NS2 Maps and Server Sizes

NicksaerianNicksaerian Join Date: 2008-10-15 Member: 65207Members, Constellation
<div class="IPBDescription">Square peg in round hole?</div>With NS2 comes new ways to map. Would it be a viable option to have maps made up rather easily to accommodate different server sizes? By that I mean one map, different sizes. If you run a large server, you'd use the large version of the map, a small server, the small version. I have no experience or knowledge in mapping which is why I'd like feedback on this! Thank ya much.
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Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    That would be a lot of extra work for the mapper to create two versions of the same map, especially with a small team.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Ranged vs melee also makes it difficult to balance out when it comes to modified distances. I'd just rather try to support mapping in general so that we'll have quality maps of every size.
  • Paradox MonkeyParadox Monkey Join Date: 2007-08-25 Member: 61969Members
    Perhaps areas of the map could be dynamically locked/unlocked based on the number of people in the game. Would take a lot of extra work from the mapper to make sure the map is playable and balanced at all sizes, though. Personally, I would prefer that maps stay the same no matter the number of people.
  • ErlamErlam Join Date: 2008-10-14 Member: 65200Members
    <!--quoteo(post=1692807:date=Nov 7 2008, 03:05 PM:name=Paradox Monkey)--><div class='quotetop'>QUOTE(Paradox Monkey @ Nov 7 2008, 03:05 PM) <a href="index.php?act=findpost&pid=1692807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps areas of the map could be dynamically locked/unlocked based on the number of people in the game. Would take a lot of extra work from the mapper to make sure the map is playable and balanced at all sizes, though. Personally, I would prefer that maps stay the same no matter the number of people.<!--QuoteEnd--></div><!--QuoteEEnd-->

    While it is a lot of work, the level designers at the company I work for made both a 16 and 32 player version of each map. While it did require a fair amount of extra work, it does really help when using smaller amounts of players. Basically, you need to figure out if the amount of people playing the smaller map is worth the effort. If 80% of people play the larger, and 20% the smaller, then it would probably be best to avoid using that time that way.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    You see both. If I had to say which was more common, I'd say most servers have less than 16 players. However, that isn't to say I'd like to see most maps designed for 16 players or less. Every once in a while, I'd like to join a big server with a big map.

    If they implemented this feature, the extra work done by the mapper shouldn't be mandatory but rather an optional feature.

    Would be an interesting feature, but really there's no good reason why you simply wouldn't just load a map designed for more people at the end of another. That wouldn't take any special features from natural selection. If anything, the map would have to have a property in its header which gives a recommended max player amount which the server may choose to follow or not.

    If they're going to do something like that, it needs to be dynamic so that new sections of the map can be made available dynamically (whether it be to accomodate a large player base or provide a triggered effect from within the map (perhaps a switch is activated and a third hive is made available for the aliens to put up for example).
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    The bigger the better. Large maps on small servers, imo, can quite simply add to the atmosphere of the game - a small platoon of Frontiersmen investigating a large station. The dynamic idea is a great one and could provide some strategic points regardless of server size if it continues with the weldable vents and doors of NS and especially if it progresses the system by adding some sort of objective to lock/unlock an area in favor your team.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2008
    I do remember games where you'd walk around building RTs for like 5 or 10 minutes straight while all the combat was elsewhere. Everything's quiet, then you hear the slow, organic sounds of an alien res chamber, and perhaps a gorge building... then, ever so slowly sneaking up around the corner, and SKULK IN THE FACE
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1693242:date=Nov 12 2008, 02:40 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Nov 12 2008, 02:40 PM) <a href="index.php?act=findpost&pid=1693242"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->then, ever so slowly sneaking up around the corner, and SKULK IN THE FACE<!--QuoteEnd--></div><!--QuoteEEnd-->
    Couldn't have been me because I kill the cap team/random pub cappers 30 seconds into the game.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I would prefer an entirely different map of a smaller size, but if this would speed development and make it easier on the team, then that's great so long as the map does not take a serious performance hit (which it shouldn't if it would work anyway with more players).

    Interesting... you would allow people to organically extend their understanding of a given map by going to a smaller server first, then expand to a bigger one where the strategy becomes more complex.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yea, a dynamicly changing map would be really the only way to have Small, medium, or large versions of the <i>same</i> map. I'd like that alot but it would have to be simplified for the mapper, like pen he draws a circle around what areas open/close to what amount of players, which would = more work for the dev team.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693319:date=Nov 13 2008, 03:44 AM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Nov 13 2008, 03:44 AM) <a href="index.php?act=findpost&pid=1693319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea, a dynamicly changing map would be really the only way to have Small, medium, or large versions of the <i>same</i> map. I'd like that alot but it would have to be simplified for the mapper, like pen he draws a circle around what areas open/close to what amount of players, which would = more work for the dev team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ew.

    From an optimization standpoint, this hurts. Loading the entire map when you might not even need it means longer load times and memory whoring. Also, dynamically altering the map as more players join or leave sounds good, but can get really sticky. What about players stuck as the map closes in?

    I would suggest that there be a system that gauges team sizes as the map is loaded, and sets up the size it needs. Big, small, large, etc. However, it might come from the same base map, but the players and server now only need to load the parts they're going to use. As players join and leave during the round, the map doesn't expand or contract.

    The big problem is designing maps like this. I'm sure we could learn, but adding more routes along the outside doesn't necessarily help. You also need interesting connections internally, maybe changing the vent systems, etc. The dependency on the balance of a smaller map altering the balance of the larger map could get very difficult to manage.

    I would rather have a more static map, but the designer/server can setup available sizes and only play maps according to current server population. This may make redundancy if mappers want to make a huge maps, and cut it down to a medium and small size, but then each is a modular piece that doesn't depend on the larger map's design and balance and can be tweaked individually.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I can't see any proper standpoints for any solid argument until we know more about the mechanics of the game. Maybe allow mappers to use the number of players as a trigger, but it really depends on the amount of nodes, tech, and practically all the elements of the game. The player count trigger could also help when a map needs to scale up for more players balance wise. More marine firepower means that skulks need more vents and so on.

    The downside is probably that its quite confusing to play on a changing map.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    I can see how loading the entire map would be bad for optimization, but remember that it would really be no different than loading a map for many players despite the fact that you have few players as far as memory and optimization is concerned. That is to say, if the game doesn't move slower on a big map, it wouldn't on a small map which can dynamically increase in size either.

    I was thinking this feature would be more generic in that it can be triggered by anything (including player size). Perhaps you could go as far to say that a similar trigger could close off areas of the map (imagine a gas leakage announcement by the computer and doors slowly shutting with sirens on either side where everybody in that region has to exit within 30 seconds time or risk getting closed in and promptly killed).

    You could use it to prevent aliens from getting 3 hives if there are so few players, for example. You could use it to add strategic base locations for humans near certain hives (imagine having both in the same map, it would dramatically shift winds for the game play.. rather than aliens defending its two hives, it begins fighting a losing battle on one hive and then puts up a third hive, meanwhile humans are trying to siege an old hive due to a new strateigc positioning location).

    Again, it's really about the mapper's wishes, because the mapper can also choose to make a normal map at that point without these features. I think it would add an interesting aspect to the game, as it breaks stalemates and keeps the map evolving. The triggers could come from other sources as well, which means a switch could activate new areas in the map which may or may not give an advantage to your team, for example.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    OK, so Hawkeye wants more power to dynamically alter the map, including using the basis of player size. And not only the map, but even open up new rooms instead of a few vents and doorways. ic.

    Kool idea. I support. I just wouldn't support forcing mappers to make 3 versions and dynamically switch between them. Seems like more hassle than it's worth.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    No, it'd be wrong to expect mappers to do so considering it might actually take away from the map design to force a mapper to add to something which is already fine.

    Though at the same time, I see a lot of potential in this idea for a complete change in gameplay flow. Keeps it interesting and breaks stalemates. A game which is looking bad for the Kharaa for being closed into one hive with siege cannons might suddenly gain a second exit which of course the Frontiersmen will try to block but will likely get overrun by desperate skulks, thus breaking the stalemate and allowing the Kharaa to counterattack the push by attacking the siege from both sides, for example.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited November 2008
    Do we have any time lines on when/if a mapping release will be made for the community before release? Given it's an inhouse engine, what tools are/will be developed for the community in this regard?

    I think a dynamic map would be an interesting concept, from locking off certain areas of the map until x numbers join, to simply having new resource nozzles activate as X members join. It could be an interesting feature, albeit I think optional would be the best way to attack it.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    I was thinking instead of restricting map size based on player count, just allow players to manually open up areas using methods that are more likely to happen with more players. (For example, two weld points [or valves?] on either side of a door that requires 15-25 seconds by two player simultaneously by marines.) Once opened, the new area becomes pressurized and unseals entrances to other pressurized areas. This gives players the option of making the game big if they like it that way. It costs time and resources, opens up new resource nodes, and opens up new vectors of attack/defense -- which all seems to balance out. Servers with less players are more likely to take the cheaper and safer route of expanding straight towards the enemy. It allows for scale of the area importance by changing the number of [weld points] and/or [time required] to open up the new area.

    A drawback to all of these ideas is that there's no possible mystery to the location of the hive. You just follow the open route. Seeing as that didn't hurt the original NS when you could hear the hive, I don't think it's a huge loss.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693739:date=Nov 18 2008, 06:28 PM:name=PseudoKnight)--><div class='quotetop'>QUOTE(PseudoKnight @ Nov 18 2008, 06:28 PM) <a href="index.php?act=findpost&pid=1693739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was thinking instead of restricting map size based on player count, just allow players to manually open up areas using methods that are more likely to happen with more players. (For example, two weld points [or valves?] on either side of a door that requires 15-25 seconds by two player simultaneously by marines.) Once opened, the new area becomes pressurized and unseals entrances to other pressurized areas. This gives players the option of making the game big if they like it that way. It costs time and resources, opens up new resource nodes, and opens up new vectors of attack/defense -- which all seems to balance out. Servers with less players are more likely to take the cheaper and safer route of expanding straight towards the enemy. It allows for scale of the area importance by changing the number of [weld points] and/or [time required] to open up the new area.

    A drawback to all of these ideas is that there's no possible mystery to the location of the hive. You just follow the open route. Seeing as that didn't hurt the original NS when you could hear the hive, I don't think it's a huge loss.<!--QuoteEnd--></div><!--QuoteEEnd-->

    hm....

    The point of weldables and such are to give an advantage to the Marines when the use it, or at least a calculated risk, but you're suggesting manually expanding the map because we want to. Or, at least that's my impression on a quick read.

    So, intriguing, but I think this misses the core innovation of dynamic maps, especially due to team sizes. Perhaps adjust this so both sides can open new rooms near their starts, and some (in the middle) either auto open (enough other adjoining rooms open) or both sides can open. That way, you can try to keep a chokepoint and turtle by pushing res into opening new rooms, but open the wrong room or the other team opens a careful room and suddenly you're flanked and overextended. It would take quite a bit of tweaking, and I don't really like it myself, but maybe someone else can make this idea more interesting.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1693794:date=Nov 18 2008, 10:29 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Nov 18 2008, 10:29 PM) <a href="index.php?act=findpost&pid=1693794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The point of weldables and such are to give an advantage to the Marines when the use it, or at least a calculated risk, but you're suggesting manually expanding the map because we want to. Or, at least that's my impression on a quick read.

    So, intriguing, but I think this misses the core innovation of dynamic maps, especially due to team sizes. Perhaps adjust this so both sides can open new rooms near their starts, and some (in the middle) either auto open (enough other adjoining rooms open) or both sides can open. That way, you can try to keep a chokepoint and turtle by pushing res into opening new rooms, but open the wrong room or the other team opens a careful room and suddenly you're flanked and overextended. It would take quite a bit of tweaking, and I don't really like it myself, but maybe someone else can make this idea more interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't know, this seems more like the epitome of dynamic maps to me. It also allows for a different style of play with small games. However I do see a potential balance problems with suddenly opening up large areas of a map through one choke point, especially if kharaa are allowed to open up maps the map as well. Skulks/gorges could open up a bunch of rooms and quickly cap(since that what kharaa are good at).
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    It's very early to speculate anything at kharaa capping capabilities and such at this point. Feel free to speculate, but there aren't any facts for or against any arguments based on the tech or res system.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1693944:date=Nov 20 2008, 10:56 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Nov 20 2008, 10:56 AM) <a href="index.php?act=findpost&pid=1693944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's very early to speculate anything at kharaa capping capabilities and such at this point. Feel free to speculate, but there aren't any facts for or against any arguments based on the tech or res system.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If the kharaa remain fast(which seems likely since they are melee) then this will be true.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1693948:date=Nov 20 2008, 04:29 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 20 2008, 04:29 PM) <a href="index.php?act=findpost&pid=1693948"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the kharaa remain fast(which seems likely since they are melee) then this will be true.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We know very little about the res division, DI spread and such. Those can limit the capping even if the mobility is still there.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    It's true that we can only speculate based on what we know, but the ideas can be useful. Too often we forget we can change something as basic as this. But you know what, I wouldn't be surprised if map makers could do at least some versions of this idea themselves without any custom LUA.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693938:date=Nov 20 2008, 03:24 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 20 2008, 03:24 PM) <a href="index.php?act=findpost&pid=1693938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know, this seems more like the epitome of dynamic maps to me. It also allows for a different style of play with small games. However I do see a potential balance problems with suddenly opening up large areas of a map through one choke point, especially if kharaa are allowed to open up maps the map as well. Skulks/gorges could open up a bunch of rooms and quickly cap(since that what kharaa are good at).<!--QuoteEnd--></div><!--QuoteEEnd-->


    Something I realized just now is this can promote essential neutraling.

    The idea is you're initially isolated and you have to make decisions without knowing what your opponent is doing. This setup time can be extended by things like large map size or hostile to everyone creatures like in the Civilization games. StarCraft also has a similar quiet time until you start scouting the enemy base. NS1 has a fairly short run out and contact time period, usually within 30s the enemy sees each other.

    However, with the majority of the map locked down, you have to make strategic choices on what rooms to open. Even more interesting, the opposing team might not know which rooms you've opened. You guys could miss each other if a connecting hallway wasn't opened up. This additional separation and slower exploration of the map slows down the initial firefighting, but can help give a little more depth to the strategy side of the game. Also, every room you open is opened for the other team. So, if you wasted your time opening all the rooms, the other team might only have to open one doorway to get to all those rooms you worked so hard to open.

    This would be even more interesting if you had to unlock Hive rooms. So, the Aliens have to unlock the Hives, but what if the Marines unlock rush a certain Hive? Should the Aliens rush it since it's open? Or should they move around to another Hive? Ideally this wouldn't cost huge chunks of res (maybe no res and just time), so by unlocking one Hive you haven't excluded yourself from switching and unlocking the other Hive.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Just to be clear, my idea wasn't to have everything closed off. Though it did occur to me, the closed-off idea doesn't serve the original thought of expanding the playing field for larger groups of players. My idea was to have everything shut off except for a more or less direct path to the hive. This almost forces direct confrontation but also allows optional expansion into new areas, something which can be encouraged with larger amounts of players with certain mechanics. (like the somewhat lengthy two player method of opening doors.. but that's not the only way to do this, I think)
  • ZRockZRock Join Date: 2003-01-06 Member: 11910Members, Constellation
    Would it be helpful to look at how Battlefield 2 does it? I haven't played that in a long time, but I seem to recall there were small, medium, and large versions of each map. I think the size was determined by the number of slots allocated on the server (12 player uses small, 24 player medium, 32+ large, or something along those lines). So, not dynamic based on how many people are on at a given time (like 10 people on a 32 player server), but chosen ahead of time.

    Absent that sort of sizing, I would go with large size on everything, as someone suggested earlier in the thread. Adds to the atmosphere, IMO.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited November 2008
    Having closed off sections would allow for three somewhat different versions of the same map, especially for small amounts of players. Each round would be different as the sections would be closed/open depending on the hive spawn.

    It would also allow a combat mode to be coded in LUA using the original maps, encouraging adoption as custom map downloads can be discouraging to new players. Again, each round could be a different configuration, possibly even indirect routes to the hive.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1694050:date=Nov 21 2008, 08:07 PM:name=PseudoKnight)--><div class='quotetop'>QUOTE(PseudoKnight @ Nov 21 2008, 08:07 PM) <a href="index.php?act=findpost&pid=1694050"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just to be clear, my idea wasn't to have everything closed off. Though it did occur to me, the closed-off idea doesn't serve the original thought of expanding the playing field for larger groups of players. My idea was to have everything shut off except for a more or less direct path to the hive. This almost forces direct confrontation but also allows optional expansion into new areas, something which can be encouraged with larger amounts of players with certain mechanics. (like the somewhat lengthy two player method of opening doors.. but that's not the only way to do this, I think)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh, I realized that's not what you meant. It was just a random idea that popped into my head. It would definitely slow down really gameplay, which may or may not be a good thing. Good so that strategies have more time to diverge, bad in that we don't get to shoot things until we open all those blasted doors.

    The dynamic direct way to Hive is interesting. However, something I liked about NS1 was searching for the Hive. Granted it was a short wait, but any variability can really help. If you only have the path to the starting Hive, this element of exploration is gone, even if it only lasted 30 seconds (yay listening for spawns and Gorges as comm). I would prefer all major routes to be open to all the Hives. Maybe even close the Hive itself, but the pathway is open.

    What I'm thinking if you want a skeleton map, especially for smaller games, that could be opened up. As much as I love dynamic maps, I have to ask the question of why. What advantage does opening up these extra rooms give? I will admit that we need more ways to manipulate the map, including based on team sizes as a trigger, but I'm not entirely sold on extension rooms when the main map should be sufficient. Unless say all but 3 nodes are in these locked down rooms. That would be interesting.
  • NicksaerianNicksaerian Join Date: 2008-10-15 Member: 65207Members, Constellation
    When I posted this thread I thought it was going to be an open-shut thing, either possible or cast away. Turns out to have sparked an interesting discussion. Granted, I watched it for a couple days then forgot about it XD One thing I kept hearing was about smaller games locking out the third hive (or something to that effect). This kicked an idea into my head. Why is it that all maps only have 3 places for hives? Easy answer, because only 3 hives can be built, each for their respective chamber. Now that we have the ability with NS2 to change our paradigm on how we view maps and all things within, I would ask the question again. Why is it that all maps only have 3 places for hives? Why not 4, 5, 6 places for hives to be built? This would mean the map would have to be quite large to accomodate, but when you have popular 30+ man servers, it should be considered. Also, why can the Kharaa only build 3 hives? Can't they build more afterwords to serve as another spawning ground? They just wouldn't have another chamber type to associate with the 4th, or more, hive.

    Just another two cents I'm tossing in. Love to hear feedback on it!
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