co_courtyard Alpha 1.02
Vetinari
Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
Originated here: http://forums.unknownworlds.com/discussion/131511/combat-map-suggestion-courtyard
(Now a thread for me to ask silly questions about the editor obsolete)
Basically, I want to make a combat map that stresses the awesome "new" courtyard from docking. I don't know a lot about mapping (actually nothing ), but I will give it a try.
I don't plan to do a lot of greyboxing, as I merely "remix" parts of docking. Or at least, I try.
============================================
RELEASED
Current Version: Alpha 1.02
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=181455701 (This is NOT the current workshop link. Search for "co_courtyard", released by HOWSER. My workshop bitches around. I will update this someday)
Changelogs
Internal build Alpha 1.02 (November 12, 2013)
Changelog:
- Fixed collision in ReadyRoom
- Boxes between southern/central not floating anymore (could not reproduce collision anomaly, btw)
- Moved CC (Pic 1)
The last one is supposed to get marines into combat quicker. I'm not sure how/whether to address vent gorging. This leaves me with a crazy long LoS (ca 60 metres) (Pic 2), which will be addressed next, in 1.02b.
[/quote]
Older Changelog
Goes back to Prealpha 1.04 and gives you a good idea of how this map was created. If you want a more in-depth experience, I suggest reading the whole thread.
Layout (a bit dated, update coming)
Even more dated stuff
(Now a thread for me to ask silly questions about the editor obsolete)
Basically, I want to make a combat map that stresses the awesome "new" courtyard from docking. I don't know a lot about mapping (actually nothing ), but I will give it a try.
I don't plan to do a lot of greyboxing, as I merely "remix" parts of docking. Or at least, I try.
============================================
RELEASED
Current Version: Alpha 1.02
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=181455701 (This is NOT the current workshop link. Search for "co_courtyard", released by HOWSER. My workshop bitches around. I will update this someday)
Changelogs
Internal build Alpha 1.02 (November 12, 2013)
Changelog:
- Fixed collision in ReadyRoom
- Boxes between southern/central not floating anymore (could not reproduce collision anomaly, btw)
- Moved CC (Pic 1)
The last one is supposed to get marines into combat quicker. I'm not sure how/whether to address vent gorging. This leaves me with a crazy long LoS (ca 60 metres) (Pic 2), which will be addressed next, in 1.02b.
[/quote]
Older Changelog
Goes back to Prealpha 1.04 and gives you a good idea of how this map was created. If you want a more in-depth experience, I suggest reading the whole thread.
Alpha 1.01 (October 20, 2013)
Added crates for shorter LoS
Messed with Occlusion Geometry
I can't get my Occlusion Geometry working correctly; If someone feels the urge to help me, please contact me!
edit: Aaaaaannd I fucked up with the workshop.
Alpha 1.00 (September 26, 2013)
Release!
http://steamcommunity.com/sharedfiles/filedetails/?id=181455701 (note from 201311-12: dated)
Prealpha 1.05 (September 21, 2013)
Added another vent.
Worked on the line of sight in Terminal in courtyard:
- Added crates in Terminal
- Added crates in courtyard, added ladders and removed bridge to alter flow of court
I fear jetpackers and maybe lerks are going to rule this map. Well, let's see. I feel like I need a professional opinion now, like @Howser 's or @Loki 's
Download it here!
Prealpha 1.04 (September 20, 2013)
This is kinda big one.
Played around with some vents.
Added Collision Geometry (to cap courtyard).
Added Occlusion Geometry. This boosted performance quite a bit - my computer doesn't sound like it's dying anymore when I load the map. It's still a bit more laggy than the original docking, though. I will have to look how Occlusion Geometry is used there.
Added Lights to custom parts of the map (vents, southern access).
Still left to do:
Add another (easier) route for aliens into marine spawn.
Obstruct the most obvious line of sights.
After that I think it's time to do some testing to see how it works.
Added crates for shorter LoS
Messed with Occlusion Geometry
I can't get my Occlusion Geometry working correctly; If someone feels the urge to help me, please contact me!
edit: Aaaaaannd I fucked up with the workshop.
Alpha 1.00 (September 26, 2013)
Release!
http://steamcommunity.com/sharedfiles/filedetails/?id=181455701 (note from 201311-12: dated)
Prealpha 1.05 (September 21, 2013)
Added another vent.
Worked on the line of sight in Terminal in courtyard:
- Added crates in Terminal
- Added crates in courtyard, added ladders and removed bridge to alter flow of court
I fear jetpackers and maybe lerks are going to rule this map. Well, let's see. I feel like I need a professional opinion now, like @Howser 's or @Loki 's
Download it here!
Prealpha 1.04 (September 20, 2013)
This is kinda big one.
Played around with some vents.
Added Collision Geometry (to cap courtyard).
Added Occlusion Geometry. This boosted performance quite a bit - my computer doesn't sound like it's dying anymore when I load the map. It's still a bit more laggy than the original docking, though. I will have to look how Occlusion Geometry is used there.
Added Lights to custom parts of the map (vents, southern access).
Still left to do:
Add another (easier) route for aliens into marine spawn.
Obstruct the most obvious line of sights.
After that I think it's time to do some testing to see how it works.
Layout (a bit dated, update coming)
Even more dated stuff
Yes, I know, U-turn of doom in the southeast, but I will keep it at that for now. (Also, there is a small vent from Junction to Terminal now.)
Here's a diagram of how many seconds it takes a spawned marine running with an axe to get from the techpoint to where he can shoot anywhere in courtyard.
Approximately.
Introducing version numbering
This is version Prealpha 1.0 because, well, gotta start somewhere. In Prealpha I actually build the map. It will probably be not published in the workshop, but if it is, don't expect a working map.
In the Alpha I will only care about gameplay relevant features of the map. You are free to run it on your server and provide feedback (That is, if you can get it running).
When the gameplay is fleshed out (and balanced), Beta will follow, in which I will care about the looks. Small gameplay changes may occurr. You may then unleash it to the public.
The final version is, well, final. I will try to keep it updated, but I can't tell for sure.
The numbers themselves will proceed at my desire.
This is my version numbering and I have proclaimed it.
Details (Screenshots)
Central <-> Locker
Central - new doorway due to flipped room
Locker <-> Back Alley
Onos Bar <-> Maintenance Access
Features to be implemented next
Outdated original post
I will keep this updated daily - or, well, when I release updates - for anyone who is interested (if such a person exists ).
Comments appreciated.
Here's a diagram of how many seconds it takes a spawned marine running with an axe to get from the techpoint to where he can shoot anywhere in courtyard.
Approximately.
Introducing version numbering
This is version Prealpha 1.0 because, well, gotta start somewhere. In Prealpha I actually build the map. It will probably be not published in the workshop, but if it is, don't expect a working map.
In the Alpha I will only care about gameplay relevant features of the map. You are free to run it on your server and provide feedback (That is, if you can get it running).
When the gameplay is fleshed out (and balanced), Beta will follow, in which I will care about the looks. Small gameplay changes may occurr. You may then unleash it to the public.
The final version is, well, final. I will try to keep it updated, but I can't tell for sure.
The numbers themselves will proceed at my desire.
This is my version numbering and I have proclaimed it.
Details (Screenshots)
Central <-> Locker
Central - new doorway due to flipped room
My first - and best - doorway so far.
Locker <-> Back Alley
This short hallway still needs some walls [fixed now]
View from Back Alley to Locker
And vice versa
View from Back Alley to Locker
And vice versa
Onos Bar <-> Maintenance Access
Features to be implemented next
- get occlusion geometry running properly
- get the mod working properly
- get the mod working properly
Outdated original post
Here is what I thought could work as basic layout for the map:
Note that it's not proportional. I didn't check the proportions yet for most parts.
Let's have a look.
Locker and Terminal as Alien/Marine spawn. Locker keeps the original connection to courtyard. In the southern part, I'd add a "breakthrough" point (like in Maint/Control (behind the pillar)/veil RR alien door) to a flipped central access (the entrance to the vent in the original docking would be on the opposite side of the breakthrough).
The former landing pad exit of Terminal now leads to central, while the other exits lead to the junction-entrance of courtyard (the easter one) and a flipped maintenance. These exits need obstructions to shorten the line of sight (edit: Just took a look at the proportions. Junction probably should be simplified to a stairway, and connected to the north-western exit via an U-turn).
In this picture, the Locker-Courtyard connection looks a lot longer than the Terminal-Courtyard connection; this would have to be balanced, obviously.
Also note that there would have to be some kind of obstruction in the central access hallway south of courtyard (crates or something).
The orange line is a vent. I'd also add a vent from the ceiling of locker to some point high in courtyard (for lerks and skulks).
Courtyard itself is kind of a problem. The general line of sight is very long. One has to place a lot of crates/stuff in there, to equal this out for aliens (Same goes for Terminal, but here obstructions are easier to place). There is a bridge leading from the junction-entrance to the locker entrance directly, probably this should be removed/made unpassable to not allow marines easy access to the hive room. This would force marines along one route, at the maintenance side of courtyard; to open up possibilities, I think it would be viable to destroy the railing at the marine entrance to courtyard and add a new way to climb up in the south-west part.
edit: The northern/southern entrances are not obstructed. I just forgot to remove the lines in the picture.
Note: Add more vents.
Aesthetical note: Locker should be really dark (so marines use there flashlights), with some small floodlights (see the gap) to illuminate the room.
How far am I?
I watched some tutorials and played around in the editor. So far I managed to free the central access room and flip it, but I fail at reattaching it to the rest of the map.
Oh, and I created a nice forum post about all this
What do you think?
Note that it's not proportional. I didn't check the proportions yet for most parts.
Let's have a look.
Locker and Terminal as Alien/Marine spawn. Locker keeps the original connection to courtyard. In the southern part, I'd add a "breakthrough" point (like in Maint/Control (behind the pillar)/veil RR alien door) to a flipped central access (the entrance to the vent in the original docking would be on the opposite side of the breakthrough).
The former landing pad exit of Terminal now leads to central, while the other exits lead to the junction-entrance of courtyard (the easter one) and a flipped maintenance. These exits need obstructions to shorten the line of sight (edit: Just took a look at the proportions. Junction probably should be simplified to a stairway, and connected to the north-western exit via an U-turn).
In this picture, the Locker-Courtyard connection looks a lot longer than the Terminal-Courtyard connection; this would have to be balanced, obviously.
Also note that there would have to be some kind of obstruction in the central access hallway south of courtyard (crates or something).
The orange line is a vent. I'd also add a vent from the ceiling of locker to some point high in courtyard (for lerks and skulks).
Courtyard itself is kind of a problem. The general line of sight is very long. One has to place a lot of crates/stuff in there, to equal this out for aliens (Same goes for Terminal, but here obstructions are easier to place). There is a bridge leading from the junction-entrance to the locker entrance directly, probably this should be removed/made unpassable to not allow marines easy access to the hive room. This would force marines along one route, at the maintenance side of courtyard; to open up possibilities, I think it would be viable to destroy the railing at the marine entrance to courtyard and add a new way to climb up in the south-west part.
edit: The northern/southern entrances are not obstructed. I just forgot to remove the lines in the picture.
Note: Add more vents.
Aesthetical note: Locker should be really dark (so marines use there flashlights), with some small floodlights (see the gap) to illuminate the room.
How far am I?
I watched some tutorials and played around in the editor. So far I managed to free the central access room and flip it, but I fail at reattaching it to the rest of the map.
Oh, and I created a nice forum post about all this
What do you think?
I will keep this updated daily - or, well, when I release updates - for anyone who is interested (if such a person exists ).
Comments appreciated.
Comments
In general I'd say the layout looks fairly solid, though testing always reveals issues that you don't anticipate. You may wish to reconsider that u-bend from lockers to courtyard, I find 180 turns like that feel wrong during play and can cause some player disorientation.
My advice is to cut the pieces from docking you want and then stitch them together with standard, grey geo and get it tested asap. It isn't worth spending time on connecting it with pretty stuff when you may well have to rejig the whole setup if something proves to be wrong with the layout.
Good luck with it, and hope to be testing co_courtyard soon.
Thank you for your support!
Progress:
I deleted the parts of the map I don't need and now rearrange the parts.
Looks like Terminal is going to fit fine, Central as well; Not yet sure about maintenance.
I connected Terminal and Central with some veeeeeery basic (and ugly) geometry.
Problems I have had so far:
It's quite hard to place a mirrored part of the map so the entrances fit like before. Because a lot of the map is off grid I can't use the snap to grid; Also, snap to grid often doesn't behave the way I want it to (it's all a bit tedious). The fact that I'm working on a low-spec laptop isn't helping, either.
Also, connecting parts with geometry isn't as easy as it could be with a better interface
I'm back home, so I can continue working on this.
It's a lot of patchwork. Like, all of it. Would've been a lot easier to build it from scratch, and not into an existing map...
But it looks nice.
Feels so good having this done now, although it's nothing.
Still a long way to go.
you might have an easier time working on a new file by copying (ctrl+c) and pasting (ctrl+v) the bits you need from the original .level file into a 'new' .level file. that way you wont have as much slow down and clutter with layers.
Keep going, as you use the editor and its tools more, you will get fast and more adept with them, and before you know it, you'll have the basics in place for a test.
I fear the map might become to big; will have to see how it works.
And there's always 32 servers
edit: Edited original post.
First steps with vents.
Moved Terminal. Not connected yet to the rest of the map.
I'm confident I can get it running until the end of next week. Anyone willing to host it?
*glances @Howser * do you guys also test combat maps?
edit: Edited original post.
edit2: An idea just struck me. Maybe I will add some height difference in the WIP labeled part.
Connected Terminal and Central with a random hallway. Tried to add at least some details, but it's sheer impossible working off grid. I'm gonna slap some props on it later.
I had an idea for a proper ns2 map (ns2_skywatch, maybe). I will explore it a bit more in my mind before doing anything at the computer, though.
(Read: I will do it tomorrow during my math class.)
edit: Added the first Locations.
This is kinda big one.
Played around with some vents.
Added Collision Geometry (to cap courtyard).
Added Occlusion Geometry. This boosted performance quite a bit - my computer doesn't sound like it's dying anymore when I load the map. It's still a bit more laggy than the original docking, though. I will have to look how Occlusion Geometry is used there.
Added Lights to custom parts of the map (vents, southern access).
Still left to do:
Add another (easier) route for aliens into marine spawn.
Obstruct the most obvious line of sights.
After that I think it's time to do some testing to see how it works.
Added another vent.
Worked on the line of sight in Terminal in courtyard:
- Added crates in Terminal
- Added crates in courtyard, added ladders and removed bridge to alter flow of court
I fear jetpackers and maybe lerks are going to rule this map. Well, let's see. I feel like I need a professional opinion now, like @Howser 's or @Loki 's
Download it here!
Release!
http://steamcommunity.com/sharedfiles/filedetails/?id=181455701
Added crates for shorter LoS
Messed with Occlusion Geometry
I can't get my Occlusion Geometry working correctly; If someone feels the urge to help me, please contact me!
edit: Aaaaaannd I fucked up with the workshop.
Make sure your occlusion geo is in a GROUP (NOT just a layer) called "OcclusionGeometry" (no spaces, and that MIGHT be case-sensitive, not sure).
Which vent are you talking about? Can you give me a screenshot?
No screenshot, but it's a hole in the wall from where the vent in central was in the original map, from central to bar. It's possible you've fixed it already, I played this last Sunday, but when I played, it was just a hole to the outside.
Also, I have to make the way between Courtyard and Locker longer somehow.
I think the map was surprisingly fun to play on, both for aliens and marines. Performance was better than expected, although some seemed to have microstuttering.
If you have any more feedback, please post it here!
On a side note, I just (<5 min ago) finished my paper (due on Tuesday ), so I will FINALLY have more time for this kind of stuff (while I'm learning for my exams).