This Time I'll Do It The Right Way.
doctopepa
Join Date: 2002-01-26 Member: 99Members
<div class="IPBDescription">To begin with, the scary-nsmap-layout...</div>This time i'll do it the right way.
I'll start with the layout, proceeding to basic architecture, and at the superdistant end, i will add the details.
Will the doc pull it off this time?
Follow the mindnumbingly layed back life of the drunken mapper.
Discouver new environments and lighting! And best of all; PARTICIPATE interactively with your thoughts and fingers!
First tell me whats good/bad about this layout called SCARY NSMAP (cause it's supposed to be scary) :
I'll start with the layout, proceeding to basic architecture, and at the superdistant end, i will add the details.
Will the doc pull it off this time?
Follow the mindnumbingly layed back life of the drunken mapper.
Discouver new environments and lighting! And best of all; PARTICIPATE interactively with your thoughts and fingers!
First tell me whats good/bad about this layout called SCARY NSMAP (cause it's supposed to be scary) :
Comments
You might run into some visibillity problem in the middle area, don't you just love technical limitation....
Lots of tight spaces, thats good. It will add some tension to the map.
I would add one or two more resource nodes.
By far down, I assume you mean bottomless pit? If so, thats good...some of your walk ways should have busted handrails. Heh, the players will catch themselves teatering on the edge! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
GJ, can't wait to see more!
see the long vis-lines below.
Try to cut them shorter.
If they are that long and that much you will have 3 problems on a big map with much detail:
1. big advantage for marines and long range weapons.
2. high r_speeds because the engine renders ANY face of Any "room" you can see (from the "room" you stand in) infront of you in 180°.
3. more server traffic, worse pings because you see/calculate more at once.
Number2) More Nodes
Number3) Cramped, easy to siege
Number4) Very small map
Number5) Too square
Number6) Where is the weldables?
Apart from them. Good. I like the program you used, (what is the program?)
(doors don't block vis)
Of course closed doors can block bullets. but its easy to keep doors open.
<b>Doors, func_seethrough, func_wall, func_weldable and such do not block the visìng. </b>The faces behind closed doors will still be calculated, as if the door is open, you will just not see this polygons.
(in gl mode "gl_wireframe 2" in software mode "r_draworder 1" to see what not visable polygons you still see (and alculate ingame) by vis)
thats no big r_speed deal for GL mode, but really bad for software mode.
What program did i use?
I made the layout in hammer and photoshop, as usual.
Small map?
Prolly because of the wide corridors i've drawn.
Can you see those little white dots in the marine spawn? Those are start entities. The map covers most of the workspace in hammer.
vis and/or r_speed problems.
True. But still, I don't plan to make the corridors that wide. The map will be kinda post-destruction oriented so there will be lots of "general stuff" in the way.
The routs between ms, h3 and h1.
I have to do something about that. perhaps just make the terrain ruffer to slow down some passages. water? climbing?
Weird vents?
I figured the aliens would want atleast one vent directly from their base so they can escape easier. the semi-transparent vents that cross hallways are above and out of reach for marines without jetpacks. just for looks. Anyway, i designed the vents for the aliens.
Unused parts in the map.
**obscenity**, you're right ofcourse! Would it solve the problem if i added res.nodes there? Change the hallways so you pass through on your way to the enemy?
Change the entire map? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I dunno. Why don't you help me...
BTW. I'll try to get concept screens and renders asap.