ns_summit
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<div class="IPBDescription">..finally my own thread</div><b>NS2_SUMMIT</b>
Youtube flythrough by NS2HD (Thanks!)
<a href="http://www.youtube.com/watch?v=lVy29AtahB4" target="_blank">http://www.youtube.com/watch?v=lVy29AtahB4</a>
Layout, updated 04-23-11
<img src="http://i.imgur.com/Ggn0a.jpg" border="0" class="linked-image" />
The idea is to have more than one location for a possible first expansion.
While the left-sided expansion for each team is a little closer and suites a defensive playstyle, the middle and right-sided expansions should be viable in case of an aggressive opening with the goal to deny the safe location for the other team and start an attack on the spawn afterwards.
Travel times between tech- and node-points are around +/- 10 seconds.
It takes a little less time to the more secure first expansion for each team.
Some new and old screens:
Ventilation:
<img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" />
Crossroads:
<img src="http://img175.imageshack.us/img175/2259/ns38.jpg" border="0" class="linked-image" />
Atrium (Alien spawn):
<img src="http://i.imgur.com/bZJ7z.jpg" border="0" class="linked-image" />
Edit: Cleaned up the op
<u><b>Tutorial:</b></u>
I've also created a little tutorial for this curved segment (sorry no youtube):
<a href="http://img197.imageshack.us/img197/4687/tutoriale.jpg" target="_blank">http://img197.imageshack.us/img197/4687/tutoriale.jpg</a>
Let me know, if you have suggestions how to improve those steps or if you have questions.
Some notes:
-Sometimes when you scale those quarters in one direction it suddenly turns into something like 256.03, which you can fix by scaling on the other side back and forth to get back into the proper position.
-Used numbers are just examples, but keep the ratio when scaling the quarters
-You can split this segment into even more "brushes" by duplicating, moving, deleting and moving back a face before extruding, if you prefer certain selections with dbl-click
Youtube flythrough by NS2HD (Thanks!)
<a href="http://www.youtube.com/watch?v=lVy29AtahB4" target="_blank">http://www.youtube.com/watch?v=lVy29AtahB4</a>
Layout, updated 04-23-11
<img src="http://i.imgur.com/Ggn0a.jpg" border="0" class="linked-image" />
The idea is to have more than one location for a possible first expansion.
While the left-sided expansion for each team is a little closer and suites a defensive playstyle, the middle and right-sided expansions should be viable in case of an aggressive opening with the goal to deny the safe location for the other team and start an attack on the spawn afterwards.
Travel times between tech- and node-points are around +/- 10 seconds.
It takes a little less time to the more secure first expansion for each team.
Some new and old screens:
Ventilation:
<img src="http://img228.imageshack.us/img228/1779/ns17r.jpg" border="0" class="linked-image" />
Crossroads:
<img src="http://img175.imageshack.us/img175/2259/ns38.jpg" border="0" class="linked-image" />
Atrium (Alien spawn):
<img src="http://i.imgur.com/bZJ7z.jpg" border="0" class="linked-image" />
Edit: Cleaned up the op
<u><b>Tutorial:</b></u>
I've also created a little tutorial for this curved segment (sorry no youtube):
<a href="http://img197.imageshack.us/img197/4687/tutoriale.jpg" target="_blank">http://img197.imageshack.us/img197/4687/tutoriale.jpg</a>
Let me know, if you have suggestions how to improve those steps or if you have questions.
Some notes:
-Sometimes when you scale those quarters in one direction it suddenly turns into something like 256.03, which you can fix by scaling on the other side back and forth to get back into the proper position.
-Used numbers are just examples, but keep the ratio when scaling the quarters
-You can split this segment into even more "brushes" by duplicating, moving, deleting and moving back a face before extruding, if you prefer certain selections with dbl-click
Comments
Your Tech point/RT-ratio is off, 5 Tech points & 11 RTS. The mapping-guidelines goes with X Tech points & X+1 or 2 RT. Therefor I would imagine the teams would have an easy time securing enough res on your map, both to tech and equip the team, to the point where it's only a fight for the middle Tech Point and the RTS are mostly ignored. However this is just me guessing, but I think it would be smart to stick with the guidelines (maybe not exactly, but almost at least) as the devs would probably balance the game with those types of layouts.
Maybe consider cutting out Crevice & Ventilation as those two seem kinda out of the way already? You could of course use what you already made for other RT-rooms (the "brush"-work I mean)
Nothing to complain about when it comes to balance I guess, as the map is very mirrored.
Your room to corridor mix is OK AFAIK, assuming the RTS get their own little room (which it does look like on your layout).
As a side-note I would maybe consider renaming the map, maybe come up with a name for the mountain complex? :)
Also looks SMEXY.
I think I can cut out the middle node rooms and move crevice and ventilation more into the middle and add a 3rd route to them leading to the middle tech room.
That would also cut down on developement time.
The map name is obviously not the final one, come on :p
Paint ftw!
I've already moved vent and crevice and changed the layout. Just doing a final check on the travel times and then I'm going to post it.
EDIT:
Ok, it already goes way too much in direction of a standard layout, but what can you do :D
<img src="http://img710.imageshack.us/img710/8436/nslayout.jpg" border="0" class="linked-image" />
There is still the option to make the two, thin, secondary routes go from the middle more to the outer node rooms than to the outer tech rooms. So teams have a better chance to sneak their first expansion in the middle.
I don't really want to change them to primary routes, because that would make both first expansions on the sides too alike for one team.
That is all.
Anyway, I'm a little confused since I thought that each tech room comes with a node anyway, because ages ago they said that you would have to take out the node to unpower the techroom.
Now I see layouts and this tram map overview giving me mixed signals and on top of that they say that this whole power grid thing is under review and may not make it, which is probably one of the reasons in the first place for this kinda strategic placement of nodes.
Considering that they don't even comment on the siege range, they'll probably aren't 100% sure what they want themselves, which is understandable with the alpha and not the release being the next milestone.
It's just frustrating, if you try to get something done.
As for the hallways, make some smaller rooms.
You know, work stations, changing rooms, small storage rooms, canteen, living quarters?
<a href="http://img291.imageshack.us/i/nslayout2.jpg/" target="_blank"><img src="http://img291.imageshack.us/img291/9639/nslayout2.jpg" border="0" class="linked-image" /></a>
Now I see layouts and this tram map overview giving me mixed signals and on top of that they say that this whole power grid thing is under review and may not make it, which is probably one of the reasons in the first place for this kinda strategic placement of nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->
My impression was, and has always been, that only the starting tech points had resource nodes, and that resource nodes were a links in the power grid chain, and all tech points generated power (if taken)... it maybe though that only the Marine Start generates power and that other tech points also act like links in the chain. :\
This is why I suggested the removing of the res nodes from the middle tech rooms rather than deleting other rooms.
The current layout I'm going to stick with at first: (note that a long, straight route doesn't mean that you can watch all the way and there is no cover)
<img src="http://img130.imageshack.us/img130/8436/nslayout.jpg" border="0" class="linked-image" />
Pretty standard, lets see where it goes from there..
I've also updated a few areas and changed the lighting at heliport a bit aswell as the geometry to make it more alien friendly (thicker obstacles), and in order to even out the styles a bit towards the corridor.
<a href="http://img263.imageshack.us/img263/5503/ns24.jpg" target="_blank">http://img263.imageshack.us/img263/5503/ns24.jpg</a>
<a href="http://img685.imageshack.us/img685/7255/ns25.jpg" target="_blank">http://img685.imageshack.us/img685/7255/ns25.jpg</a>
I do think this is a good moment to call it a day on messing with the layout and just make the level ready for alpha testing and see how that goes. Considering it's pretty clean now, alot of thought went into it, and nobody as of yet knows how the game will actually play out, i say time better spent elsewhere :P
The rounded corner still looks amazing. I've been planning on some curved ramps but i doubt they'll look as good as that :p
I've started with the junction between Helipad, Crevice and the middle expansion, which basicly cuts in half the view-distance of that long route and also provides a vent entrance.
<img src="http://img692.imageshack.us/img692/3192/ns27.jpg" border="0" class="linked-image" />
Needs a few more lights, perhaps one to highlight vent and terminal further.
..and the corridor leading from Helipad to this junction:
<img src="http://img697.imageshack.us/img697/4018/ns28.jpg" border="0" class="linked-image" />
Haven't really put much work into the ceiling of that one, yet.
Skulks will be able to get below that grate in the middle and get up/down on both sides of the floor.
I've also decided to name the map <b>ns_summit</b>.
Dunno, if some admin can change the thread title?
Thanks in advance.
Summit is a nice name... But i do wonder if there will be a spot to fall off the mountain then :p And i mean more of an observation deck attached to the side of a mountain then crevice. Because to be honest crevice isn't something i'd imagine at the top of the mountain, rather somewhere in the middle.
If it's a summit ya need something to defines how high up you are.
yep.. lol. i love it. you are too good at this.. xD!
Regarding the mapname I don't care how accurate it is tbh, as long as it is short and simple.
I googled for ns_peak and ns_rock, which where my first choices, and found both so I went with summit.
I'm planning on adding some kind of atrium/observation with a lot of glass, though, and if you add this room to the crevice and heliport location and consider all the rocks in the map, I think summit is fine enough.
And sure summit is fine. I just got it into my head that NS2 works with "landmarks" to show locations, and landmarks in my book have to be big ^^ i know it just means each room should differ recognisibly from all the others, but still.
And yes the map has enough rocks :p With yours and other maps in development not counting official maps i'm pretty sure we're solid in the rocks department. Thats why i made my map a spaceship :p though if i ever get around to making the "fun" map i have in mind after that, even i'm going to have to use rocks :D
It's not just about looking good. It has to flow and play well too.
Untill then all i can comment on is the looking good part and it does look good :p
I guess I go for a bit simpler geometry on the alien side of the map though, since this probably improves skulk navigation and DI is going to spread over it anyway.
Also I've posted how I created my sunlight in the crevice area, maybe this helps someone to get or kickstart an idea how to approach this troubling subject:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=109851&view=findpost&p=1775135" target="_blank">http://www.unknownworlds.com/forums/index....t&p=1775135</a>
<img src="http://img535.imageshack.us/img535/2746/ns29.jpg" border="0" class="linked-image" />
..at least all my previously posted locations are connected now and I already made mental notes about how to build the next ones.
<img src="http://img375.imageshack.us/img375/946/ns30.jpg" border="0" class="linked-image" />
especially the last screenshot
I'm already "recycling" styles of other parts (ceiling of that curved corridor in this case) so the map doesn't look like total chaos, but I'm glad it still looks fresh.