Map Timings and Routes
ObliviousSight
Join Date: 2012-09-07 Member: 158306Members, Reinforced - Shadow
Over the last few days I have been working on a side project while I take a break from mapping. I would like to share what I have so far.
Sorry for the crudeness of the images, I used my best crayon skills, I swear! If anybody has suggestions on how I can improve how the information is displayed or would like extra information on them, please let me know.
I plan on doing this for a fair few custom maps as well and will post those here as well.
Edit: Updated Descent to the new format.
Edit 2: Updated Docking with build 249 changes.
Edit 3: Updated Op with Biodome
Edit 4: Updated Mineshaft, Refinery, Summit, Tram and Veil to the new format (finally) and updated Docking to the live build layout. And just noticed 'ns2_refinary'... great. Well, tough, it's been renamed :P
Sorry for the crudeness of the images, I used my best crayon skills, I swear! If anybody has suggestions on how I can improve how the information is displayed or would like extra information on them, please let me know.
I plan on doing this for a fair few custom maps as well and will post those here as well.
Edit: Updated Descent to the new format.
Edit 2: Updated Docking with build 249 changes.
Edit 3: Updated Op with Biodome
Edit 4: Updated Mineshaft, Refinery, Summit, Tram and Veil to the new format (finally) and updated Docking to the live build layout. And just noticed 'ns2_refinary'... great. Well, tough, it's been renamed :P
Comments
@DarkSeraph I'll try and do a set that use a floor walking, non-cele skulk with routes that include vents etc some time soon, once I've done a few more maps. Will be interesting to see what differences there are. I also have images of cyst lengths, which I will integrate at somepoint as well.
Also, I'll try to keep these upto date with any changes that occur to the current maps, and will add in any future official maps as well.
I finished doing Caged today, thanks to Howser for helping me out with the new scheme.
Again, any suggestions on what else would be useful to include, or on how to improve the quality of the images, I'm all ears.
On another note, I know that there are changes to Docking in the Beta build, but I'm going to wait until that version goes live to create a new image.
I may manage another one for tonight, we'll have to see how my GIMP skills are.
EG: place a timing entity in each major location ( Tech Points, Res Nodes ) When testing the map, Bring up the mini map and these lines and timings are visible on the minimap.
I haven't been able to take the time to actually sit down with this data and look for 'flaws' in the maps yet, but once i've gotten the bulk of them out of the way I will do.
It'll change as I fix things, and if anyone else wants edit privileges for fixing more things or making different graphs or whatever, PM me an email address to add to the list.
Sorry that the updates have slowed somewhat, been a busy last few days. I have ns2_kodiak, ns2_jambi and ns2_goliath currently being worked on, as well as updating the remaining official maps.
I should really get on with updating docking again and redoing those other maps...
Two sets of numbers signifies a difference in timing based on direction. As an example look at the link from Platform to Falls on the Biodome image. Headed from Platform to Falls the time it takes is 24 seconds. From Falls to Platform it takes 28 seconds.
Edit: Bwahahaha ninja!
I would guess it's to take into account sometimes it's faster going one direction than the reverse (ie jumping down off platform is going to save you a lot of time)
use Inkscape. It's a free vector drawing tool.
Take the map image as background.
Draw your stuff.
CTRL+E to export in png etc...