A Plee For Crawlspaces And Complex Ceilings
relsan
Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">and weldables!</div> Hey guys, I was just playtesting on a map (I won't name any names) that the author said was ready to go... but it had absolutely NO CRAWLSPACES. The marines were eating up the aliens because the map had nothing but wide long hallways with no crawlspaces anywhere. Eventhough I love all the maps made by the team there are some that imho could use more crawlspaces.
I think that its an easy aspect of a map to miss because before ns there wasn't a need to make a map based on creatures that could walk on walls and fit in small places. All the hl mods usually only have your standard player model physics. So sometimes its easy to forget about your skulks and lerks.So please make more crawlspaces if you can before release. It really adds a whole new element to the gameplay and gives it more depth that will make the fun factor last for years instead of months.
Also get varied on the whole crawlspace theme. Theres a ton of things you can do with ceiling like making high skylights and low overhangs and protruding ventilation shafts. Also the crawlspaces don't have to be drab 4-sided tunnels. Look at bast for some cool crawlspaces and nancy for some sweet overhangs. They might give you some inspiration as to what I'm talking about.
I'm of course saying to do this within reason. You don't want to give either side a huge advantage but having absolutely no crawlspaces or easy to navigate ceilings definitely gives the advantage to marines who get reasonably powerful long ranged weapons from the start.
And be liberal with the structures and obstacles. Put tables, crates and railings in the rooms so even if the room is large there can be something for aliens and marines to take cover behind. When I'm building turrets I can hide from acid rockets behind the turret but it would be nice to have something static like that in all the large rooms. Be careful not to restrict the passageways, of course. Some of the ns team maps do this very well. You'd be surprised how adding a few overhangs and structures can really flesh out a map and give it that much needed ambience!
So before everyone starts to feel like they are being lectured, I'm also a mapper and I'm doing my best to follow this advice too. Please consider what I've said. Thanks!
I think that its an easy aspect of a map to miss because before ns there wasn't a need to make a map based on creatures that could walk on walls and fit in small places. All the hl mods usually only have your standard player model physics. So sometimes its easy to forget about your skulks and lerks.So please make more crawlspaces if you can before release. It really adds a whole new element to the gameplay and gives it more depth that will make the fun factor last for years instead of months.
Also get varied on the whole crawlspace theme. Theres a ton of things you can do with ceiling like making high skylights and low overhangs and protruding ventilation shafts. Also the crawlspaces don't have to be drab 4-sided tunnels. Look at bast for some cool crawlspaces and nancy for some sweet overhangs. They might give you some inspiration as to what I'm talking about.
I'm of course saying to do this within reason. You don't want to give either side a huge advantage but having absolutely no crawlspaces or easy to navigate ceilings definitely gives the advantage to marines who get reasonably powerful long ranged weapons from the start.
And be liberal with the structures and obstacles. Put tables, crates and railings in the rooms so even if the room is large there can be something for aliens and marines to take cover behind. When I'm building turrets I can hide from acid rockets behind the turret but it would be nice to have something static like that in all the large rooms. Be careful not to restrict the passageways, of course. Some of the ns team maps do this very well. You'd be surprised how adding a few overhangs and structures can really flesh out a map and give it that much needed ambience!
So before everyone starts to feel like they are being lectured, I'm also a mapper and I'm doing my best to follow this advice too. Please consider what I've said. Thanks!
Comments
This spot is INCREDIBLY cool. I highly reccomend rafters in maps. I love rafters. They're so helpful, if placed in corridors that get used frequently.
Think of the skulks! Won't somebody think of the skulks!
hmmmm
DoD flag maps tend to consist of one main route that weaves its way from one side to the other. Along the way there are smaller routes that crisscross the main route but never actually go very far. It's like having one long line, then little semi-circle lines that pop out here and there before curving back to the main line. Sometimes they act as shortcuts, but mostly they give a non-open route that doesn't make you sniper fodder.
Vents/crawlspaces should often follow this formula also. Their use should be encourage because they offer a route that can't be defended with turrets.
check out the ns_rift map (link is in my signature) lots of rafters (mmm I should get more shots of them)