Mapping questions
magusclone
Join Date: 2010-05-13 Member: 71741Members
in Mapping
Having never played NS1, I sadly only know a limited amount of information about the gameplay involved in NS2. I've just begun to map for the game and have a few questions about it listed below. Any help that could be provided would be fantastic as this would be my first time mapping.
1. Would like a quick short list of the particular needs of all the alien classes, particularly how map geometry should be designed.
2. I read the general guidelines given with the spark editor(which I found very helpful) and it states that rooms shouldn't be overly cluttered or something to that effect. Is it better to have a combination of rooms that are easily accessible and the harder to reach ones being crowded?
3. Should I design each room to have a connecting door that can be welded? how important is that tactic?
I'm sure to have more questions as I go on, still getting the hang of the editor. :O
1. Would like a quick short list of the particular needs of all the alien classes, particularly how map geometry should be designed.
2. I read the general guidelines given with the spark editor(which I found very helpful) and it states that rooms shouldn't be overly cluttered or something to that effect. Is it better to have a combination of rooms that are easily accessible and the harder to reach ones being crowded?
3. Should I design each room to have a connecting door that can be welded? how important is that tactic?
I'm sure to have more questions as I go on, still getting the hang of the editor. :O
Comments
While you can go around and read everything on the forums here and related sites, nothing beats playing the game in understanding its roots.
By owning the game you can also run any map by yourself and go around every corners.
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=109485" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=109485</a>
You shouldn't conclude from this gameplay to ns2 gameplay though, but it might help, when you have no clue at all.