Community Map Time!

24

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited August 2012
    Going quite well actually, I would say 1/4 of the map is "done" :) I'll see what the guys think about posting some more screenshots - we have been keeping a lot secret :)

    from the top off my head we have:

    Everything is greyboxed with all of the gameplay entities in place to play the game.
    1 longish pathway completed
    2 resource node rooms completed
    2 techpoint locations are 95% completed
    2 other techpoint rooms have been started

    We'll be doing an internal playtest this weekend.

    With a bit of luck we may have a chance to release a mostly complete version before NS2 releases.



    Edit - also I think a couple of people may have dropped off the team - no progress and I haven't heard anything from them for nearly a month (otherwise post something somewhere to let me know you are alive lol ) - so if anyone is interested in helping out - we have plenty of hallways and a few rooms left to complete.
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    im sure i can do one or two hallways in my sparetime. im almost done with my pg_lunacy, so i have time for other fun stuff :)

    dont think i can do more than hallways, or smaller rooms at the moment, dont have that much sparetime at the moment, pretty busy.

    but i would like to participate, like to be an help at some point :)
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    Very cool. I hope someone can invite you to our basecamp project. I have to admit, that i didn't map that much since i have my new cpu. It's just too tempting to play, now that i can actually play the game. I hope to have some time for it tonight.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1960368:date=Aug 10 2012, 08:20 PM:name=3del!)--><div class='quotetop'>QUOTE (3del! @ Aug 10 2012, 08:20 PM) <a href="index.php?act=findpost&pid=1960368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very cool. I hope someone can invite you to our basecamp project. I have to admit, that i didn't map that much since i have my new cpu. It's just too tempting to play, now that i can actually play the game. I hope to have some time for it tonight.<!--QuoteEnd--></div><!--QuoteEEnd-->


    *Cracks Whip* get back to work 3del :)

    I've already sent trainee a PM :D
  • wanniewannie Join Date: 2012-07-28 Member: 154405Members
    yay a new member, welcome to the team! :)
  • TechuserTechuser Join Date: 2010-07-23 Member: 72719Members
    Still space for one more?
    I did a bit of mapping on source ( <a href="http://imgur.com/a/5kpSE" target="_blank">http://imgur.com/a/5kpSE</a> ) and think I can get the hang of spark fast, played a bit with the editor today.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Hi Techuser, sure I will send you a PM with an invite :)


    Hah I recognised that roof top in pciture #2 immediately :P
  • TechuserTechuser Join Date: 2010-07-23 Member: 72719Members
    <i>Those alien ######s are gonna pay for shooting up my arcs</i>
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2012
    Here is the current layout :

    <img src="http://i.imgur.com/oI8LN.jpg" border="0" class="linked-image" />

    We've been discussing some changes, but we are not sure what to do, maybe you can help. The goals are :

    1) Make the three hive locations balanced. (marines spawn in docking and aliens in one of the three outer hives)

    2) For each starting hive, make the expansion choice not completely obvious.

    3) Avoid super strong phase gate location that can cut off completely aliens from any expansion.

    4) Balance RT's and left-right sides of the map.

    5) Balance aliens vs marines.

    To give an idea of the scale going from waste to docking as a skulk takes about 30 seconds (similar to dc to flight control on summit).

    Here is some possible changes with some distances :

    <img src="http://i.imgur.com/1kayQ.png" border="0" class="linked-image" />
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    1. The map feels too NS1-ish. Perhaps its intended, but all those narrow corridors.. never liked it.

    2. There are a lot of rooms which feel like they're added just because you like to make rooms. Why do you need both unnamed walkway 3 and chem lab? Whats the point of having repairs and cryo? All rooms should have a function rather than just something you run past.

    3. If you are gonna have the same design as eclipse, with 3 random for aliens and static for rine, you will have the same "power sub junction" issues as eclipse has. Where if you hold power sub, you win. Doesn't make for fun gameplay where one location is so much superior to everything else. Maps should be more dynamic and front lines shouldn't be static.

    4. Double RTs and a tech point is not a good thing.

    5. Remember that NS2 isnt NS1, and you have to adjust the map size accordingly. NS2 needs smaller maps. Dont be all nostalgic and ######.

    6. Obs and electric core is too close, which causes massive amount of issues.

    7. Aliens get too many easy RTs in electrical and obs. Remember why every1 thinks mineshaft is a ###### map? And besides, even if you start in waste, you still get easy RTs.

    8. A general problem is that you can expand to tech points and get RTs at the same time. Take summit on cross spawn (best locations for good games) is that you have to choose: do you go for the 2 close RTs, or do you go for a riskier one where a tech point is as well? Take if you spawn in waste in this map, you will ALWAYS expand into unnamed walkway 3, and then into obs. There is no choice here. And you get 3 rts and a hive.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1963565:date=Aug 15 2012, 06:49 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ Aug 15 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1963565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. The map feels too NS1-ish. Perhaps its intended, but all those narrow corridors.. never liked it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Narrow corridors with vents, nooks and crannies are actually very good for skulk vs. marine combat. One of the biggest problems with the map design in the current official maps is that the corridors and rooms are too spacious, making them a haven for jetpacks, and forget about even trying to ambush as a skulk...

    <!--quoteo(post=1963565:date=Aug 15 2012, 06:49 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ Aug 15 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1963565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. If you are gonna have the same design as eclipse, with 3 random for aliens and static for rine, you will have the same "power sub junction" issues as eclipse has. Where if you hold power sub, you win. Doesn't make for fun gameplay where one location is so much superior to everything else. Maps should be more dynamic and front lines shouldn't be static.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't see that as a necessity, there are many ways to remove or lessen the importance of "center of the map" areas like powersub.

    <!--quoteo(post=1963565:date=Aug 15 2012, 06:49 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ Aug 15 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1963565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5. Remember that NS2 isnt NS1, and you have to adjust the map size accordingly. NS2 needs smaller maps. Dont be all nostalgic and ######.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't agree with that at all. I think NS2 gameplay would benefit a lot from having larger maps with longer travel times between locations. It would hopefully slow the game down a little compared to the frantic nature of NS2 gameplay on the small-ish current official maps.
  • FunkyFungusFunkyFungus Join Date: 2003-09-09 Member: 20691Members
    edited August 2012
    +1 fana :)




    some cc.

    the 2. rt in wildcat alley is a bit much there is already the pup and repairs around




    keep up the good work guys :)... is there a way to get in the project at this point? i played around with the editor in my spare time (which is limited : ()

    but never finished something because whole map = much time : /.

    <a href="http://i.imgur.com/pcDk7.jpg" target="_blank">http://i.imgur.com/pcDk7.jpg</a>
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Thanks for the feedback everyone! We are considering our options for the top left area of the map - we'd like the map to be a little unique, but of course it has to play well most importantly. We also made this layout before the need for marines to get a second command chair (thanks Flayra :P ) so we're looking at some easy fixes first (want to avoid making an NS2_Summit layout since its already been done).

    The double res area (WildCat Alley) is a bit deceptive when you look at the map, the techpoint and resnodes are all on different heights, so you can't get from one to another just by walking in a a straight line. The idea being that the area has advantage - <i>IF</i> you can hold it.

    We're nearly ready to do some public play testing, which will let us know if this area will work the way we imagine :)

    <!--quoteo(post=1964679:date=Aug 18 2012, 11:25 PM:name=FunkyFungus)--><div class='quotetop'>QUOTE (FunkyFungus @ Aug 18 2012, 11:25 PM) <a href="index.php?act=findpost&pid=1964679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->keep up the good work guys :)... is there a way to get in the project at this point? i played around with the editor in my spare time (which is limited : ()

    but never finished something because whole map = much time : /.

    <a href="http://i.imgur.com/pcDk7.jpg" target="_blank">http://i.imgur.com/pcDk7.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    The more the merrier :)
    If PM me your steam contact and email address I'll get you setup on our workgroup and project management site.

    This is exactly why we have started the community map project - unless you have 2-6 months free to work on a map full time, its not going to happen, and most likely interest and motivation is lost before the map becomes playable.

    I'm really enjoying working as part of a team, it really takes the pressure off, and keeps you motivated since you aren't trying to do everything at once, and you know that the map will be completed and played :)
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    <!--quoteo(post=1963582:date=Aug 15 2012, 08:21 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 15 2012, 08:21 PM) <a href="index.php?act=findpost&pid=1963582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Narrow corridors with vents, nooks and crannies are actually very good for skulk vs. marine combat. One of the biggest problems with the map design in the current official maps is that the corridors and rooms are too spacious, making them a haven for jetpacks, and forget about even trying to ambush as a skulk...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Some rooms are way to big indeed and makes for a JP heaven. And yes, corridors worked very well in ns1. But summit proves its possible to have rooms (if well made) where JP is somewhat balanced and skulks can ambush. I just happen to enjoy the summit style.

    <!--quoteo(post=1963582:date=Aug 15 2012, 08:21 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 15 2012, 08:21 PM) <a href="index.php?act=findpost&pid=1963582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't see that as a necessity, there are many ways to remove or lessen the importance of "center of the map" areas like powersub.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, depends on what the devs have in mind though. But as long as devs dont think of a way to solve this, (hive teleport?) this will be an issue.


    <!--quoteo(post=1963582:date=Aug 15 2012, 08:21 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 15 2012, 08:21 PM) <a href="index.php?act=findpost&pid=1963582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't agree with that at all. I think NS2 gameplay would benefit a lot from having larger maps with longer travel times between locations. It would hopefully slow the game down a little compared to the frantic nature of NS2 gameplay on the small-ish current official maps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I for one like the frantic nature, but I wonder if its possible to balance the game around both small and large maps though. This game might not be an RTS, but what we learned from the BW map blood bath and the SC2 map steppes of war is that the gameplay will look different depending on map size. In TvZ, the larger the map the more z favoured and vice versa. So far my experience is that in ns2, the larger the map, the more alien fav. it is. Game can ofc be rebelanced around larger maps, but that is up to the devs. ATM I feel that smaller maps (= not so many RTs) like summit and eclipse is where the games tend to be most balanced.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I don't see that as a necessity, there are many ways to remove or lessen the importance of "center of the map" areas like powersub.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can make an area as alien favored as you want by changing the geometry and adding vents, think if powersub would be like glass on summit. You can always add vents to bypass points of control also, but it's not ideal.

    The map will be a bit bigger that summit I think, but not so much.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Ok so after some discussions and concepts we've settled on a layout which we think addresses of the potential issues.


    Also as a thanks to those that provided feedback on the layout - here some screenshots of the work the team has done so far:

    <img src="http://static.inky.ws/image/2739/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2722/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2725/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2724/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2727/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2726/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2728/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2731/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2732/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2729/image.jpg" border="0" class="linked-image" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <img src="http://static.inky.ws/image/2730/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2734/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2735/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2736/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2737/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2723/image.jpg" border="0" class="linked-image" />

    We still need MOAR! people to help us with the vast number of hallways - so if you interested in contributing please let me know! :)
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    edited August 2012
    Some of those shots look absolutely fantastic, though some of them look a little bland in comparison, also is the lighting meant to look so different in the various areas?
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1969495:date=Aug 31 2012, 08:08 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 31 2012, 08:08 PM) <a href="index.php?act=findpost&pid=1969495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok so after some discussions and concepts we've settled on a layout which we think addresses of the potential issues.


    Also as a thanks to those that provided feedback on the layout - here some screenshots of the work the team has done so far:

    <img src="http://static.inky.ws/image/2739/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2722/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2725/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2724/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2727/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2726/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2728/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2731/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2732/image.jpg" border="0" class="linked-image" />
    <img src="http://static.inky.ws/image/2729/image.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    This is the kind of stuff that I love to see
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    It looks really good! Keep up this project!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1969516:date=Sep 1 2012, 11:02 AM:name=Janos)--><div class='quotetop'>QUOTE (Janos @ Sep 1 2012, 11:02 AM) <a href="index.php?act=findpost&pid=1969516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some of those shots look absolutely fantastic, though some of them look a little bland in comparison, also is the lighting meant to look so different in the various areas?<!--QuoteEnd--></div><!--QuoteEEnd-->
    glad you like it :)
    Its of course all still WIP, and certainly one of the challenges of working on a project like this with many different people is getting things to look uniform - since every area you see is done by a different person. I think once the map gets closer to completion things will start to become more uniform, but even as it is now when you walk around the lighting seems to blend fairly well. But a lot of (if not all of us) are new to spark, so there is still a fair bit of experimentation going on too.

    Good fun though, since we are all in different timezones, just about every time you load up the latest revision of the map someone has done something new.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Nice, you have been working hard there!
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    It would look a lot better if it had more lighting, seriously all these dark moody maps are getting annoying now.
  • wanniewannie Join Date: 2012-07-28 Member: 154405Members
    <!--quoteo(post=1969660:date=Sep 1 2012, 12:39 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Sep 1 2012, 12:39 PM) <a href="index.php?act=findpost&pid=1969660"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would look a lot better if it had more lighting, seriously all these dark moody maps are getting annoying now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The problem is that atm you do not have much choice. There are so many props and prefabs for the dark and gloomy side of NS2. Texture wise you can play with the colours to create a clean feel. Lets just hope that UWE creates some nice clean props / textures, then you will see cleaner lighter levels.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Those screens look great, but also really wide open... Looks a little too hard for Aliens to navigate without getting blasted to death..
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    some more screenies of a new techpoint location

    <img src="http://img593.imageshack.us/img593/25/2012090800013.jpg" border="0" class="linked-image" />
    <img src="http://img507.imageshack.us/img507/1633/2012090800012.jpg" border="0" class="linked-image" />
    <img src="http://img33.imageshack.us/img33/3249/2012090800007.jpg" border="0" class="linked-image" />
    <img src="http://img809.imageshack.us/img809/8539/2012090800006.jpg" border="0" class="linked-image" />
    <img src="http://img339.imageshack.us/img339/8900/2012090800004.jpg" border="0" class="linked-image" />
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    Looks really good.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited October 2012
    I wasn't happy with the lighting in Waste Hive and it now has a more realistic look. Its amazing how much a good lighting scheme and a few props will change the look fo your map!

    Edit: BTW - we still have have a number of a hallways and a room or two left to detail if anyone is still interested :)

    <img src="http://imageshack.us/a/img526/8031/2012100300010.jpg" border="0" class="linked-image" />
    <img src="http://imageshack.us/a/img812/7477/2012100300011.jpg" border="0" class="linked-image" />
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    I agree you improved the lighting there but I think those 45 degree trusses fitted and looked better how they were before in the first screenshots. Keep them vertical or tweak the brushwork and base pillar prop to finish them a bit neater.
    Good stuff otherwise!
    Who build what?
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    Here are some new screen shots from the latest build... Enjoy!

    Repair Room
    <img src="http://i.imgur.com/SuSIv.jpg" border="0" class="linked-image" />

    Docking
    <img src="http://i.imgur.com/dwayO.jpg" border="0" class="linked-image" />

    Supply Lines
    <img src="http://i.imgur.com/OQnuY.jpg" border="0" class="linked-image" />

    Electrical Core
    <img src="http://i.imgur.com/qA85o.jpg" border="0" class="linked-image" />

    Organ Donation
    <img src="http://i.imgur.com/8AW93.jpg" border="0" class="linked-image" />

    Security
    <img src="http://i.imgur.com/Pc31X.jpg" border="0" class="linked-image" />

    Waste
    <img src="http://i.imgur.com/bfUcl.jpg" border="0" class="linked-image" />
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