Ns_darkness

UraniumUranium Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">My first map!</div> I fell in love with NS the first time i played it. I use to map for T2 and T1, JK2. This will be my first HL map and probly wont be to good. But here is what i plan to be the layout. Comments? Suggestions?

Comments

  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
  • MessyTreatMessyTreat Join Date: 2002-12-21 Member: 11309Members
    That looks like one HUGE map.

    For your first effort, you should try something smaller so you don't get too discouraged.

    Mapping can be a daunting task and taking something on that looks this big is quite an undertaking.

    I would also have to agree with Bliss that you have way too many resource towers there.

    Try to vary the terrain a bit by adding some curves and some angled hallways. It is much too straight.

    Does your map have a background story?
    Why is this sturcture there?
    How did it become invaded?
    What are the purposes of the various rooms and tunnels?

    Answering these types of questions can help your map have a more *realisic* feeling to it.

    MST
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    it needs so many ressource towers because its absolutely dark.
    It needs some time to find one of them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Hehehe the skulks are going to won th marines in this map due to the fear factor and the sensory chamber upgrade. To see marines in the dark. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    "damn I cant see anything"
    "anyone seen the armoury?"
    "stop rumbling me n00b"
    "were am I?"
    "damn my flashlight is off again"
    "move to your waypoint"
    "roger that"
    "ouch damn wall"
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Wow, i counted 17 resorces. Right now the map with the most is NS_Nothing at 12, which i feel is about one to many. Second, that map is HUGE and has so many hallways and stuff.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    There are a few spot where you will run into "engine visiblity" problem(top left area, for one).
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    just cut some areas and make it smaller, maybe with 8-12 Rts as a maximum. 4 are used for each of the 3 hives + the marine spawn one. so you got left to put on the rest of the map another 8 more as a maximum, which is still a big number. i do liek the layout, just a bit smaller it would do fine, reminds me of nothing.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    you'll have r_speed problems above/below the cross area, better put a wall making it look like a hollow cross.

    17 res? aint no problem with that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    make sure to try to get most of the distances between hives to about 30 seconds, becuase any longer and it'll be curtains for the hive/gorge.


    And, to keep it to it's namesake... make it really, really, REALLY dark!

    it'll make people take sensory first, for cloak (important in the map) , scent of fear, AND adv. hive sight (important in the map).
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    OMG Marines are gonna get so owned for the following reasons

    a. Marines have to use Flashlight and it exposes them
    b. the Flashlight is so limited and **** ther gonna be walking in groups with ther Flash lights on and it will expose them
    c. Aliens wouldnt even need Scent of Fear to kill a marine
    d. how is the Commander suppose to see where to build his stuff???
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I'm pretty sure it won't be entirely black, and you build a motion sensor and its over <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    I'm pretty sure on those long corridor and large room areas will be things like doors and crates to block the VIS. If he kept the corridors short, detailed, ambiented and well lit this map could be played well. With a map layout just as complex as ns_complex (by ollij that is)
  • The_GunslingerThe_Gunslinger Join Date: 2003-01-08 Member: 12031Members, Constellation
    I'm pretty sure thats just the basic outline of the map. What kind of person would make the map that dark?
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    <!--QuoteBegin--The_Gunslinger+Jan 29 2003, 07:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_Gunslinger @ Jan 29 2003, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm pretty sure thats just the basic outline of the map. What kind of person would make the map that dark? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    a peron that calls his map ns_darkness <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    my map is VERY dark, i believe it gives it ambience, in one of my areas there is 1 (maybe 2 soon) spotlights to help with the theme, then there is a steam shoot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> the darkness in maps like ns_darkness is nothing to worry. JUST WAIT until he shows you how his map will be LIGHTED.
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    Scrap the whole layout or redo it with less rooms and half of the current resources. Right now it looks like a huge maze with no thought to the gameplay. Not meaning to put you down, but you should probably try something small first.
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    edited January 2003
    New layout smaller and such, comments?

    while the layout is smaller i feel the time needed to get from C to H wouldnt be to large, and the map is almost then to small
  • BytorBytor Join Date: 2002-11-19 Member: 9323Members
    <!--QuoteBegin--Revenant+Jan 29 2003, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Jan 29 2003, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm pretty sure on those long corridor and large room areas will be things like doors and crates to block the VIS. If he kept the corridors short, detailed, ambiented and well lit this map could be played well. With a map layout just as complex as ns_complex (by ollij that is) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Doors don't block vis though ... at least not actual doors that can be opened.

    Easy fix though, just add a couple S-turns here and there.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    heh, first layout is huge like hell, 2nd layout is tiny and looks overflowed with more than 3 ppl on each team.
    But i like the idea of a map designed for 3v3.
    problems:
    Marine way to southern hive is too long.
    Marines have bad ressource chances.
    long corridors give marines big advantages and are bad for R_speeds.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    would be one hell of a fight for the top middle rt. and i meen a hell of a fight.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    I found that a good way to get a good feel for doing NS layouts is to study the overviews of existing official maps.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=9871' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=1&t=9871</a>
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    edited February 2003
    This is what i have decieded and here is the whole info about it.



    Log from Unkown Spaceship: 1/23/2034

    These things we have found, seem to be unconsious... maybe sleeping and waiting for something to happen. Now my Space Station is being over run by scientists. Constantly poking at the creatures, i feel that they just dont know what there doing. Im leaving my Space Station in fear of my life. I hope to god they stop what they are doing, they look like dogs from hell. I dont know what they are, and I dont want to. This is my warning to those who enter this station...


    One year later... Scientists totaly rebuilt the Station and found a wierd almost plant like grouth in some places, as well as 3 items which the scientists called "Blobs"

    6 Months later... All the scientists are dead, a team of highly trained marines are moving in to destroy the threat. With one, what they call a hive, totaly grown up to thier knowledge, they have selected there main target. They will move from the least plant infested area, in the Meta Quad, Entrance.
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