Basic NS2 Mapping Guidelines

24

Comments

  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1742909:date=Dec 7 2009, 10:52 PM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Dec 7 2009, 10:52 PM) <a href="index.php?act=findpost&pid=1742909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...if this feature was implemented in NS1 you'd essentially lose 80% of the vent systems.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This feature IS implemented in NS1. ;)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited December 2009
    It IS implemented in NS1. It's not 100% strict, small things like vents should be fine.

    EDIT: Beaten to it.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1742865:date=Dec 7 2009, 10:52 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 7 2009, 10:52 AM) <a href="index.php?act=findpost&pid=1742865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, does this mean all the official maps will have those exact door sizes or are they just a <i>minimum</i> guideline. Always having to crouch to go through rooms in a map on NS2 as Onos sounds very frustrating.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hopefully they will implement an auto-crouch for the Onos so it doesn't bump its head on the doorframe :)

    Thanks for the update!
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    edited December 2009
    <!--quoteo(post=1742909:date=Dec 7 2009, 03:52 PM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Dec 7 2009, 03:52 PM) <a href="index.php?act=findpost&pid=1742909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow, I must admit I wasn't really expecting this. That's a pretty big limitation if you ask me. How are vents being handled then? It sounds like you wouldn't be able to place them underneath floor panels or up in the rafters (to drop down on marines)...if this feature was implemented in NS1 you'd essentially lose 80% of the vent systems. That's assuming vents are seen as their own level by the engine. Or are you trying to restrict Marines from entering the vent systems all together? You say "should generally be avoided" which isn't the same as "<b>do not want</b>(don't do it)".

    Could you perhaps explain this further?<!--QuoteEnd--></div><!--QuoteEEnd-->


    The "level over level" restriction is mostly for rooms and hallways. If you have two rooms stacked on top of each other, the commander will ony see the one on top and will not be able to see or do anything in the bottom room.

    Vents are a bit different; vents are usually not in the same space as a room or hallway but instead are used as connectors _outside_ the hallway/room areas.

    I could be mistaken, in which case I apologize, but judging by your post, I would say you have not played NS1 _or_ not done mapping for NS1. While it is not required, I would suggest playing NS1 (its a free HL mod) to get a good feel of the game before jumping into NS2. While NS2 is going to be a completely new game, a lot of the same concepts from NS1 still apply.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    <!--quoteo(post=1742858:date=Dec 7 2009, 04:24 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Dec 7 2009, 04:24 PM) <a href="index.php?act=findpost&pid=1742858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Besides the two starting rooms, there are 2-4 other main rooms that can be used for either marine or alien bases. There are also 4-7 resource points which can be captured and built by a team to give that team extra resources.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So maps are allowed to have the "classic" four tech points, instead of all six? I understand that they're no longer hive rooms, but it's still a cool idea to not have enough tech points for both teams to fully tech, making territory that much more important.

    Also, do those 4-7 resource points include resource points in the bases? Should there even be resource points in the starting areas / tech points? Mapper's discretion?
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    Wait, we're doing away with the multiple hive systems, or is it simply that they spawn in the same hive every time?
  • DullgarianDullgarian Join Date: 2002-11-02 Member: 4236Members
    I'd like to say a BIG thank you to Flayra and Max to finally indicate us some specifications! it really help! ;)

    Now that we know some of the sizes to base our layouts, would you shares us some infos about the readyroom? Will they be the same ?
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1742921:date=Dec 8 2009, 07:36 AM:name=Karrde)--><div class='quotetop'>QUOTE(Karrde @ Dec 8 2009, 07:36 AM) <a href="index.php?act=findpost&pid=1742921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, we're doing away with the multiple hive systems, or is it simply that they spawn in the same hive every time?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe it was stated some time back that initially it'll be static spawn points for the first hive / marine start.
    They'll implement dynamic marine/alien start points after launch.

    However that could have changed since it was stated, I'll stick with that for now and design to allow for dynamic but choose the best static (IE: further most) point if anything from each other.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1742932:date=Dec 8 2009, 01:18 AM:name=Daworm)--><div class='quotetop'>QUOTE(Daworm @ Dec 8 2009, 01:18 AM) <a href="index.php?act=findpost&pid=1742932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe it was stated some time back that initially it'll be static spawn points for the first hive / marine start.
    They'll implement dynamic marine/alien start points after launch.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I doubt they ever said that, seems like a really simple thing to implement. Like 10 to 100 lines of code simple.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited December 2009
    <!--quoteo(post=1742936:date=Dec 8 2009, 09:29 AM:name=Razagal)--><div class='quotetop'>QUOTE(Razagal @ Dec 8 2009, 09:29 AM) <a href="index.php?act=findpost&pid=1742936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I doubt they ever said that, seems like a really simple thing to implement. Like 10 to 100 lines of code simple.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll go hunting for the comment, the search keeps bugging out on me.

    EDIT:
    Looks like an update to the First Post corrects this information.

    *Marine and alien start locations are both fixed. There are NOT three hive rooms like in NS1.


    So does that mean that all 3 hives/CCs will be in the same room?

    I would have though you'd have the ability to build them at seperate tech points in another room (pre-defined rooms that is)
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    Well that would make creating bigger and more interesting maps more viable (See Agora - God that map was beautiful but if you didn't happen to be in the hive when it was attacked, you were done)
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    what is the dev team's current stance on a double resnode room?
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I'm wondering how far the MASC can reach while deployed (if I understand correctly, this is the movable siege cannon?). One of my biggest issues with designing for NS1 was to carefully go through each room and count the units from point A to point B to make sure the Khaara could always counter siege cannons before they annihilated hives and/or resource towers. Knowing this would greatly help with the overall layout planning and prevent those... lovely "wait, I can shoot the hive from here? damit ><"-moments (:

    Also a little update on what the dev team has set up as guidelines for overall siege-ing and Khaara ability to counter this would help a great deal, but I also realize this is the _basic_ mapping guidelines. Cannons are just a very vital part for me when planning layouts and trying to balance things.

    In addition, are there any "official" guidelines regarding resource nodes in the starting base rooms? Should all potential base rooms have a minimum of one resource node point?

    Thank you for the guidelines, will be great to finally be able to start whiteboxing some rooms and planning a layout. Just have to get used to Spark and connecting faces/edges now (:

    Oh, and ofcourse, this cannot be said enough. You guys do an awesome job and I absolutely love that you share the development with your community and fans. I've worked at games studios before and the amount of secrecy was annoying. Must be refreshing to be able to share early ideas (and get feedback) with people outside of your team (:
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Keep in mind the MASC is now line of sight, and is a limited arc (180 degrees, perhaps this should be limited to 120?)

    The best counter is limited MASC so you won't have 10 Siege's in a room pummeling you like no tmrw... and if you are semi-smart and build to ensure line of sight is not super easy from another room entirely, range shouldn't be a major issue.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    <!--quoteo(post=1742960:date=Dec 8 2009, 03:58 AM:name=Daworm)--><div class='quotetop'>QUOTE(Daworm @ Dec 8 2009, 03:58 AM) <a href="index.php?act=findpost&pid=1742960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep in mind the MASC is now line of sight, and is a limited arc (180 degrees, perhaps this should be limited to 120?) The best counter is limited MASC so you won't have 10 Siege's in a room pummeling you like no tmrw... and if you are semi-smart and build to ensure line of sight is not super easy from another room entirely, range shouldn't be a major issue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see, I did not know this. Thank you for clearing that up (:
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited December 2009
    <!--quoteo(post=1742914:date=Dec 7 2009, 09:15 PM:name=monopolowa)--><div class='quotetop'>QUOTE(monopolowa @ Dec 7 2009, 09:15 PM) <a href="index.php?act=findpost&pid=1742914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hopefully they will implement an auto-crouch for the Onos so it doesn't bump its head on the doorframe :)

    Thanks for the update!<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is foolish. Doors should be larger than Onos.

    Anyway my doors will be 128x128 to make easy for my onoses.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    edited December 2009
    <!--quoteo(post=1742963:date=Dec 8 2009, 01:37 AM:name=yimmasabi)--><div class='quotetop'>QUOTE(yimmasabi @ Dec 8 2009, 01:37 AM) <a href="index.php?act=findpost&pid=1742963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is foolish. Doors should be larger than Onos.

    Anyway my doors will be 128x128 to make easy for my onoses.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cory has already responded to this ...

    <!--quoteo(post=1742868:date=Dec 7 2009, 02:07 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Dec 7 2009, 02:07 PM) <a href="index.php?act=findpost&pid=1742868"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u>Areas that can be closed off for gameplay, such as through the use of closed/welded doors must use the the provided door model.</u> This is for <b>multiple purposes</b>, such as <b>correct sizing</b>, and because there will be <b>model specific requirements and animations</b>, for things such as the doors being able to be welded, and Onos being able to break them down.

    <u>Every room and hallway doesn't have to have the door</u>, you can always have larger open entrances that an Onos can go through without crouching, and its preferable to have main routes through a map that an Onos can always run through unimpeded. The doors are more for sealing off secondary routes.

    As far as vent sizes, the provided vent models and vent openings show exactly how large the minimum size that vents and other access areas need to be for a skulk to move through, so this shouldn't be an issue.

    A lot of questions will be cleared up with the more detailed full mapping guidelines.
    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Enjoy no weldable doors I suppose.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1742893:date=Dec 8 2009, 05:04 AM:name=yimmasabi)--><div class='quotetop'>QUOTE(yimmasabi @ Dec 8 2009, 05:04 AM) <a href="index.php?act=findpost&pid=1742893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no 160,192 and 80 grid option in the Spark editor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    How does that stop you from making objects 160, 192 and 80" high? You can adjust the grid size and easily make objects those sizes

    <!--quoteo(post=1742909:date=Dec 8 2009, 06:52 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Dec 8 2009, 06:52 AM) <a href="index.php?act=findpost&pid=1742909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow, I must admit I wasn't really expecting this. That's a pretty big limitation if you ask me. How are vents being handled then? It sounds like you wouldn't be able to place them underneath floor panels or up in the rafters (to drop down on marines)...if this feature was implemented in NS1 you'd essentially lose 80% of the vent systems. That's assuming vents are seen as their own level by the engine. Or are you trying to restrict Marines from entering the vent systems all together? You say "should generally be avoided" which isn't the same as "<b>do not want</b>(don't do it)".

    Could you perhaps explain this further?<!--QuoteEnd--></div><!--QuoteEEnd-->
    so long as the commander can see the entire room, even if he has pan up/down/left/right, then you can have levels on levels. its probably not achievable with rooms, but vents are fine
  • MigleczMiglecz Join Date: 2007-08-26 Member: 62005Members, Constellation
    what about player movement blocking? players will block movement of each other like in NS1 or players will be able to move through each other like in L4D, TF2 ? what about enemy blocking, team blocking, building blocking?
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited December 2009
    In NS1 obviously we had the func_seethrough. Now I haven't actually played with spark yet so I'm not sure how it works. However I was thinking adding a flag to a func_seethrough, or whatever it's new equilivant will be called, to allow it to be toggled. Then giving the commander a bind to toggle seethroughs or not. So you could have two overlapping rooms, make the floor func_seethrough and if the commander wanted to get to the guys below, toggle the floor view away. If he wanted to drop stuff to the guys ontop, toggle it on. The flag on the entity allows you to specify what you'd want to be able to toggle, as obviously it is not necessary or even wanetd on all seethroughs. I dunno.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Don't worry mates, ben is on the case! ;D
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    I just hope we'll get another "working" door model that actually fits the sizes the guidelines specify. Currently you can use a door for secondary routes or make the hallway bigger that you should...
    These faces have the size specified int he first post:

    <img src="http://www.filedump.net/dumped/doorsizes1260278479.jpg" border="0" class="linked-image" />
  • bl4ckd0gbl4ckd0g Join Date: 2009-02-20 Member: 66495Members
    I think you should explain how resource-nodes must be implemented, i remember a blog entry about a game mode based on control of the resources. Some hints on how the gameplay is expected should be written because like this the guidelines are accessible practically only to old ns1 mappers.

    Also, i know you're indie and all, but would be fair to declare something about the use of custom maps, because if you are going to pick official maps from the community for a paid game, you should pay the authors; being such an open community i think you should make some open commitment to let people decide better how much effort they should give to an NS2 map.

    OT: every img pertaining the forum doesn't show up, it's just a problem of mine? i get an "error -->" string on top of the page
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    edited December 2009
    <!--quoteo(post=1742983:date=Dec 8 2009, 04:19 AM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE(Lord Schnitzel @ Dec 8 2009, 04:19 AM) <a href="index.php?act=findpost&pid=1742983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just hope we'll get another "working" door model that actually fits the sizes the guidelines specify. Currently you can use a door for secondary routes or make the hallway bigger that you should...
    These faces have the size specified int he first post:

    <i>pikshur</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    The onos can clearly fit through the two larger doors at their default size. The small one is I'm guessing the model they will use for weldable doors, it's almost exactly 100x100. I'm not seeing the problem. You can make the hallway as big or as small as you want, you know. These are guidelines not laws.

    <!--quoteo(post=0:date=:name=bl4ckd0g)--><div class='quotetop'>QUOTE(bl4ckd0g)</div><div class='quotemain'><!--quotec-->Also, i know you're indie and all, but would be fair to declare something about the use of custom maps, because if you are going to pick official maps from the community for a paid game, you should pay the authors; being such an open community i think you should make some open commitment to let people decide better how much effort they should give to an NS2 map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They've already mentioned they are interested in including community maps after release and will be compensating (monetarily) the mappers for their effort. Expect quality requirements to be high and consider how many people seem to be interested in making a map already.

    edit: I beat Cory to the punch :)
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1742983:date=Dec 8 2009, 11:19 AM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE(Lord Schnitzel @ Dec 8 2009, 11:19 AM) <a href="index.php?act=findpost&pid=1742983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just hope we'll get another "working" door model that actually fits the sizes the guidelines specify. Currently you can use a door for secondary routes or make the hallway bigger that you should...
    These faces have the size specified int he first post:

    <img src="http://www.filedump.net/dumped/doorsizes1260278479.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    The smallest sized door, on the right side of your image there, IS a "working" door size. The faces that you have show the ideal MINIMUM size of the primary routes in your map, NOT the onos width and height. the Onos fits just fine width wise in that door, its just a bit smaller in height then the Onos, meaning he has to crouch or duck his head a bit to go through. The grey faces you have show the ideal size for the hallway, to allow him enough space to turn around in, and enough head height. That door would work just fine at the end of a hallway like that, as the door should be a bit smaller then the hallway size, so that it has some space around each side of the door frame. The larger door frames are meant for large rooms/tunnels. Again, the specified size that you are using on the untextured faces in your image is the minimum size for a primary route. You can have rooms/hallways/tunnels larger then that.



    --Cory
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    <!--quoteo(post=1743032:date=Dec 8 2009, 01:31 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Dec 8 2009, 01:31 PM) <a href="index.php?act=findpost&pid=1743032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The smallest sized door, on the right side of your image there, IS a "working" door size. The faces that you have show the ideal MINIMUM size of the primary routes in your map, NOT the onos width and height. the Onos fits just fine width wise in that door, its just a bit smaller in height then the Onos, meaning he has to crouch or duck his head a bit to go through. The grey faces you have show the ideal size for the hallway, to allow him enough space to turn around in, and enough head height. That door would work just fine at the end of a hallway like that, as the door should be a bit smaller then the hallway size, so that it has some space around each side of the door frame. The larger door frames are meant for large rooms/tunnels. Again, the specified size that you are using on the untextured faces in your image is the minimum size for a primary route. You can have rooms/hallways/tunnels larger then that.
    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think he means can we get "doors" for those larger primary hallways? They could definately be something fun to use. IE, gameplay mechanics that block off major routes instead of secondary hallways.
  • bl4ckd0gbl4ckd0g Join Date: 2009-02-20 Member: 66495Members
    <!--quoteo(post=1743031:date=Dec 8 2009, 06:30 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE(noncomposmentis @ Dec 8 2009, 06:30 PM) <a href="index.php?act=findpost&pid=1743031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They've already mentioned they are interested in including community maps after release and will be compensating (monetarily) the mappers for their effort.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I am subscribed to their FB channel and check quite regularly the blog and also already asked explicitly in the forum in another occasion and never got that info. Happy to hear about that though :)
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    You know, all of this talk about the way the entities play has got me thinking. Ok, so Spark is supposed to be insanely modular, right? So what about the capacity to program in or script custom entities into a map? Traditionally, we have to code this stuff into the mod or program itself, right? And supposedly spark is supposed to iterate on the fly? Would it not be possible to have a custom map come with some file that autoexecutes and writes its own bit into the engine in its own area, only coming into play when called for.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    I guess by "working doors" he's referring to the first post saying that doors that have a modified size will not work ingame. So we're forced to use the sizes we're provided with. The way I understand the posting is that he want's doors that are bigger than the one on the right yet smaller than the others.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1743037:date=Dec 8 2009, 05:54 PM:name=WatchMaker)--><div class='quotetop'>QUOTE(WatchMaker @ Dec 8 2009, 05:54 PM) <a href="index.php?act=findpost&pid=1743037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think he means can we get "doors" for those larger primary hallways? They could definately be something fun to use. IE, gameplay mechanics that block off major routes instead of secondary hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->

    For something the size of a giant blast door like those I would suggest something other than welding. I'd suggest a control panel or something which is controlled by dynamic infestation and/or marine welders, not the actual door itself being welded shut or broken down.

    Basically you should make provision for large doors in your map with controls you set up, you don't really need a special system for them.
This discussion has been closed.