Basic mapping questions
<div class="IPBDescription">This may sounds really dumb...</div>So, I've completely grey boxxed my map (a 5 tech/10 resource map). The problem I'm running into now is one of actually testing the map. How do you actually go about compiling and testing? I'm sure it's something I've overlooked, but I've searched all the tutorials I could find and don't really have an answer.
I remember with one of the maps in ns1 that in order to have a correct minimap there was a console command that needed to be done. How do we create minimaps in ns2?
I remember with one of the maps in ns1 that in order to have a correct minimap there was a console command that needed to be done. How do we create minimaps in ns2?
Comments
For the overview, in the NS2 directory you've got a program called "Overview.exe", you have to pass it two parameters, one is the map file and the other is "ns2" (your "mod" directory).
For example: overview.exe D:\Maps\mymap.level ns2
This will generate your minimap and put it in the correct folder automatically (maps\overviews).
Also, to test you'll need a number of entities set up, like 2 tech points and at least a ready_room_start, and a ns2_gamerules. I think I didn't forget any.
EDIT: You should take a look at <a href="http://unknownworlds.com/ns2/wiki/index.php/Ns2_sample" target="_blank">this wiki entry (ns2_sample)</a>.
Thanks for the quick reply.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->C:\Program Files (x86)\Steam\steamapps\common\natural selection 2>overview.exe \
ns2\maps\1.level c:\
RenderDevice: ATI Radeon HD 5800 Series (8.17.10.1099)
Couldn't load map "1.level"<!--c2--></div><!--ec2-->
I moved the map to the same folder as the overview.exe so that it didn't need to navigate and have a problem.
On a side note, when i started ns I didn't find my map on the menu. I added the entities listed here and also the pathing entity and the minimap entity. So, I'm a little confused.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->C:\Program Files (x86)\Steam\steamapps\common\natural selection 2>overview.exe \
ns2\maps\1.level c:\
RenderDevice: ATI Radeon HD 5800 Series (8.17.10.1099)
Couldn't load map "1.level"<!--c2--></div><!--ec2-->
I moved the map to the same folder as the overview.exe so that it didn't need to navigate and have a problem.
On a side note, when i started ns I didn't find my map on the menu. I added the entities listed here and also the pathing entity and the minimap entity. So, I'm a little confused.<!--QuoteEnd--></div><!--QuoteEEnd-->
The second parameter should have been "ns2", anyways, if you don't want to fiddle with the command line you can make a batch file with this in it:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->@echo OFF
SETLOCAL EnableExtensions
FOR /F "tokens=2,*" %%i IN ('reg query "HKLM\SOFTWARE\Valve\Steam" /v "InstallPath" 2^>nul ^| Find /i "InstallPath" ') DO set SteamDirectory=%%j
IF NOT DEFINED SteamDirectory (
@echo trying 64 bit reg path
FOR /F "tokens=2,*" %%i IN ('reg query "HKLM\SOFTWARE\Wow6432Node\Valve\Steam" /v "InstallPath" 2^>nul ^| Find /i "InstallPath"') DO set SteamDirectory=%%j
)
IF NOT EXIST "%SteamDirectory%" (
@echo Error the Steam directory directory doesn't seem to exist
PAUSE
EXIT
)
set InstallPath=%SteamDirectory%\steamapps\common\Natural Selection 2
set Level=%~1
@echo NS2 install path is: %InstallPath%
@echo Level: %Level%
IF NOT EXIST "%InstallPath%" (
@echo Error the Natural Selection 2 directory doesn't seem to exist
PAUSE
EXIT
)
start /d"%InstallPath%" .\overview.exe "%Level%" ns2
EndLocal<!--QuoteEnd--></div><!--QuoteEEnd-->
It's modified from fsfod's non-flash menu. Just drop your level file on the .bat file and it should generate it automatically.
Also, to find your map in the menu it has to start with "ns2_" like "ns2_mymap", I think, not 100% sure, but worth a try.
I had a copy in the maps folder and one in the main natural selection directory just in case I missed something.
I tried again to create the overview and it still came back with the same error.
I generated the bat and ran that and I came back with the same result. I wasn't really hopeful with the bat, since it was exactly what i was already doing.
It started and opened a new cmd prompt, but it closed automatically, I'm not an ace at dos, so I don't know how to make it give a readout without closing.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->C:\Program Files (x86)\Steam\steamapps\common\natural selection 2>overview.exe n
s2_test.level ns2
RenderDevice: ATI Radeon HD 5800 Series (8.17.10.1099)
Couldn't load map "ns2_test.level"<!--c2--></div><!--ec2-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->C:\Program Files (x86)\Steam\steamapps\common\natural selection 2>overview.bat n
s2_test.level
trying 64 bit reg path
NS2 install path is: C:\Program Files (x86)\Steam\steamapps\common\Natural Selec
tion 2
Level: ns2_test.level<!--c2--></div><!--ec2-->
So at this point I'm wondering what the hell I broke.
Thanks again guys.
Here's a screencap of the ingame map.
<img src="http://i.imgur.com/B6xgl.jpg" border="0" class="linked-image" />
<ul><li>Bottom left tech_point is quite easy to camp with both exits next to each other (not sure about the scale)</li><li>The very long and straight hallway from the bottom right hive up to the top center resnode will make it possible for marines to snipe stuff from across the map almost. You have a few hallways with this issue, but that one really stands out.</li><li>I guess the tech_points themselves are too easy to attack from the room entrances from what I can see</li></ul>
Other then that, it's an interesting design with those curvy hallways and all :)
I was thinking the same thing about the hallways. I was trying to think of better ways to break up the areas, but I kind of constrained myself on the layout to a roof depiction of a star.
That long hallway was coincidentally the first room I made, so it kind of got stuck in the middle. I think I'll combine those two rooms below where I took the screenshot and center it more toward the one with the res node in it. Or simply move the short hallway between the room marked as Greenhouse and the tech point and move it between the res node room and the Greenhouse.
Good eye on that bottom left tech point. I actually didn't think about that. I'll move the bottom hallway to down toward the other side of the tech point.
I'm concerned with the top middle resource point, but I'm not sure of a better way to break the space between the Entrance (Top left) tech point and the room marked as Keystone, which looks like a Keystone.
I'll upload a copy of it if anyone wants to give me some first person feedback. It's mostly just grey boxxed with few actual textures or lights.
I also moved a few of the nodes t be in more protected positions from ranged attacks. I did the same with the tech points.
I also rerouted a lot of the paths to prohibit as many choke points. Right now the only room I'm moderately concerned about is "Server Room" which has 4 entrances to it, however one of the entrances is on a second floor and it seems like it might be a death trap for marines like central is in mineshaft.
Let me know what you think.
<img src="http://i.imgur.com/dcB4e.jpg" border="0" class="linked-image" />
Also, is this map intended to have random or fixed spawns?
I'm shooting for random spawns with the exception of the center tech point, where the last screen cap was taken. I've designed it with a variety of levels similar to the way summit is set up, vice how mineshaft is kind of a steady grade downward.
I've significantly changed the hallways. Once I'm finished that with what I'm doing, I'll start a new thread to get some more additional feedback
This.
Imo, a good rule of thumb is to have at least two additional res nodes within 5 cysts of each tech node (this is how summit works).
Also, if its random spawns, then hydroponics is going to be a terrible starting location. It has no in-room res node and only one 'close' expansion res node in keystone. Putting a res node in hydroponics and moving the res node from the unnamed room west of greenhouse into greenhouse would help a lot.
Edit: Another good way to think about map balance in NS2 is to do thought experiments on 2nd hive locations. For example, say marines start in entrance and aliens in collection, how easy would it be for marines to attack a 2nd hive in control vs treatment vs hydroponics? If one location looks to be a much better location to drop a 2nd hive than all the others, the 2nd hive will always be dropped there and gameplay will become stale. Factors that affect the ability to attack/defend the 2nd hive include:
- Distance from the marine start
- The openness of the room (think flight control vs data core on summit)
- The ease at which you can shoot the hive from the room entrances
I deleted the res node for hydroponics until I rethink where I want to place it and how I want to place the hive. I was also considering greenhouse as a better res node, but after the alteration I made, it appears that I should just add one additionally rather than move it.
I started thinking about the situation of shooting a hive from the doorway after Kouji mentioned it. I think I've done a better job of 'hiding' them.
Also a quick note: Most of these hallways now look long and dangerous, however they have a lot of gradient to them, so its much more difficult to do so.
I also have yet to add vents, as I want to wait until I get a good layout before I add them in.
<img src="http://i.imgur.com/hBO4S.jpg" border="0" class="linked-image" />
- <i>Greenhouse</i> is a bottleneck, basically cutting the map in half
- <i>Treatment</i> and <i>Entrance</i> have only one... ehm... Entrance :D (techpoint rooms should always have at least two entrances)
- I'm concerned about siege issues between <i>Treatment</i> and <i>Entrance</i>
- Being able to siege from the hallway top-left of <i>Collection</i> would probably also be a big issue
I see a possibility for a door in those hallway "rounded rooms" to the right of <i>Control</i>
I corrected the siege issues. I took an arc around the map to check everything and I had to move 3 out of 5 hives because of this reason. I'll have to rely on props to obscure the view of some of the hives.
I rerouted a few hallways. I added a way to access those 2 rounded rooms with a node in each. I was considering removing one res node and a power node and making it so that one room had the res and the other had the power.
I was working on making the hallways for entrance and treatment when I uploaded that image. Here's a better overview:
<img src="http://i.imgur.com/tKKCj.jpg" border="0" class="linked-image" />
One last question: I'm running into problems with the commander view where objects seem to disappear. Is this because I have the view too high or is it something else?