Take A Look

Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
edited March 2003 in Mapping Forum
<div class="IPBDescription">Desert caves...</div> This is a map idea that i hope a mapper will take and try to make a map out of of it.

Name: NS_Desert (the mappers choice)
Style: Marines vs Aliens.
Type: Desert caves, and a little outdoor.
Things on map: Most rocks, water and ect.

tell me what ya think or questions. and i will be glad to answer.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    mom sayd if u cant say anithing good dont tell anything, so all i can tell is:
    cool ive seen water hives, but no water hive with 3 times water in it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    "and etc" is an doubled "and"

    rock hives and marine entwances need work.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    I'm on it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    are you going to have a custom resource nozzle model for the res?

    if not...i'de say "get one" the metal res node won't look right when it's outside....
  • ChupacabraChupacabra Join Date: 2003-03-18 Member: 14667Members
    Maybe a small rock formation the size of a regular node, with gas steaming out?
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Perhaps lets think what HL can and can't handle while maintaining good r_speeds
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    I highly suggest sealing off the mouth of the cave with a Tainth style-red forcefeild thing (walls by the sat dish of duem) and add some sort of shield generator



    EDIT: Instantly thought up a good backstory to your map, tell me if you like: Kahraa have made it out of the main Hera facility (the skybox of hera might work well) and into the nearby mining complex, in order to portect the planet from further contamination, the cave complex has been sealed off while the Fronteirsman go in to clean house. Due to the mining operation, resource nozzels have been setup to allow the mining equipment to still operate (could have some stuff lying around, even lights setup, have broken remenants by the black hive) The marines, having landed by dropship at the topside camp, set off to unleash a giant can of RAID on the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    AHH, now I need to use a spirite program and find it
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    For this map, im currently thinking "starship troopers".
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin--BlackPanther+Mar 19 2003, 01:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Mar 19 2003, 01:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For this map, im currently thinking "starship troopers". <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    yeah man!

    use a brush or two with HINT texture on it to cut vis up, and to stop the "I can see the entire level" gig, and have a room that's techy, so the players know that its a mining operation.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--masterswordman+Mar 18 2003, 07:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (masterswordman @ Mar 18 2003, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> AHH, now I need to use a spirite program and find it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    to find what?

    the res node is found in your models folder, HLMV should suffice in finding the model, i've got a really crappy version done with rocks on it, but i'm not the best modeler in the world....
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    The balance on this map is going to be..... interesting.... if you leave the nodes like that. I think it may be skewed HEAVILY in favor of marines.

    This is a topological description of your map:

    A Cross with a room on each point.

    The West room is the Marine Start with two nodes, and one Choke Point
    The North room is a hive with two nodes, and two Choke Points
    The East room is a hive with one node, and two Choke Points
    The South room is a hive with two nodes, and two Choke Points.
    The Center is a room with two nodes and connections to every other room.

    Topologically means considering only rooms and connections. For example, Cargo Hive on ns_nothing. To the mapper, it looks at first glance like there's one node in that hive, and two nearby, and that anyone can take those. But in actuality, by moving the defenses back to the only two entrances to that section of the map, you really just have one big room with THREE NODES IN IT. Whoever gets cargo thus has a HUGE advantage... a triple resource node AND a hive together.

    Your marine base is a double node, and TWO of your hives are ALSO double nodes in this manner. You also added a third double node room, in the center, which is a room to hold anyway simply because it's the (almost only) connection to every other major location. That makes for FOUR DOUBLE NODE LOCATIONS. A chaotic situation to say the least!

    As I mentioned, the center is also a bit of a problem. In order to get from Black and Water hive to the marines, you must travel through the center. In order to get from Black and Water hive to Rock Hive, you must go through the center. The only two major locations you can get between, as either side, without going through the middle room, are Black and Water hives. That makes that room a MAJOR chokepoint, and it's ALSO a double node.

    I think to solve these problems, you need to add some more rooms, and change the hallways around quite a bit. For starters, get rid of the north loop thing that's part of the marine base (I say it's part of the marine base, because by holding a single point, namely, Cave Entrance, you can hold both that loop AND the landing pad) and move the node located there into a new room located somewhere else. For other changes, just think about chokepoints...
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    this would work a lot better if the top left node room was connected to dark hive in some way.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    You can make it look like cliffes and send the r_speeds through the roof, or you can do it plainly, and not have it look so good, in either case it would be too boring to make <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    making a HIVE so dark that the marines need a flashlight is very bad, the marines would never taken it. Killing skulks in pitchy darkness is pretty impossible. I tested Mouse's map before the lighting got fixed. Skulks are impossible, and I mean it, to kill in the darkness. Make at least enough light to see skulks by.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    ok i will try to do something about all this info (thx)

    BUT im ot in that maping stuff so i doont realy know what the heck R_speeds is???
    BTW i will be updating the map now! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    <!--QuoteBegin--masterswordman+Mar 18 2003, 10:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (masterswordman @ Mar 18 2003, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can make it look like cliffes and send the r_speeds through the roof, or you can do it plainly, and not have it look so good, in either case it would be too boring to make <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I beg to differ.

    btw, this is very much like c17, except c17 is a mine not natural caves. I would have screens up but I'm in the process of redoing the entire layout.
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