<!--quoteo(post=1847460:date=May 19 2011, 05:16 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ May 19 2011, 05:16 PM) <a href="index.php?act=findpost&pid=1847460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't count your chickens on water being added anytime soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know, but my original map idea is centralized around a deep sea research facility. As far as I can tell no one else has this idea.. so it's safe. Theres 10000's of "Mountain base" "Refinery" ideas being made already.
You can fake underwater by using an underwater skybox behind sealed windows, Bioshock style. You dont need actual liquid water to make that theme work.
I think a common problem with level designers is they are focusing too heavily on story/theme and too little on how the map will flow, how balanced it is, the correct dimentions etc.
You dont need all the textures and assets in place to design the level. Take TF2's Dustbowl. The original TFC version looked like something out of Mos Eisley and they were able to completely change the theme while only making minor changes to the layout.
<!--quoteo(post=1847543:date=May 20 2011, 12:51 PM:name=UKchaos)--><div class='quotetop'>QUOTE (UKchaos @ May 20 2011, 12:51 PM) <a href="index.php?act=findpost&pid=1847543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think a common problem with level designers is they are focusing too heavily on story/theme and too little on how the map will flow, how balanced it is, the correct dimentions etc.
You dont need all the textures and assets in place to design the level. Take TF2's Dustbowl. The original TFC version looked like something out of Mos Eisley and they were able to completely change the theme while only making minor changes to the layout.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Mappers should really be prepared to marines possible phase gate tech. For example, Marines makes lockdown with phase gate and turrets in some crossroad section which is near alien first hive and possible second hive. Usually then marines can control 1-3 resource nodes same time near alien start. It is powerful impact in alien gameplay.
If marines can too easily get that lock down there it would be annoying to play aliens in that map.
Take good look at your layout and think what would be those good lockdown points and think how you should make that room. So it is not too near or too dominating for gameplay.
<!--quoteo(post=1847555:date=May 20 2011, 03:35 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ May 20 2011, 03:35 PM) <a href="index.php?act=findpost&pid=1847555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Phasegates, how do they work!?<!--QuoteEnd--></div><!--QuoteEEnd-->
So Natural Selection is new to you. (Yes, Natural Selection 1)
Here is what I found for you tube:
<a href="http://www.youtube.com/watch?v=-CdIutkQPCs&feature=player_detailpage#t=30s" target="_blank">http://www.youtube.com/watch?v=-CdIutkQPCs...etailpage#t=30s</a> Here is introducing video at NS1 and phase gate.
<a href="http://www.youtube.com/watch?v=WhBex1LLqYU&feature=player_detailpage#t=73s" target="_blank">http://www.youtube.com/watch?v=WhBex1LLqYU...etailpage#t=73s</a> There is old french guys who played NS1 their "movie trailer" or something like that.
Both videos marines comes and goes from phase gate.
<!--quoteo(post=1847555:date=May 20 2011, 03:35 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ May 20 2011, 03:35 PM) <a href="index.php?act=findpost&pid=1847555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Phasegates, how do they work!?<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1847569:date=May 20 2011, 05:14 PM:name=UKchaos)--><div class='quotetop'>QUOTE (UKchaos @ May 20 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1847569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought he was just trolling with a throwback to the ICP "Miracles" meme...<!--QuoteEnd--></div><!--QuoteEEnd-->
"Yes, it's a miracle" It's like a double rainbow. Alltheway!
<!--quoteo(post=1847434:date=May 19 2011, 05:25 PM:name=john_b)--><div class='quotetop'>QUOTE (john_b @ May 19 2011, 05:25 PM) <a href="index.php?act=findpost&pid=1847434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->particularly water to be added to the game/editor before I start anything serious.<!--QuoteEnd--></div><!--QuoteEEnd-->
This, I have a powerplant idea and there's a "Sewer" room that I would like to put water in.
Comments
I know, but my original map idea is centralized around a deep sea research facility. As far as I can tell no one else has this idea.. so it's safe. Theres 10000's of "Mountain base" "Refinery" ideas being made already.
I'll just wait :D
I think a common problem with level designers is they are focusing too heavily on story/theme and too little on how the map will flow, how balanced it is, the correct dimentions etc.
You dont need all the textures and assets in place to design the level. Take TF2's Dustbowl. The original TFC version looked like something out of Mos Eisley and they were able to completely change the theme while only making minor changes to the layout.
You dont need all the textures and assets in place to design the level. Take TF2's Dustbowl. The original TFC version looked like something out of Mos Eisley and they were able to completely change the theme while only making minor changes to the layout.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Mappers should really be prepared to marines possible phase gate tech.
For example, Marines makes lockdown with phase gate and turrets in some crossroad section which is near alien first hive and possible second hive. Usually then marines can control 1-3 resource nodes same time near alien start. It is powerful impact in alien gameplay.
If marines can too easily get that lock down there it would be annoying to play aliens in that map.
Take good look at your layout and think what would be those good lockdown points and think how you should make that room. So it is not too near or too dominating for gameplay.
So Natural Selection is new to you. (Yes, Natural Selection 1)
Here is what I found for you tube:
<a href="http://www.youtube.com/watch?v=-CdIutkQPCs&feature=player_detailpage#t=30s" target="_blank">http://www.youtube.com/watch?v=-CdIutkQPCs...etailpage#t=30s</a>
Here is introducing video at NS1 and phase gate.
<a href="http://www.youtube.com/watch?v=WhBex1LLqYU&feature=player_detailpage#t=73s" target="_blank">http://www.youtube.com/watch?v=WhBex1LLqYU...etailpage#t=73s</a>
There is old french guys who played NS1 their "movie trailer" or something like that.
Both videos marines comes and goes from phase gate.
Like two portals in Portal or Portal2 games.
Edit: So they are key structure for marines.
<!--quoteo(post=1847569:date=May 20 2011, 05:14 PM:name=UKchaos)--><div class='quotetop'>QUOTE (UKchaos @ May 20 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1847569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought he was just trolling with a throwback to the ICP "Miracles" meme...<!--QuoteEnd--></div><!--QuoteEEnd-->
"Yes, it's a miracle" It's like a double rainbow. Alltheway!
This, I have a powerplant idea and there's a "Sewer" room that I would like to put water in.
We really need something new to keep the game interesting.