ns2_xxxxxx by Zunder
<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>
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
<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>
<a href="http://001" target="_blank">http://zundergiles.free.fr/Map%20NS2/ns2%2...13-41-47-49.jpg</a>
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.
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" />
<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>
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 ;)
can we get a shot of the mini map to get the feel of the place?
thanks
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.
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.
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.
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.
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>
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...