Custom Map Build Question
Farren
Join Date: 2005-03-13 Member: 45065Members, Reinforced - Shadow
<div class="IPBDescription">layout, prop count</div>I have two quick questions...
1. The rooms shown in the preview images look fantastic! But do you really want entire walls covered in props?! Doesn't this really defeat the purpose of texturing the wall at all? I mean, yes I entend to put alot of props in, but I wouldn't be surprised if in those pictures the entire room was just a square and then every 'surface' within it was a prop! Of course I'm still prototyping my level design, but when it comes time to make it nice and shiny should I be aiming for an all-prop walls look or for a props-attract-the-eye look?
2. With regards to Marine tech trees becoming more available as they capture key rooms and place command chairs within, can I assume that these tech rooms are limited to 3 per map, with the first being marine start? Will marine start be randomized between these three locations? (If so I will have to re-work my intended map layout as I started off with a standard ns1 layout and then added 2 tech points halfway between hives 1 & 2, and between hives 2 & 3 - if marine start is randomized then I'll have to change tech points to more outer locations so that they don't start out in a position that has already cut off any hive.)
1. The rooms shown in the preview images look fantastic! But do you really want entire walls covered in props?! Doesn't this really defeat the purpose of texturing the wall at all? I mean, yes I entend to put alot of props in, but I wouldn't be surprised if in those pictures the entire room was just a square and then every 'surface' within it was a prop! Of course I'm still prototyping my level design, but when it comes time to make it nice and shiny should I be aiming for an all-prop walls look or for a props-attract-the-eye look?
2. With regards to Marine tech trees becoming more available as they capture key rooms and place command chairs within, can I assume that these tech rooms are limited to 3 per map, with the first being marine start? Will marine start be randomized between these three locations? (If so I will have to re-work my intended map layout as I started off with a standard ns1 layout and then added 2 tech points halfway between hives 1 & 2, and between hives 2 & 3 - if marine start is randomized then I'll have to change tech points to more outer locations so that they don't start out in a position that has already cut off any hive.)
Comments
2. Hive/rine starts will be fixed this time around. However, this is not the final decision.
2. Both team starts are fixed like Draco mentioned but you have to know that extra tech points are not specific to a team, they can be taken by either team. So you should have between 4 and 6 tech points (including the team starts) in your map.
This is what the team is shooting for. Using a mixture of brush work and props to to acheive the balance of looks and performance. Obviously one room may have more props or brush work depending, but don't go too far in either direction really.
You should have between 2 and 4 tech points. Team starts are not tech points. Think of the tech points like hives 2 and 3, except for marines also. If you have 2 points, only one team can get to level 3, or both can get to level 2. If you have 4, both teams can get to level 3.
Anyway I was working on getting the marine start looking semi-nice just to get used to the whole prop thing, and I found that my biggest problem with wall props was that they just sort of come out of nowhere. Which is ok for a console or some pipes hanging in a hallway, but when it comes time to cover all (or nearly all) of a wall with props, they seem to always come out looking either too stretched or repeated too often. Well I'll keep working on finding the right balance <i>after</i> I get the level design re-sketched.
As far as tech points are concerned, I never realized that it is now point-based for the aliens. I always assumed they would follow the same upgrade path as NS1, so thx to everyone for clearing that up for me.
<!--quoteo(post=1749843:date=Jan 30 2010, 02:49 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Jan 30 2010, 02:49 PM) <a href="index.php?act=findpost&pid=1749843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think of the tech points like hives 2 and 3, except for marines also. If you have 2 points, only one team can get to level 3, or both can get to level 2. If you have 4, both teams can get to level 3.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a good way to think about things, thanks. My map is going to be small-medium sized, so I actually do think I will limit it to 3 tech points. More competition that way over the key areas, less focus on the back room with a resource node.