ns2_xxxxxx by Zunder

ZunderZunder Join Date: 2009-12-13 Member: 69631Members
edited February 2012 in Mapping
<div class="IPBDescription">WIP</div>Hello everyone,

First, some technical descriptions :

ns2_xxxxxx

Layout : 6x8 Double
Layout status : 100% complete

Number of Tech Points : 6
Number of Resource Towers : 8



Mapping Guidelines Matches :

*16 player spawn entities in each Starting Rooms
[...Done...]

*Corridors / Hallways always lead to landmarks
[...Done...]

*All landmarks connected together by short hallways
or transitional areas
[...Done...]

One exception : both Starting rooms have 2 special hallways,

_one long and "safe" (means not so hiding spots than the other one)
leading to 1 Resource room and 2 Tech rooms far from the starting room;

and

_one short but "not safe" (means many hiding spot everywhere)
leading to 1 Resource room and 2 Tech rooms much close to the starting room than the others

*Rooms, resource points and other high conflic areas with simple
geometry to lower confusion and aim interference
[...Hope it's done, dunno until playtest...]

*Landmark viewpoint for see the majority of the activity
[...0% complete...]

*Marine start at the bottom left and Alien start at the top right

*Tech Points have enought space around them for allowing Infantry portal construction
(the circle around the command station)
[...Done...]

*Distance between rooms
...i don't know if this really fit the distances and travel times found on the mapping guidelines but,
in game, it's seems to be long enought for a good and balanced gameplay : the sizes for each long and short
hallways started from each side (marine and alien start) are exactly the same on spark...

*Primary Routes sizes 192" wide and 160" tall
[...Done...]

*Secondary Routes
I have got only vents on my map (no maintenance corridors)

_all are in one piece : means no maze or T junction on them
_all can't allow players to go through two separate areas that have a welded door between them
_majority of them are short links between nearby rooms or along the same corridor

_all Tech rooms have vents that allow alien players to disrupting a siege

_none vent entry are placed on a way that allow marines to easily fire into them

*Avoid "Level over Level"
[...Done...]

*If all weldable doors on the map are welded shut, allowing all resource nozzles and tech points to be available at all time
[...Done...]

*Players can see all weldable doors before walking a long distance
[...Done...]

*Weldable doors don't break the "flow" of the map
[...Done...]

*Players can't be trapped between 2 weldable doors
[...Done...]

*Cover
[...Hope it's done, dunno until playtest...]

*Resource and Tech Point placement not in "closets" nor "snipable"
[...Done so far, need some more work on it...]

*Pathfinding for MACs and Drifters
[...10% complete...]



Actually the map is maybe 10% complete :
Marine Start : 90%
Short hallway MS side : 90%
External Satellite Relay : 80%

The 11 other areas may vary from 1% to 10% or less .... so yes there is a lot of work ^^



some old screenshots

<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-32-42-40.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-33-25-84.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-33-50-16.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-34-14-27.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-34-40-36.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-34-57-23.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-35-10-18.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-35-50-02.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-36-09-45.jpg</a>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-36-27-01.jpg</a>

Comments

  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    edited February 2012
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-36-39-24.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-37-04-75.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-37-14-26.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-37-31-00.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-37-42-05.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-37-53-54.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-38-03-54.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-38-17-68.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-39-23-74.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-40-17-74.jpg</a>
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    edited February 2012
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-41-18-64.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-41-47-49.jpg</a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You have a few nice looking areas but some poor choice in textures on the walls and floors in them.

    A lot of glass and ability to see a large open area and possibly points of the map too? I hope you've factored gameplay ideas in already. Aside from that, a nice beginning.

    I do like, <a href="http://zundergiles.free.fr/Map%20NS2/ns2%202010-09-19%2013-35-10-18.jpg" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-35-10-18.jpg</a> however it needs vastly improved lighting.
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    Woot !
    An update : a MAJOR one...

    4 sections off 15 done at 100% (need only sounds and probably more improvements in the future)
    I'hav got already doing the others sections but they are'nt as polished as these actually.

    Anyway, there is a good point to notice to : I'hav got always more than 30 fps in every parts of the map, and i'm running the game with full details and a 1680X1050 screen resolution...

    Here i am with the screenshots, enjoy :

    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00001.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00003.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00004.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00005.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00006.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00007.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00008.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00009.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00010.jpg" border="0" class="linked-image" />
    <img src="http://zundergiles.free.fr/Map%20NS2/2012-02-19_00011.jpg" border="0" class="linked-image" />
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    edited February 2012
    Next screenshots (just links this time... for not having too many pictures to load on this forum) :


    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00012.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00013.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00014.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00015.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00016.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00017.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00018.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00019.jpg</a>
    <a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/2012-02-19_00020.jpg</a>
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    Feel free to post some advises and / or criticism.

    This map is made for competition (well... that was i had in mind when i created it), so there is just 1 possible start point for each team.

    But i think about a possible "FFA version" with random start points................. far on the future ;)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Looks really nice so far. Keep it up :)
  • Delta1Delta1 Join Date: 2009-08-01 Member: 68326Members, Reinforced - Shadow
    looking good

    can we get a shot of the mini map to get the feel of the place?
    thanks
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    just make links man it's not cool to have that many pictures loading
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    In quite a few of the screenshots you have large areas covered with the same texture, try and break that up a bit to prevent it looking very repetitive.
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    edited February 2012
    <!--quoteo(post=1905124:date=Feb 20 2012, 02:28 PM:name=Delta1)--><div class='quotetop'>QUOTE (Delta1 @ Feb 20 2012, 02:28 PM) <a href="index.php?act=findpost&pid=1905124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looking good

    can we get a shot of the mini map to get the feel of the place?
    thanks<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yup, i'll make a screenshot of the old version of the map : same layout anyway

    <img src="http://zundergiles.free.fr/Map%20NS2/Overview_b1.jpg" border="0" class="linked-image" />

    <!--quoteo(post=1905190:date=Feb 20 2012, 05:52 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Feb 20 2012, 05:52 PM) <a href="index.php?act=findpost&pid=1905190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just make links man it's not cool to have that many pictures loading<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oupsiiii :x
    I had removed the old screenshots from the oldest post; sorry for the inconvenience
    m(_ _)m


    <!--quoteo(post=1905201:date=Feb 20 2012, 06:15 PM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Feb 20 2012, 06:15 PM) <a href="index.php?act=findpost&pid=1905201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In quite a few of the screenshots you have large areas covered with the same texture, try and break that up a bit to prevent it looking very repetitive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Totaly agree with you.
    Thaldarin already point out that, and once again i'm agree with that, but actually i put aside this for finishing the other parts first.
    When the map will be done, then i go back on these problems.

    Thank you.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Looks good, but why so much fog ? It's also a bit dark for my taste.
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    <!--quoteo(post=1905294:date=Feb 21 2012, 01:36 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 21 2012, 01:36 AM) <a href="index.php?act=findpost&pid=1905294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good, but why so much fog ? It's also a bit dark for my taste.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fog is added automaticaly by the engine, i can't do anything about that but simply added more brightness to the scene.

    It's because of that, that it's looking dark... screenshots are much darker than it appears to be when you move into the game.
    I'll try to make a quick video when i got a little time for that.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1905295:date=Feb 21 2012, 01:45 AM:name=Zunder)--><div class='quotetop'>QUOTE (Zunder @ Feb 21 2012, 01:45 AM) <a href="index.php?act=findpost&pid=1905295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fog is added automaticaly by the engine, i can't do anything about that but simply added more brightness to the scene.

    It's because of that, that it's looking dark... screenshots are much darker than it appears to be when you move into the game.
    I'll try to make a quick video when i got a little time for that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Your awnser to the fighting the fog is right here:
    <!--quoteo(post=1902935:date=Feb 14 2012, 11:18 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Feb 14 2012, 11:18 AM) <a href="index.php?act=findpost&pid=1902935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heavy fog is on by default, to remove it you need to put a fog control and to add several zero to the "range" (or something like it).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I really like the screenshots you posted, will you release a version for some playtesting maybe? :D
    Also, I can provide you with a good download link, which most of the community mappers already use.
    All you need to do is sign up on duplexgaming.co.uk - and tell me your username.
    Then I need to manually change your membergroup to map/mod maker.
    After that you will be able to add maps (and mods) to the database by going to "Admin", "Downloads", "Maps".
    Anyways, looking great so far, can't wait to see it ingame.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Is it just me, or does this look like the biggest NS2 map ever made?
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1905372:date=Feb 21 2012, 12:26 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 21 2012, 12:26 AM) <a href="index.php?act=findpost&pid=1905372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me, or does this look like the biggest NS2 map ever made?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you're right, this map seems to break all the records so far.

    The pics look promising. It could be a amazing map.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Any updates on this? Perhaps a playtest version? ;)
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    It looks a bit too dark overrall.
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    edited February 2012
    <!--quoteo(post=1905372:date=Feb 21 2012, 06:26 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 21 2012, 06:26 AM) <a href="index.php?act=findpost&pid=1905372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me, or does this look like the biggest NS2 map ever made?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just one number : 7 Mo for 5 sections done on a total of 15.

    But, like girls said : size doesn't matter ;)

    <!--quoteo(post=1906245:date=Feb 23 2012, 01:22 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Feb 23 2012, 01:22 PM) <a href="index.php?act=findpost&pid=1906245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Any updates on this? Perhaps a playtest version? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had noticed that you can provide some help on download links, and you'll be the very first person i'll contact when some playtest version will be available, thanks.

    But right now, the map isn't enought finished to be playtested yet, i'm the first that is sorry for that; i'm working on it, and i upload some few pictures on my twitter account for whom was interested on it.

    Last update :
    <a href="http://t.co/036b9brU" target="_blank">http://t.co/036b9brU</a>
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members
    Nice map. Lighting is the only real issue, but you're already aware of that.
  • ZunderZunder Join Date: 2009-12-13 Member: 69631Members
    Wow !!
    Spending 2 hours of intensive debugging for an "invisible entity"...

    Well... not really invisible.
    In fact the model :
    refinery_door_regular_frame_01.model
    got a small hard part (a tiny block of 8 * 16 * 1) far away in from of the visible model, with a void between the visible part and the invisible one.

    and in skulk you can detect it when you walk on it (you fell like going through a little stair) , and a vent entry near that part was blocked...
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