Layout Concept Discussion
-WildCat-
Cape Town, South Africa Join Date: 2008-07-19 Member: 64664Members, Reinforced - Shadow
in Mapping
I want to create an NS2 map so I thought I'd start by creating the high level layout concept for the map. Before doing so, I wanted to study the existing NS2 official maps in order to understand what common features they have and try to theorize what makes those layouts work well.
I took screenshots of the map overviews and then marked the key locations (tech points and resource nodes). Then I added lines between the locations to represent connectivity. I decided that the criterion for adding a line between two key locations should be that you can travel between those two points without going through any of the other key locations.
Here's what I came up with:
Summit
4 tech points and 4 res around the edge and 1 tech point in the center. Interestingly, Crossroads connects to all other key locations except Atrium.
Descent
Very similar layout to Summit except that the central tech point Hydroanalysis doesn't connect to the outer tech points directly. You always need to go through the res node rooms. (I debated whether or not I should draw a line between Plaza and Energy Flow but you have to go very close to Hydroanalysis.)
Docking
I've used a gray triangle to represent the combination of Courtyard and Central Access. These areas allow Marines to go between most of the key locations and Aliens between all of them.
Mineshaft
I'm struggling to see any sort of "pattern" with this map.
Tram
5 tech points around the edge and 5 res nodes between them. The gray triangle represents the combination of Hub, North Tunnels and South Tunnels. Server Room is slightly off to the side and you have to walk past the adjacent res nodes to get to it from the center.
Refinery
This is almost the same kind of circle as Tram except that there's no res node between Containment and Pipeworks. To make up for it, these two tech points have the easiest access to the double res in the center.
Veil
It was quite tricky to draw the connectivity lines for this one. I decided to represent the combination of West Tunnels, System Waypointing and Y Junction as the gray triangle on the left and The Dome as the gray triangle on the right.
Let me know what you think of these connectivity diagrams. Have I made any omissions or are their any shortcomings of this way of looking at a layout?
Now, onto my ideas. I've had the following concept in my mind for quite some time. The primary feature of the layout would be that it would have one fairly isolated tech point and one fairly isolated double res area. These two key locations would be as far apart as possible in order to create a strategic choice in each game. Additionally, the isolated tech point would not contain a free res node.
Idea 01
Here, I have the isolated tech point and the double res node on opposite sides of the map. The isolated tech point is labelled as "5". In order to get to tech point 5, you have to go through tech point 1 or 2, which basically means that you have to own one of those tech points first. The same goes for the double res node, which would likely require you to own either tech point 3 or 4.
Idea 02
This concept is a bit more conventional and resembles Descent somewhat. The difference is that the free res node in the center tech point has been moved out to one of the outer res node rooms and the connection between that room and the center tech point removed.
What do you think of these layouts? Do you foresee any problems with either of them?
I took screenshots of the map overviews and then marked the key locations (tech points and resource nodes). Then I added lines between the locations to represent connectivity. I decided that the criterion for adding a line between two key locations should be that you can travel between those two points without going through any of the other key locations.
Here's what I came up with:
Summit
4 tech points and 4 res around the edge and 1 tech point in the center. Interestingly, Crossroads connects to all other key locations except Atrium.
Descent
Very similar layout to Summit except that the central tech point Hydroanalysis doesn't connect to the outer tech points directly. You always need to go through the res node rooms. (I debated whether or not I should draw a line between Plaza and Energy Flow but you have to go very close to Hydroanalysis.)
Docking
I've used a gray triangle to represent the combination of Courtyard and Central Access. These areas allow Marines to go between most of the key locations and Aliens between all of them.
Mineshaft
I'm struggling to see any sort of "pattern" with this map.
Tram
5 tech points around the edge and 5 res nodes between them. The gray triangle represents the combination of Hub, North Tunnels and South Tunnels. Server Room is slightly off to the side and you have to walk past the adjacent res nodes to get to it from the center.
Refinery
This is almost the same kind of circle as Tram except that there's no res node between Containment and Pipeworks. To make up for it, these two tech points have the easiest access to the double res in the center.
Veil
It was quite tricky to draw the connectivity lines for this one. I decided to represent the combination of West Tunnels, System Waypointing and Y Junction as the gray triangle on the left and The Dome as the gray triangle on the right.
Let me know what you think of these connectivity diagrams. Have I made any omissions or are their any shortcomings of this way of looking at a layout?
Now, onto my ideas. I've had the following concept in my mind for quite some time. The primary feature of the layout would be that it would have one fairly isolated tech point and one fairly isolated double res area. These two key locations would be as far apart as possible in order to create a strategic choice in each game. Additionally, the isolated tech point would not contain a free res node.
Idea 01
Here, I have the isolated tech point and the double res node on opposite sides of the map. The isolated tech point is labelled as "5". In order to get to tech point 5, you have to go through tech point 1 or 2, which basically means that you have to own one of those tech points first. The same goes for the double res node, which would likely require you to own either tech point 3 or 4.
Idea 02
This concept is a bit more conventional and resembles Descent somewhat. The difference is that the free res node in the center tech point has been moved out to one of the outer res node rooms and the connection between that room and the center tech point removed.
What do you think of these layouts? Do you foresee any problems with either of them?
Comments
My PERSONAL theory on NS2 maps is there is only really 2 types of maps:
* Random start locations (to some extent) ring maps with a central area. I.E summit, descent, refinery, tram, docking and mineshaft.
* Fixed marine start, random alien start. Marines must search and destroy the aliens. Veil, caged and eclipse
That's a very over-simplified view, and that's not to say that there's not a world of variation between each of those maps placed in the same category, but I haven't really come across any level design which breaks these molds in any drastic way and works.
Its important to note. Are these the only layouts that work with the game or are we just not experimenting enough?
I'm currently working on a big dirty experiment of my own, but we'll talk about that some other time when I have some findings to report.
With regards to your layouts for me idea 02 is more viable, Although if a team controls 1 and 2 they get a double res node, and will have a steady flow of res that'll give them enough to push out and dominate the rest of the map. You could force both teams to start at 1 and 2, so it would essentially prevent any team holding that half of the map for the early game and create a nice combat focus zone over the double res. or connect 5 to the double res point allowing for either team to pull a fast one on the double res point without going through a secured tech point.
More over, tech points without a res node are a no no. If a team is making a last stand there they have no income and the game is essentially over. Place a resource tower in central.
Just my thoughts on it, these are not rules or laws, everything should be challenged and experimented with. If you feel this design is interesting enough and the rest of the map design addresses these balance issues then it should be something new and interesting, and that's something I personally think we need more of in NS2 maps
It's mostly Flight and Data that have a better connectivity to XR, while Sub and Atrium have less of a connectivity