A Plee For Crawlspaces And Complex Ceilings

relsanrelsan 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!

Comments

  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    I totally agree, but I think crawlspaces (a new word I learned today!) aren't as easy to add as you may think with all those guidelines and Commander-View in mind...
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Remember ns_caged? Outside the marine start, there's a hallway, and past a bend there's a small room with overhanging beams. It's one of my favorite places in any map. I can rush there as a skulk, climb up, gestate into a fade, and then evolve adren and regen in safety... the marines never look up. Or if we only have one hive and I hear footsteps (I often do) I can climb up there and ambush a whole party of marines from behind as they pass, taking out at least one if not two or three before I get shot to bits.

    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!
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Yes.. I will think of the skulks........................... Think of them as they try to rush me while I sit on the 50 yard line of the football field in my map letting out clip after clip of lmg power into their feeble bodies....... Plenty of cover right? Mwahaha.

    hmmmm
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Think of the DoD layout formula except extend it a bit to cover NS.

    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.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    you should be pleased with this area of a map i'm making. It's a normal corridor with abig pipe in (pipe pwn) and the crawlspace (as I also call it) is brilliant. It's just dark enough (perhaps abit too dark) and it has many wires so the skulk also gets a feeling of a jungle area. I would post screens, but it wouldn't help as it's very dark up there. (maybe later).
  • Omega1Omega1 Join Date: 2002-11-29 Member: 10263Members
    You should be pleased with ns_defiled then. I'm currently working on it when I have the time after I get done working on my concept art. I'm making high ceilings with some decent cover, but fair enough for the marines to locate you if they try. As for crawlspaces, you've got some surprises comin for you.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    rafters eh??

    check out the ns_rift map (link is in my signature) lots of rafters (mmm I should get more shots of them)
Sign In or Register to comment.