Suggestions For Mappers
j0e
Join Date: 2002-11-01 Member: 2840Banned
<div class="IPBDescription">tips and tricks</div> feel free to add your own. i only have two so far:
1. don't have any flat (buildable) floors at 0z (zero on vertical axis) because any marine structures once placed there cannot be selected (for upgrades or tech)
2. put the marine spawn at the "south" end of the map so that when marines leave their spawn area, "left" and "right" from the marine (first person) view matches "left and right" from the comm view. as an example, eclipse unfortunately is backwards so if you say "need a turret at left entrance" the commander will put it on the RIGHT side from the first person view. this is subtle but helps the marines communicate effectively
1. don't have any flat (buildable) floors at 0z (zero on vertical axis) because any marine structures once placed there cannot be selected (for upgrades or tech)
2. put the marine spawn at the "south" end of the map so that when marines leave their spawn area, "left" and "right" from the marine (first person) view matches "left and right" from the comm view. as an example, eclipse unfortunately is backwards so if you say "need a turret at left entrance" the commander will put it on the RIGHT side from the first person view. this is subtle but helps the marines communicate effectively
Comments
#1 sounds odd though - do not build any floors at z=0 because you cannot upgrade?
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Or you could learn to use the cardinal directions in the map, as was <i>intended</i> in its design... "<b>South</b> Loop." "Station Access <b>West</b>." "Station Access <b>East</b>." "<b>North</b> Core Access." "<b>West</b> Core Access." That's no coincidence. Those were <i>explicitly</i> placed to give frame of reference for the directions in the map. Learn them. Use them.
You can't use relative directions like right and left when your viewpoint is uncertain or doesn't necessarily match up... Your left can only match the commander's in one direction.
(tell you what, I'll put some cardinal directions with arrows on some hazard stripes on the walls in the next build of Eclipse...)
Tip: Don't use any blatantly HL textures. Just don't. Or my Avatar will eat you. He will. If it has ns_ in front of it, no HL. Or you're Skulk Kibbles.
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The current names don't really seem to describe the areas as they appear to the players. Of course having names like "narrow hallway with blue lighting" and "narrow hallway with red lighting" and "narrow hallway with golden lighting" could get confusing.
Bast is good for names as I recall (with the exception of the double node room).
Someone put it up in the Suggestions forums (so it can be dismissed like all the Siege Turret posts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->)
But, really. Thats a smashing idea. Someone bug Flayra about it. I want it in the next client patch. Or else.
on eclipse, facing the two marine spawn exits, i challenge you to figure out which one is "east" or "west" faster than figuring out which one is "left" and which is "right." of course, it's your map so do whatever you want.
now, can we hear more tips, instead of talking about this one?