NS2 mapping guidelines

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Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[url=http://your.url.here/]URL Name[/url]<!--c2--></div><!--ec2-->
    will appear as
    <a href="http://your.url.here/" target="_blank">URL Name</a>
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    I think by example, and as such, probably the most efficient teaching method of mapping techniques would be simply to make a tutorial map with message triggers which point out things to note while in the map (for example I enter a long corridor and it reminds me that corridors in general should be at least this large to be able to fit onos with possible exceptions of ventilation systems and class-specific areas). Walking through and seeing the tips you see exactly what is being referred to, and inside the map, you'd see examples of working natural-selection specific functionality. For example, I could find a weldable entity so that I could not only see how it's done on the map, but I could play that map and see what welding is (perhaps the map would supply me with a welder :P).

    While I don't think texturing of this map is important, I think anything that you guys would like to see standard (perhaps standard doors elevator lifts) and their textures I would expect to find on the map. Not that any mapper is obliged to use them, but I imagine they'd be used anyway and no point in not having a 'standard' version of it.

    That would already go 90% for me explaining how to map for ns2, but a wiki would easily fill in the rest. Just my two cents.
  • phreakerphreaker Join Date: 2004-06-29 Member: 29623Members
    out of interest are you going to have a free, map / dev kit for the game? i would love to get going on some maps for you guys :-)

    thanks
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1714637:date=Jun 29 2009, 04:07 PM:name=phreaker)--><div class='quotetop'>QUOTE (phreaker @ Jun 29 2009, 04:07 PM) <a href="index.php?act=findpost&pid=1714637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->out of interest are you going to have a free, map / dev kit for the game? i would love to get going on some maps for you guys :-)

    thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
    They will.

    Initially to SE orders (to bug test the application to make sure it works well enough) and then eventually free to all by release.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    maybe have section in the guide that lists the differences in ns1 and ns2 mapping

    like in ns1 if you want to do X then in ns2 you do it this X way
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited June 2009
    From Where I sit the vale wiki is good but the old guidelines I recall being a really good resource as well and as an added bonus all that was on one page.

    The big points I think would help would be to break the main page into a few sections I think JazzX got it about right with the 5 sections he mentions, generally it is easy to know if your request fits in one of those areas. Additionally, A demo map would be nice. I don't think that it has to be provided by you now. I am sure that some one out there in the community actually has time to write a quick map up and narrate a bunch of text into youtube. This is to say that i think putting up guidelines for now and then having a moderated wiki setup to allow users to update data as well as post brief tutorials etc would be the way to go.


    I also thought that I might want to link a few documentation things that I think work well.

    <a href="http://docs.jquery.com/Main_Page" target="_blank">Jquery's Docs</a>
    <a href="http://developer.valvesoftware.com/wiki/Category:Level_Design" target="_blank">Valve's Level Design Docs</a>
    <a href="http://dwarf.lendemaindeveille.com/index.php/Main_Page" target="_blank">Dwarf Fortress Wiki</a>
    <a href="http://wiki.eveonline.com/wiki/Main_Page" target="_blank">Eve's Wiki</a>
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    <!--quoteo(post=1714254:date=Jun 27 2009, 02:33 AM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Jun 27 2009, 02:33 AM) <a href="index.php?act=findpost&pid=1714254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For example, one or two maps designed by your hired, official leveldesigners could be documented from beginning to end.
    What was the idea? What did the concepts look like? What is the levels 'niche'? And so on.
    Also let the players get a hold of the level itself so they can look at it and see how things work on a real level.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this is a brilliant idea, even if it was done with only one map it would not only help experienced mappers understand the finer points of NS2 mapping, but also give newer mappers a detailed insight into the process of making a map, from concept to completion. I know I'd read it.

    It'll also help to outline the level of creativity possible within the editor - for example, how flexible are the victory conditions for each team? Is it possible for a mapper to create a new or modified gamemode, such as a 'funmap' or even something more serious, simply using a map's entities?
  • tildytildy Join Date: 2009-06-05 Member: 67701Members
    I would like to see something written in a style more closely resembling an SRS (software requirements specification). For example, I see words like "must" used where they probably shouldn't be. Some example guidelines follow; not that they are necessarily what you would choose to use, and that's fine.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The word shall is used to indicate mandatory requirements strictly to be followed in order to conform to the standard and from which no deviation is permitted (shall equals is required to). The use of the word must is deprecated and shall not be used when stating mandatory requirements; must is used only to describe unavoidable situations. The use of the word will is deprecated and shall not be used when stating mandatory requirements; will is only used in statements of fact.
    The word should is used to indicate that among several possibilities one is recommended as particularly suitable, without mentioning or excluding others; or that a certain course of action is preferred but not necessarily required; or that (in the negative form) a certain course of action is deprecated but not prohibited (should equals is recommended that).
    The word may is used to indicate a course of action permissible within the limits of the standards (may equals is permitted to).
    The word can is used for statements of possibility and capability, whether material, physical, or causal (can equals is able to).<!--QuoteEnd--></div><!--QuoteEEnd-->
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