped forward to see what they were looking at.

    What he saw astounded him. He'd expected the framework of the mining colony project, all that was left after the incidents, to be massive as he'd been to an offworld construction before and was awe-struck by the sheer size of it. It paled into insignificance when compared to what he now saw. Seventeen or so 'U' shaped structures stretched off before them all joined at the centre of the curve by what seemed like an immense vertebral column, in fact now he though of it that's what the structure reminded him off. The ribcage and vertebrae of some long dead creature, a creature that's size, presence and incredible mass could intimidate the vastness of space itself. A feeling swept over Stevens, almost indescribable, he guessed this is what people meant when they discussed that moment in everyone's life when they realise there total insignificant in comparison to the universe around them. Only Stevens experienced it at an intensity that made his knees weak, made his stomach retch and gave him the foul taste and sting of acidic bile in the back of his mouth, he was amazed, speechless, frightened and distressed. He struggled in his mind to comprehend what the colony would look like when finished, he struggled to find a word to encompass the magnitude of what he imaged, something so much more than a colony.

    The next hour or so passed like a dream where time is tangible you taste, sometimes touch and always feel it but your perception of its passing leaves you disoriented. Stevens's mind was going round and round, he imaged the feeling of what the first people to see the Pyramids must have felt and he questioned whether he could actually realise his dream or whether truly discovering something new was far beyond him.

    The construction site also overwhelmed Ruchechnik, he'd known about it for years, seen images before but he wasn't prepared for it. He didn't show how much it concerned, excited and disgusted him, all he said was "Nice," whilst in his head he questioned the stability, constitution and motives of a race that could build such a monstrosity all for the purely material gain of 'precious' natural resources. Ruchechnik needed a distraction, he got up from his seat and headed towards the cockpit to enquire how long before they docked with the only remaining vessel of the cleanup team, he wanted to shower, shave and rest his mind. Ruchechnik wondered if the sight of the colony structure had affected the pilot, he asked. "Not really," was the slightly unexpected and underwhelming reply that greeted him, the pilot continued "I've been coming out here every few months since the cleanup project started, doing resupply runs, y'know its like anything, you get used to it after a while." Ruchechnik couldn't imagine getting used to that sight. "I'm coming around for a docking approach now," the pilot announced after a good ten minutes of silence, "Don't you need to contact the crew of the vessel first?" Ruchechnik wondered. "I have, but got no response," the pilot said then continued quickly before Ruchechnik began to worry "But it doesn't matter, all the systems need to dock are online, it'll be fine. Chances are the crew are either asleep or experiencing some generator difficulties, this has happened plenty of times,"

    Ruchechnik thought back to a conversation several days earlier with Blackwell, he'd asked what kind of craft had been left alone out here to clean up the mess over 3 years. She'd answered with "The 02883, a industrial variant of a standard Corral class construction vessel." Ruchechnik didn't recognise that class, "I'm not surprised," Blackwell continued "Its not a commercial vessel, if your not in the construction industry it really has no relevance,". Ruchechnik opened his mouth and Blackwell pre-empted his question "It's generally used for storage or as additional workspace or inexpensive additional housing for workers or whatever the situation calls for, it's a very flexible design." He beckoned for her to continue, glad he chose not to ask Powell and endure the monotonous drone of his voice. "It's based around a central hub from that theirs a network of tunnels and rooms that make vessels basically circular upper decks. In the central area is the dock, access to the mainframe and standard facilities for the crew: quarters, kitchens, bathroom, briefing room, lounge area, it's quite comfortable." She spoke the last three words in a way that made it sound like she'd spent a decent amount of time on one of these vessels. She paused, ran her fingers through her hair and sighed "Unless, of course, you have to spend your time on the lower decks ..." The remainder of the conversation blurred out of Ruchechniks mind, until he came to the reason he'd remembered in the first place, the generator. "The generators are horribly unstable and require frequent periods inactivity for cooling down, they do however have an excellent fuel to power output ratio,"

    Ruchechnik was brought back to the real world by the pilot pointing and saying "Here we are," The ship wasn't exactly what Ruchechnik had been expecting, given Blackwell's description. It was almost circular on the upper decks, the bottom was a smaller series of circular decks and several cylindrical tubes extending vertically down to bank of solar panels and various satellites. The remarkable thing however was the upper potion of the craft, extending horizontally from it at equal intervals were six long support beams and hundreds of smaller beams protruding at all angles. Large facilities where quite literally hung from the larger beams and secured with a network of girders, starting at the bottom of each facility and working there way back up to the support beam. Ruchechnik could see how the name 'cages' Blackwell had used for these precisely and precariously hung facilities came about. From the angle they were at now the nonchalantly named 02883 seemed like a large, space faring, twelve legged insect with a fat round body as its centre. The pilot announced over the intercom system that docking was about to commence and if people could please take a seat and fasten their security measures so he won't lose his insurance 'no incident' bonus.

    The docking procedure went smoothly, the two security guards emerged from the back room and opened the interior door as Ruchechnik and the pilot came down from the cockpit. The pilot turned and pointed at one of the windows on the side of the shuttle opposite the 02883, "Take a good long look as it's the last time you'll see them for the next two weeks," he then turned to punch a security code into a keypad, the door hummed slightly then opened slowly, the pilot and security guards stepped off first and left the others staring blankly at the stars.



    Several weeks later a partially audible message was recovered from a distress beacon:

    "Ship overrun, crew dead" static interference cuts out the message "half the craft locked down" static again "can't get us here but oxygen is limited" heavy breathing followed by a period of violent coughing, then sounds, distant unfamiliar sounds and then silence. The message continues for several minutes, distant arguments can just be heard. Someone wants to leave, someone else wants to stop them, someone gets shot, a door is slammed, some else's voice can be heard chanting, the words can't be made out. Again a long period of silence followed by noises, this time screams, human screams and then silence. Uncontrollable crying fades in and out between layers of static, the tearing of metal and heavy breathing. A single gunshot. The message ends.

    The beacon is handed over to the Frontiersmen, a squad is dispatched.
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    As you can see some maps have a very long and detailed back story, where as other like ns_tanith and ns_veil contain no back story at all (unless that is just because of the current text file).

    I hope these short stories give you some inspiration and ideas for maps and background stories. I believe many of the original mappers must have been in a similar situation to where we are now, what can and can’t be created, what would fit logically into the current situation. But, yeah it would be nice to have some clarity as what is and isn’t expected to be seen in NS2 environment wise.

    <!--coloro:red--><span style="color:red"><!--/coloro--><i>Color is to be used sparingly, for emphasis. Coloring your whole post is not acceptable
    --Ahnteis
    </i><!--colorc--></span><!--/colorc-->
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1648768:date=Sep 11 2007, 01:26 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 11 2007, 01:26 PM) <a href="index.php?act=findpost&pid=1648768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->CanadianWolverine: sounds like you want to make a map based around some kind of living quarters, maybe a giant futuristic space station “block of flats” (for need of a better phrase) with perhaps a shopping mall in it and lots of little rooms with beds and kitchens in. Like the place Ripley is staying in at the start of Aliens. Try and have a look at some of the Tokyo apartments (the really small ones) if you like the idea. You could have walls destroyed, where aliens have ripped through them. Broken glass and cutlery everywhere, overturned mattresses, long winding hall ways (like Office from CS:S) with sliding wooden doors and broken lift shafts. Perhaps the higher you go up this building the more expensive the decor gets, perhaps the marines come in on landing pad on the roof and make their way down the structure. What do you think?

    I hope these short stories give you some inspiration and ideas for maps and background stories. I believe many of the original mappers must have been in a similar situation to where we are now, what can and can’t be created, what would fit logically into the current situation. <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->But, yeah it would be nice to have some clarity as what is and isn’t expected to be seen in NS2 environment wise.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that "block of flats" sounds cool, but even a small listening post where only two people lived would be cool, I would just wonder what people did while they lived there and how I might use it as a Marine or a Kharaa to try to accomplish my goals during the match.

    Another movie that kinda gets what I am interested in would be The Thing, where you see how they live at first but after the encounter, the place takes on a whole different context.

    Also, I look to wartime movies as examples, when war hits a region, there are refugees, survivors. There are artifacts and remains. Places in the map had purpose to those refugees and survivors.

    That is why I outlined questions to if a place (map) could be believable or not. Like a air duct may be for fun but if it has no discernable reason but connecting A to B, it is plainly out of place with if you actually believe this is somewhere humans or Kharaa would bother with and it is obviously there solely for an excuse to shoot at each other. At that point, it seems little different than many of the goofy maps of Unreal Tournament, obviously there just for "fun". Not being immersive. I hope you recognize the difference because I think those who purchase Natural Selection 2 would be doing it for more than just a UT clone or HL2 DM mod, as I am sure the fan fiction and map back stories you found can attest to.

    Oh and hey! I found that other thread again that listed some ideas I think you are looking for!

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=101418" target="_blank">Ideas and themes for maps</a>
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Oh cool! I'll read it in a second.

    I think the little things that you get in HL2 add a hell of allot to the over all effect of a game. Like the rubbish, it's a really small part of the game, but by putting it in it makes the whole lot of a difference to the believability of the area you are in. Or the market-stall in CS_Italy, the square could have been empty, but by putting the stall in, it looks like the residence have just run away and left everything behind; the market also adds a nice bit of cover. I was going to suggest the Halo2 multiplayer street level as a starting point for the “block of flats” idea, but I can’t remember its name, could go and turn on my Xbox and have a look, <a href="http://soldierant.net/archives/uploads/2005/03/H2_mp_turf.jpg" target="_blank">this one</a> (Oh I think it’s called Turf :S ). Or one of the levels on Jedi Knight 2, it was set in a city, with loads of buildings, but had huge abysses in it and lots of walk ways. I can’t find an image of it, looked kinda like <a href="http://utlovefest.planetunreal.gamespy.com/downloads/maps/zeitkind/images/Shot00394.jpg" target="_blank">this</a>, but with walkways between buildings.

    But then I think I do have a thing for walkways. They are going in my list of must haves for my map:

    Must have list:

    Obvious things (hives/marine start/RTs)
    Plenty of wieldable stuff
    Vents that look like they do stuff, not just A to B
    Airlock concept (I have posted it on here quite a lot of times)
    Drop/escape pod room
    A pillar room (filled with evenly placed large pillars, ye oldy temple style, think matrix lobby sequence)
    (maybe catacombs)
    Some creepy twisting tunnels
    Some kind of gothic arches.
    A gorge (as in a hole in the ground, not the life form) or a canyon/giant long bottomless pit with walk ways accorss.
    Walkways: perhaps that can be moved at 90 degrees, think Harry Potter staircases.

    I think, I am currently thinking along the lines of a giant graveyard that covers half a moon or wasteland world. Maybe with some kind of dome(s) that covers it. The Kharaa have come in as spores on the dead, or perhaps as fully developed life forms hiding in the cargo holds of the ships carrying the dead bodies. The marines would then be sent in to stop further spread of the DI and onto the rest of the moon and neighbouring inhabited solar system, but also to protect and hour the dead, many of whom are fallen comrades.

    I imagine this graveyard moon would exist, because one day we will run out of space on earth, heck here in London we are already running out of space and councils are disturbing the bodies and digging deeper (or there was talk of it on the news a year or so back), then putting them back with more of the same family on top, or threatening to “evict” those people who have been in a grave for over a certain amount of time or the grave is unrecognisable and untraceable to any current family. It’s a bit sickening really.

    But back to topic... What do you think? Just an idea.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Very cool map idea! The mass grave moon! OMG, seriously, if you don't do it, someone should steal that idea!

    Honor the dead, indeed! Excellent idea for a "war" time map, and you wouldn't necissarily have to show anyone living there except perhaps whatever the grave diggers are and those who come to visit the grave stones, masoleums, catacombs, and so on. Plus, there could be a monastary of sorts, a futuristic kind, that would have living people there and thus all the amenities they would need, though perhaps less if they lead a much more frugal life, living on roll out beds and using minimum energy requirements for the base needs of the human body. I wonder if even such a place would have a Nano Grid Matrix for a Commander to manipulate? Or are nanites so pervasive that they exist even in such a place?
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1648840:date=Sep 12 2007, 12:10 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 12:10 AM) <a href="index.php?act=findpost&pid=1648840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very cool map idea! The mass grave moon! OMG, seriously, if you don't do it, someone should steal that idea!<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's Mine All Mine! MINE I TELL YOU! **crazy laughing**

    ...Ummm any way... Thanks CanadianWolverine, glad you like it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--quoteo(post=1648840:date=Sep 12 2007, 12:10 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 12:10 AM) <a href="index.php?act=findpost&pid=1648840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honor the dead, indeed! Excellent idea for a "war" time map, and you wouldn't necissarily have to show anyone living there except perhaps whatever the grave diggers are and those who come to visit the grave stones, masoleums, catacombs, and so on. Plus, there could be a monastary of sorts, a futuristic kind, that would have living people there and thus all the amenities they would need, though perhaps less if they lead a much more frugal life, living on roll out beds and using minimum energy requirements for the base needs of the human body.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I mentioned the monastery idea on the forums somewhere. I think I have been thinking about Warhammer 40K as inspiration, and playing quite a bit of Dawn of War. They have a fascination with the dead in that game.

    Now you have mentioned the who would live there thought, I was thinking of having a fully (or, more likely, partly) working robotics system. Like things that carry coffins (or what ever) around the graves and those that dig wholes or do simple things like cleaning weeds out from graves and setting rat traps. These robots, which I picture travelling around the grave system on over head rails (like the concept art for alien storage tanks), that could be used by marines to travel the grave system. This of course depends on whether or not the Steam Engine can actually take this kind of thing while in multiplayer.

    This robot system would mean those living on the actual grave site would be kept to a minimal. I mean who really wants to work with thousands of dead bodies?

    This would also explain why the Kharaa have managed to go undetected for long enough to build a hive and what not.

    <!--quoteo(post=1648840:date=Sep 12 2007, 12:10 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 12:10 AM) <a href="index.php?act=findpost&pid=1648840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder if even such a place would have a Nano Grid Matrix for a Commander to manipulate? Or are nanites so pervasive that they exist even in such a place?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope the robot element might explain this, that or just making it feel like the very earth you walk on is full of wires and technology. I imagine I would do this by putting in various wires coming out here and there, and perhaps having loads of cables on show in holes and along tunnels, much like you get in service tunnels and when the underground/subway is being stripped out (as ours is, here in London)

    Any way, nuff about my ideas, want to hear others map plans! There only seems to be a few people commenting on this tread, would be nice to get even more variety in here. <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->If you’re reading this, write down the first map idea that comes into your head \/here\/ (or just a map idea you have had!)<!--colorc--></span><!--/colorc-->
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Since we're posting backstories, heres the one for ns_Nexus, found in its readme. Oh and all these dynamic aspects of maps, weldables, vertical components, overall themes and feels, well... doesnt Nexus have them all? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    *Story*

    ---------------

    The T.S.S. Nyx was a deep-space research and Nexus-integrated relay ship, lightly armed and considered a resort amongst the TSA ranks. But after receiving a distress call, the Nyx was re-routed to save the escape pod survivors of the Eon ship, as they had landed on an uninhabitable planet. It was a Marine Assault Class ship nearby that actually boarded the Eon. But while everyone on the Nyx, including the civillian Eon survivors, were in cryosleep en route back to the Hera station, one of the engines suddenly gave out, and the Kharaa appeared, hive and all. Those who managed to abandon ship amongst the instant chaos made sure to scan their escape pods for kharaa bacteria before ejecting. They could not afford to make the same mistake as the Eon crew.

    Conducting its research mostly on the new Chromium substance - possibly the best energy source in the universe, followed by h2o, for humans and aliens alike - its no wonder the Nyx suffered such a surprise infestation. Given the resources, the Kharaa can go from nano-size to functional offensive units within hours.

    The poor Marines who had survived the Eon ordeal were en route. The Nyx could not be lost.

    ---------------
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1649331:date=Sep 13 2007, 09:14 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Sep 13 2007, 09:14 PM) <a href="index.php?act=findpost&pid=1649331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since we're posting backstories, heres the one for ns_Nexus, found in its readme. Oh and all these dynamic aspects of maps, weldables, vertical components, overall themes and feels, well... doesnt Nexus have them all? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    *Story*

    ---------------

    The T.S.S. Nyx was a deep-space research and Nexus-integrated relay ship, lightly armed and considered a resort amongst the TSA ranks. But after receiving a distress call, the Nyx was re-routed to save the escape pod survivors of the Eon ship, as they had landed on an uninhabitable planet. It was a Marine Assault Class ship nearby that actually boarded the Eon. But while everyone on the Nyx, including the civillian Eon survivors, were in cryosleep en route back to the Hera station, one of the engines suddenly gave out, and the Kharaa appeared, hive and all. Those who managed to abandon ship amongst the instant chaos made sure to scan their escape pods for kharaa bacteria before ejecting. They could not afford to make the same mistake as the Eon crew.

    Conducting its research mostly on the new Chromium substance - possibly the best energy source in the universe, followed by h2o, for humans and aliens alike - its no wonder the Nyx suffered such a surprise infestation. Given the resources, the Kharaa can go from nano-size to functional offensive units within hours.

    The poor Marines who had survived the Eon ordeal were en route. The Nyx could not be lost.

    ---------------<!--QuoteEnd--></div><!--QuoteEEnd-->

    To be honest, that’s not exactly the best back-story I have ever read. It took me quite a few reads just to get it in my head what was going on, and I'm still not sure. Maybe it needs to be broken up a bit more and some more dramatic detail added.

    As I understand it (in order):

    The Nyx is researching new types of Chromium and other substances for energy sources.

    The Eon escape pods have landed on an uninhabitable planet. The Nyx ship gets a distress call from the Eon ship. Another ship searches the Eon (so they find anything? Why do they search it? Who knows?) while the Nyx picks up the survivors from the planets surface.

    Some time later the Nyx heads to the Hera station. But on route one of the engines fail and “ta-dar” the Kharaa just appear (a clown coming out of a box saying “ta-dar” is the first thing I pictured after reading this line : “...and the Kharaa appeared, hive and all.” ...ta-dar!) after feeding on the high energy Chromium.

    Chaos ensues as all passengers are woken from their cryo-sleep. Those who can make it to an escape pod, eject from the Nyx, scanning their pods for any sign of the terrifying life-form. (Where do they go, are they picked up by this other mysterious ship?)

    Then, for some unexplained reason the Nyx needs to be saved, why? Is it because the ship will carry on, on auto pilot. Or because of the Chromium research that the team have made? Or are their still survivors on board? Or do the marines need samples of the new species? What’s the explanation for going to the Nyx? Cause if it’s just on route, why not just “nuke” it from space and save the marines lives?
    Is that about right?

    I would have written it differently. Firstly I would have written it in order of events that happened. Put a bit more focus on things that you have completely left out and less focus on things like why the Chromium is a better energy source than h2o (I thought that water was a pretty rubbish energy source?). Then put some description of the chaos, maybe a data log might be nice, or an entry from one of the passengers. Something that gives the reader and idea of the horrors that the civilians and marines awoke to when the engine failed, something that will make the reader realise how horrible these aliens really are, and how tough the marines have to be to fight them; it’s not entirely necessary, but it would be nice. A little more description of the uninhabitable planet, why can’t they stay down there? Do they get out of their pods? Or just stay in there? Cause I imagine this is where the Kharaa get on, right?

    Also, Chromium already exists; it used to be used in paint in the 1800, would it not be more interesting if the material they were looking for was something a little more unusual or new?

    Any way, this is how I would right it:


    <div align="center"><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<!--colorc--></span><!--/colorc--></div>


    Following a routine sweep of asteroid belt 7D/19-261A for new materials, the T.S.S. Nyx, a lightly armed deep-space research and Nexus-integrated relay ship, was heading back to Hera Station for data analysis and a well earned break. The ships cargo containers were full of chunks of asteroid and collected rock samples from a particularly interesting deposit of Chromium on asteroid 12906-B, one of the largest in that sector.

    When the cargo reached Hera Station it would be processed and used for a revolutionary new energy source. If the TSA was successful with this project they could power entire planets for years at a time on mere tons of this ore. The TSA knew they were sitting on a gold mine and the T.S.S Nyx was crucial to the TSA’s future plans in this sector of deep space.

    So when the call came in to pick up some stranded civilian survivors from the star-ship Eon, it was a surprise to the crew. Until the words “constellation member” were bounced around by a wide mouthed officer.

    The H2O drives kicked in and they arrived at the unnamed desert world, 120.98K,546.6K,2245.21K-D, in a matter of hours. A D-class planet, although oxygenised, is harsh at the best of times, but this horrible beast lay between two stars and a red giant. According to the TSA logs, it’s orbit switch between the two stars every thousand years or so, only the seventh planet found to do so, this meant it shifted from icy centuries without light, to supper heated ones, the only thing that heeled it’s atmosphere together was it’s mass. But its predicted course for the next two thousand years would put it on a collision course for the neighbouring red giant in a matter of centuries. This unstable planet was no place for Human life. Even with the drop pods life support system, food and water supplies, the passengers would only be able to survive for a limited time in such a place. It was crucial that the Nyx found them in time.

    Luckily, technology was on their side. All deep space vessels and their drop ships are, by TSA law, fitted with communication devices capable of transmitting and receiving up to 90 Million light years away. All the Nyx crew had to do was follow the signal through the sand storms and hope for the best.

    Twelve drop pods were soon found on the planets surface, all except one had survivors in. The last had, according to the rescue team sent in, smashed open on impact with the planets surface.

    A detail list of all those who had survived was taken down, although no mention of the constellation member was ever found in any of the decease’s documents, and no one passenger was treated above any other, as you would have expect from an influential member of such an organisation.
    ________________________________________________________________________________
    ______________________

    <!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->//Medical report: J.R.Delta-2,6-55.21 //Eon: Civilian Drop Pod Survivors: Conclusion////Declassified//

    ...Apart from the few survivors suffering from neck, back pain and scratches, probably due to the impact there is nothing physical wrong with the majority of my patience. But the fear caused by the escape from Eon and horrific environment of the planet they landed on has clearly left many with a worrying case of insomnia, nightmares and cold sweats. So much so that 25% of the civilian survivors have been sedated and put into cryopreservation already...<!--colorc--></span><!--/colorc-->
    ________________________________________________________________________________
    ______________________


    Soon after this report was logged the T.S.S. Nyx was on its way again and the crew was also put into cryopreservation for the 3 months it would take to get back to Hera.

    ________________________________________________________________________________
    ______________________
    <!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->//Cryo Reboot Report: XX1. T.S.S. Nyx. Unmanned Log Data//
    //ERROR: 8880 Life Forms Detected, Request Crew Confirmation Of Breach Of Cryo Y/N? //
    //ERROR: 8881 Semi-Engine Failure//
    //ERROR: 8882 Multiple Unknown Life Forms Recognised//
    //ERROR: 8883 Life Forms Not Recognised On Interspacial Database//
    //ERROR: 8884 Unable To Perform Successful Engine Restart//
    //ERROR: 8885 Unable To Perform Successful Engine Restart//
    //ERROR: 8886 Unable To Perform Successful Engine Restart//
    //ERROR: 8887 Unable To Perform Successful Engine Restart//
    //ERROR: 8888 Unable To Perform Successful Engine Restart//
    //ERROR: 8889 Unable To Perform Successful Engine Restart//
    //ERROR: 8890 Unable To Perform Successful Engine Restart//
    //ERROR: 8891 Unable To Perform Successful Engine Restart//
    //ERROR: 8892 Unable To Perform Successful Engine Restart//
    //ERROR: 8893 Attempt Ten: Unable To Perform Successful Engine Restart: Request Human Assistace: Open All Cryo Tubes//
    //ERROR: 8894 Total Engine Shut Down Due To CODE: 1631//
    //Is Crew Awake? Y/N?//
    // ERROR: 8895 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8896 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8897 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8898 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8899 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8900 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8901 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8902 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8903 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8904 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8905 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    // ERROR: 8906 CODE: 0000: Life Raft Jettisoned//
    //Send Out Distress Beacon CODE: SOS? Y/N?//
    //No Registered Crew Or Human Life Forms Aboard T.S.S Nyx//
    //12 Unknown Life Forms Still Aboard//
    //T.S.S Nyx Distress Beacon Fired In T 00:10//
    //T.S.S Nyx Distress Beacon Fired In T 00:09//
    //T.S.S Nyx Distress Beacon Fired In T 00:08//
    //T.S.S Nyx Distress Beacon Fired In T 00:07//
    //T.S.S Nyx Distress Beacon Fired In T 00:06//
    //T.S.S Nyx Distress Beacon Fired In T 00:05//
    //T.S.S Nyx Distress Beacon Fired In T 00:04//
    //T.S.S Nyx Distress Beacon Fired In T 00:03//
    //T.S.S Nyx Distress Beacon Fired In T 00:02//
    //T.S.S Nyx Distress Beacon Fired: CODE: 0000: SOS: Contains 12 Week LOG//
    //Transmitting CODE: 0000: SOS 12846.45K,1276337.33K,1212377.20K//
    //Transmitting CODE: 0000: SOS 12846.45K,1276337.33K,1212377.20K//
    //Transmitting CODE: 0000: SOS 12846.45K,1276337.33K,1212377.20K//<!--colorc--></span><!--/colorc-->
    ________________________________________________________________________________
    ______________________

    This was the last transmission received from the T.S.S Nyx, three days ago.

    The Nyx must be retrieved, it’s cargo is of enormous value to the TSA.

    <div align="center"><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<div align='center'><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<!--colorc--></span><!--/colorc--></div>~~<!--colorc--></span><!--/colorc--></div>

    Also, I love Nexus, It’s a really nice looking map, love that elevator and the core in engineering, really nice. Think I have only played it once though. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    StixNStonz: What are your map plans for NS2? Hope you didn't mind me doing a little re-wording there, if you like it feel free to use it (give me credit tho), if not I enjoyed writing it. So no loss there, right?
  • taintedbeeftaintedbeef Join Date: 2003-12-05 Member: 23972Members, Constellation
    I would love to see more dark maps, not so much literally dark to the point of being imbalanced as maps that are post-apocalyptic. Maybe a map where the marines start in a destroyed church with stairs leading down into some catacombs, which are what remains of a bunker or something of the like. I mean think about it, why space? Maybe because Earth just isn't that pleasant anymore, especially with what, the alien invasion going on. I think so.

    I also hope that some information comes out soon as to building and unit changes, because they could have a profound significance to balancing maps. At points NS was one of the best competitive team games out there, I hope NS2 can not only live up to that but surpass it.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1649411:date=Sep 14 2007, 04:41 AM:name=taintedbeef)--><div class='quotetop'>QUOTE(taintedbeef @ Sep 14 2007, 04:41 AM) <a href="index.php?act=findpost&pid=1649411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would love to see more dark maps, not so much literally dark to the point of being imbalanced as maps that are post-apocalyptic. Maybe a map where the marines start in a destroyed church with stairs leading down into some catacombs, which are what remains of a bunker or something of the like.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, nice idea, I think I was thinking of a landing pad or something... Not sure really.
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