What kind of maps would you like to see?

peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
I thought we might share ideas about what kind of maps we would like to see. Of course it's up to a mapper to make the kind of map they want to do...

My ideal maps
- Maps which have a definite geographic location (i.e. we can see some environment through windows or even go outside, rather than being in some random space ship).
- Maps with mechanical stuff like lifts [elevators ;) ], airlock which sucks marines/aliens out to space etc.
- Maps which won't cause a ton of lag.
- Maps which are immersive for the marine side: have space station announcement etc to make it feel like a lived in environment
- Maps which have some areas which are pitch black and require flashlights.
- Maps with an epic area, e.g. a long walkway with huge bottomless drops on either side.
- Maps which allow both sides to build up bases.

Comments

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i don't think maps necessarily need to have a definite location. in ns1, some of the easiest to learn maps were the ones that had distinctive hive areas (tech point rooms) like biodome and furnace.

    when UWE releases all the biodome textures and props, mappers will be able to have a field day, but that doesnt mean they should stick to either the refinery set or the biodome set, i think mixing them will be really visually pleasing and will help people memorize maps easier.

    i do agree that for pure balance, each map should have an epic area.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I have 3 maps in the works
    1. ns2_supernova= really small (mapping guidelines) Could be an easy combat conversion with minimal props.
    2. ns2_tempest = Huge(longer games) with lots of props and cinematic content.
    3. ns2_(not named yet) = Medium size research facility inside a huge cave(skybox, not rock props)

    It will be a matter of preference, map size doesn't matter much if it is balanced. The only change you will see for larger maps is that rushing the other teams base may cost you big time as death=travel time.

    The mapping guidelines have been a sore spot with me personally as from what i see from them is a lot of chaotic confusion but take them for what they are, guidelines and that is all.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    I'm very lucky about your ideal map cuz my ns2_thedron fits most of these below :)

    - Maps which have a definite geographic location (i.e. we can see some environment through windows or even go outside, rather than being in some random space ship).
    There are small and big hive location points
    - Maps with mechanical stuff like lifts [elevators ;) ], airlock which sucks marines/aliens out to space etc.
    There are mechanical stufss like furnace but none of them are anmating things
    - Maps which won't cause a ton of lag.
    Less details, less objects = better FPS
    - Maps which are immersive for the marine side: have space station announcement etc to make it feel like a lived in environment
    do we need this?
    - Maps which have some areas which are pitch black and require flashlights.
    u got it
    - Maps with an epic area, e.g. a long walkway with huge bottomless drops on either side.
    u got it
    - Maps which allow both sides to build up bases.
    didnt understand this one, normaly all maps have this imao
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    im working on a map of segment of an army base so ive included stuff you'd usually find like accomodation, mess, stables (for armoured vehicles), RAP (hospital) recreation room etc. i also like when maps are layed out in a logical way like they would be designed in real life. rooms that look like they would fit their function and hallways that look like they branch off and lead to ohter places that are inaccessible due to a possible loc down.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    Main thing for me is more themed maps.. and very distinctive rooms....distinct in the sense that players could easily name it and it would be understood where you were.

    Personally id like to see more like "floors" i guess to levels like elevated areas and lowered areas, like a command station up high in a spawn.. or a hive down in a valley area.. or hanging above it.. more dramatic "rooms"

    Also skulking not limited to vents.. like maybe some rooms where the ceilings allow you to run sort of above the paneling with places to drop down.. but not overdone of course and hopefully not directly over resource points or anything like that.

    A few dark hallways here and there would also serve nicely if done right i think, give flashlights some real purpose
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1816357:date=Dec 16 2010, 06:39 AM:name=xVisions)--><div class='quotetop'>QUOTE (xVisions @ Dec 16 2010, 06:39 AM) <a href="index.php?act=findpost&pid=1816357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also skulking not limited to vents.. like maybe some rooms where the ceilings allow you to run sort of above the paneling with places to drop down.. but not overdone of course and hopefully not directly over resource points or anything like that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Working on something like that...
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    I would like to see at least one or two brighter more cheerful maps, most feel a bit too dark and cold, the design is very good but it would be nice to have some more modern lived in areas of these ship/station areas, its mostly like engine rooms and corridors, very mechanical and cold feeling.
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