My map progression

acid_rainacid_rain NS2 NAPT MascotAustin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
edited February 2010 in NS2 General Discussion
<div class="IPBDescription">I'm a total newbie at mapping, but here's what I've got so</div>Reposted.

As mentioned before... One day I decided to play around with the editor, and I got hooked on it.
I have no previous mapping experience whatsoever. I just basically picked up the editor, and started playing and doodling.
Here's what I've got so far with my progression

Here's a current picture of the marine start area:
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/marinestart.jpg" border="0" class="linked-image" />

The left hall from marine start that leads to the hallways to the computer room:
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/leftmarinestart.jpg" border="0" class="linked-image" />

The hallway after leaving marine start on the left side:
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/hallwaycomputerroom.jpg" border="0" class="linked-image" />

After you turn the corner and enter the computer room:
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/ns2maproom1.jpg" border="0" class="linked-image" />

After leaving the computer room:
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/hallwayafterdoor.jpg" border="0" class="linked-image" />

Taking the right side of marine start. This is a half-circle room with windows through-out the entire right side. As you can see, I don't have all the windows cut out yet, as I just started messing with this tonight. It will be done soon.
<img src="http://www.digitalimpulsedesign.com/public/acid_rain/circleroom.jpg" border="0" class="linked-image" />

I know I'm not a great mapper, but perhaps a great mapper could either take these ideas and use them to make the map that I've been wanting to make, or could assist in texturing/building/props/etc.

Thanks for taking a look!

Comments

  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    ^^^^ mapping thread is above you ^^^^
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Just ignore glimmerman.
    What he means is the "The Post your Screenshot Thread!", one of the webbed topics in NS2 General Discussion, which is for now the forum for ns2-mapping related stuff.

    But since you are not just posting pictures, but asking for help and looking for someone else to cooperate with you, you are entitled to make your own thread in this forum, just like every other attention seeking person :p
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited February 2010
    Oh, it's all good. I brought the post back here.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1754722:date=Feb 23 2010, 04:25 AM:name=glimmerman)--><div class='quotetop'>QUOTE (glimmerman @ Feb 23 2010, 04:25 AM) <a href="index.php?act=findpost&pid=1754722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^^^^ mapping thread is above you ^^^^<!--QuoteEnd--></div><!--QuoteEEnd-->

    The 'post your screenshots' thread is for screenshots not an overal map design thread. This thread is fine for the entire coverage of ones map.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    Marine start is wayyyyy toooo huge. Unless you are shooting for a 32vs32 map. Or unless you are planning to add about 100+ props in there.

    And the last picture is good, if only you a lot of Line of Sight(LoS) blockers(props).

    The rest are about the same size as we saw in the Alpha, which is good.

    I have a tip for mappers in here:

    Make sure at least 2 Marines can pass by each other, unless it is like an access shaft for a ladder or something(obviously, like in the Alien movie).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1754801:date=Feb 23 2010, 05:35 PM:name=Jimyd)--><div class='quotetop'>QUOTE (Jimyd @ Feb 23 2010, 05:35 PM) <a href="index.php?act=findpost&pid=1754801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a tip for mappers in here:

    Make sure at least 2 Marines can pass by each other, unless it is like an access shaft for a ladder or something(obviously, like in the Alien movie).<!--QuoteEnd--></div><!--QuoteEEnd-->

    You have to accomodate for width of Onos, so 2 marines passing each other shouldn't be a worry.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    <!--quoteo(post=1754802:date=Feb 23 2010, 10:39 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 23 2010, 10:39 AM) <a href="index.php?act=findpost&pid=1754802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to accomodate for width of Onos, so 2 marines passing each other shouldn't be a worry.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was thinking along the terms of Nancy and Noname Hive. It can be utilized for a Non-Onos route. Obviously it is a Deathtrap for the Marine team if they get Spored.

    Not every single route has to be Onos friendly. There can be extra side(the long way around) routes that are not Onos friendly/passable.
  • acid_rainacid_rain NS2 NAPT Mascot Austin, TX Join Date: 2010-02-16 Member: 70588Forum Moderators, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    The reason I made the marine start so big was because I was intending to put lots of props everywhere, and I wanted to make sure that marine spawn wasn't something that kharaa couldn't just easily destroy. I kept the commander chair in mind, and all the objects and things that the commander would be able to build. This would allow many different setups in spawn and possibly give the commander a tactical approach to placing objects, rather than just putting them wherever.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited February 2010
    avoid using the room making techniques that were shown in the tutorials by the devs... extruding out a face to make an entire box of a room. making a map is a lot more tedious, I remember a map I did for ns1 that took over a year of work. I tried doing it the devs way and after a short while realized it was just, not working out. Use the extrude on edges more often. Build little pieces at a time, it'll really make the architecture look better.

    take a look at mendasps videos on youtube..
    <a href="http://www.youtube.com/watch?v=euO1QGrpmTQ" target="_blank">http://www.youtube.com/watch?v=euO1QGrpmTQ</a>
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Yeah, mendasp's method of building architecture face by face is probably the best way to do it in my opinion as well. Extrusion is great for creating false vents and 4 view point pillars, but stick to creating the level with face by face.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I never use extrude to build anything in to the world, only if I find an object can be hollowed out in to something. IE. to create a floor with a different level and a lip I'll extrude in to rather than manually build.
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