Ns_unnamed Maplayout
gaggle
Join Date: 2002-12-11 Member: 10568Members
<div class="IPBDescription">looking for feedback</div> <span style='font-size:11pt;line-height:100%'><i>[edit] to humans popping in here for the first time: there's no need to provide feedback on the current set of imagery as such, many things have changed, and I'd rather you save your energy for my next update, where I </i>will<i> immensly appriciate any feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> [/edit]</i></span>
Hey all.
So.. I'm making this level... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It'll be my first NS map, though I'm no stranger to the world of Half-Life mapping. With that in mind I've tried my damnest to sketch out a proper maplayout before jumping into things. I thought I'd post it here to see if you'd like to comment on what you think could be potential problems, or lame ways of doing things -- or, hey, feel free to mention if you think there's something nice in there as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I've tried taking into account various things I've picked up on from the already-existing levels, but with my n00bness in this area the layout might be utter rubish for all I know.
I've deliberatly kept the whole design-thing very mobile so far, so at this point I'd be able to incorporate any kinds of changes. I feel I have a fairly clear vision for the map, so I'm not saying all suggested changes will be incorporated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, but you know.. I'm prepared to do changes at any rate.
What I'm posting at this point, in the following two posts, is only the <i>layout</i>. The actual room-detailing has been left out. The pictures are hopefully self-explanatory, but do ask if it's in any way confusing!
Oh one thing that probably should be explained: there are two squares that represents "strategically important rooms", sufficient at this point is that the blue square marks a room that grants an advantage to the aliens, and the pink square marks the same, just for the marines.
The goals of this layout is a map that features:<ul><li>equal runningtimes to each hive (the actual second-precise numbers will of course have to be tested in-game).
<li>marines must backtrack somewhat in order to attack another entrance to a hive, or another hive altogether.
<li>"strategic-rooms" slightly off the primary routes, to try and have attacking and defending them being a deliberate somewhat-resource-expensive goal.
</ul>
I can't say I'm a 100% happy with the thing so far, but I'll avoid sitting here detailing all the potential-mistakes and potential-crap that resides within. That's.. er.. what I'm hoping <i>you</i> can do for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[edit]as suggested by Sephiroth2k I've colour-filled the building-outlines[/edit]
Hey all.
So.. I'm making this level... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It'll be my first NS map, though I'm no stranger to the world of Half-Life mapping. With that in mind I've tried my damnest to sketch out a proper maplayout before jumping into things. I thought I'd post it here to see if you'd like to comment on what you think could be potential problems, or lame ways of doing things -- or, hey, feel free to mention if you think there's something nice in there as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I've tried taking into account various things I've picked up on from the already-existing levels, but with my n00bness in this area the layout might be utter rubish for all I know.
I've deliberatly kept the whole design-thing very mobile so far, so at this point I'd be able to incorporate any kinds of changes. I feel I have a fairly clear vision for the map, so I'm not saying all suggested changes will be incorporated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, but you know.. I'm prepared to do changes at any rate.
What I'm posting at this point, in the following two posts, is only the <i>layout</i>. The actual room-detailing has been left out. The pictures are hopefully self-explanatory, but do ask if it's in any way confusing!
Oh one thing that probably should be explained: there are two squares that represents "strategically important rooms", sufficient at this point is that the blue square marks a room that grants an advantage to the aliens, and the pink square marks the same, just for the marines.
The goals of this layout is a map that features:<ul><li>equal runningtimes to each hive (the actual second-precise numbers will of course have to be tested in-game).
<li>marines must backtrack somewhat in order to attack another entrance to a hive, or another hive altogether.
<li>"strategic-rooms" slightly off the primary routes, to try and have attacking and defending them being a deliberate somewhat-resource-expensive goal.
</ul>
I can't say I'm a 100% happy with the thing so far, but I'll avoid sitting here detailing all the potential-mistakes and potential-crap that resides within. That's.. er.. what I'm hoping <i>you</i> can do for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[edit]as suggested by Sephiroth2k I've colour-filled the building-outlines[/edit]
Comments
Ventilation hive is too easy to defend because marines will rarely come through the north entrance.
all over the east side of the map is more attractive to aliens than the west side.
The layout has the problem, that the 2 main routes from CC just get together far away again.
Eclipse1.0 has the same problem and it will get fixed in Eclipse1.1 .
Maybe you could do up another one with the corridors drawn in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Maybe you could do up another one with the corridors drawn in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I second that. The main routes confuse me too much. I see the layout, but I don't really <b>see</b> it. Meaning, that I get the basic idea, when I focus on one area and figure out the different lines and room outlines, but I can't do it on the whole layout.
Corridor outlines don't have to be final or anything, just blocks connecting the places you plan to connect.
It looks promising, but I would really have to see a better pic to say anything definite.
Ollj, point taken, adding to the to-do list. To guide me in the right direction, could you point out one of the paths that you think just goes around a room?
I hear you on the east-/west-side thing, I'll try and make the west-side more interesting, and make it more natural for the marines to choose that path of attack.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The layout has the problem, that the 2 main routes from CC just get together far away again.
Eclipse1.0 has the same problem and it will get fixed in Eclipse1.1 .<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Could you elaborate on that? CC refers to the command console, ie. marine spawn, in this context, not the Command Control room? (note to self: change name of Command Control room). I've deliberatly designed the layout so that a group of marines taking one route out of marine-spawn will be unable to easily switch over to the areas the other route offers. This is not considered a good thing? Eclipse has been an inspiration to me on that area, so.. if <i>it</i> moves away from that.. well, that makes me think.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Revenant+Feb 13 2003, 01:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Feb 13 2003, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Glass Bridge won't look like the Hera Walkway, I hope.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> No. I'm not out to making a ripoff.
I <i>am</i> inspired by Hera's though, so I can see where you're coming from. I've added to the todo list to be extra careful not to have it end up being a Hera walkway clone, because that's not my intention at all. I hope the existance of Hera doesn't mean noone else can make some sort of suspended bridge though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Other than that, it seems the general opinion is that the layout is overall tricky to read. I can see where that comes from. I have an idea to making it easier to read for the next version, where I'll be sure to include all the relevant rooms as well.
Thanks for all the answers so far! Please keep them coming if you have something you want to add, I'm only too happy to hear others take on it.
The current layout has been essentially fully realised as it stands, and I'm looking at posting a new thread here asking for more feedback "soon-ish". Well I hope soon. I plan to do a layout-test and play against some friends first, and then back here for feedback. I'm finding the hardest part of mapping for NS is all the thought and care that has to go into making the layout, it has taken me weeks to just get to where I am now. Even before Ze Deadline? progress seemed semi-slow. The levelbuilding itself can be squeezed off whilest listening to loud music and generally relaxing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, so.. ah well..
Anyway, the level lives, and I have every intention of posting another update as soon as possible. Thanks ever-so-much for your interest.
<i>[edit] oh, er, for people popping in here for the first time: there's no need to provide feedback on the current set of imagery as such, many things have changed, and I'd rather you save your energy for my next update, where I </i>will<i> immensly appriciate any feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm repeating this notice in my first post. [/edit]</i>