ns2_dome
elodea
Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
dun dun dun! guard your eyes for not only is this my first time mapping ever but its like 99% incomplete. This is just a fun side project trying to make an underwater, more assymetric/ns1 styled map. (my god there are so many different props to choose from!!!!!)
Basically i had a look at alot of ns2 map formats currently being used and in the mapping guidelines yet the thing that bugged me was all the symmetry given how ns2 at its core is assymetry. I really want marines to feel tied to one main base, needing to explore, guess/scout alien strongpoints and create forward points of their own. So i decided to go about the layout with the following assorted goals
1) 1 natural resource expansion for aliens and 2 for marines.
2) Facilitating strongpoints and having opportunity costs associated with different territorial expansion routes.
3) 4 tech points with 3 of them closer together. I much prefer this type of ns1 techpoint layout and it seems to fit with ns2 gameplay. Balancing further distance to hive locations with less res available to aliens. (dome, gallery, docking will be further away from alien start than it seems in the layout). Also makes locking down one techpoint more meaningful (I'm guessing Onos will be tied to 3rd hive.
<img src="http://i.imgur.com/Vsock.jpg" border="0" class="linked-image" />
Note: I forgot to add a vent from Alien Start to Research.
Incomplete ideas for docking room
<a href="http://i.imgur.com/y0Ynv.jpg" target="_blank"><img src="http://i.imgur.com/OI8Br.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/amB5Q.jpg" target="_blank"> <img src="http://i.imgur.com/QaHq7.jpg" border="0" class="linked-image" /> </a>
Basically i had a look at alot of ns2 map formats currently being used and in the mapping guidelines yet the thing that bugged me was all the symmetry given how ns2 at its core is assymetry. I really want marines to feel tied to one main base, needing to explore, guess/scout alien strongpoints and create forward points of their own. So i decided to go about the layout with the following assorted goals
1) 1 natural resource expansion for aliens and 2 for marines.
2) Facilitating strongpoints and having opportunity costs associated with different territorial expansion routes.
3) 4 tech points with 3 of them closer together. I much prefer this type of ns1 techpoint layout and it seems to fit with ns2 gameplay. Balancing further distance to hive locations with less res available to aliens. (dome, gallery, docking will be further away from alien start than it seems in the layout). Also makes locking down one techpoint more meaningful (I'm guessing Onos will be tied to 3rd hive.
<img src="http://i.imgur.com/Vsock.jpg" border="0" class="linked-image" />
Note: I forgot to add a vent from Alien Start to Research.
Incomplete ideas for docking room
<a href="http://i.imgur.com/y0Ynv.jpg" target="_blank"><img src="http://i.imgur.com/OI8Br.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/amB5Q.jpg" target="_blank"> <img src="http://i.imgur.com/QaHq7.jpg" border="0" class="linked-image" /> </a>
Comments
If you suceed in making the maplayout asymetric and pararell to eachother points it should play out quite well I believe!
Mapping wise is not much to say really.. It looks interesting but it lacks the whole part that defines where we could make suggestions, etc.
So, finish more stuff first to show us. :)
Can't that be done with sprites and the cinematic editor? Like particle fishes and bubbles?
Bubbles yes, easy actually, fish is harder, don't think you could get that nicely to work as a sprite, you would need some fish models for that and then animate the school in the cinematic editor.
Also, about the map layout, although i like seeing an assymetric map, arent you giving the aliens like an instantly free second hive there?
And an easy one to defend at that.
With only 1 way to get to it.
Progress will be slow unfortunately because i just recently discovered football manager...
dragon-guard: Thanks, your totally right about the free 2nd hive and im leaning towards just making it a vent although i dont want to create too many chokepoints. The original idea was to space out the rooms enough so that available hive energy creates the decision of earlier 2nd hive or resource expansion to double.
<img src="http://i.imgur.com/4avo0.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/hdZa3.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/1OT5o.jpg" border="0" class="linked-image" />