I Have A Few Seggestions For Expert Mappers

acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
<div class="IPBDescription">please take the time to skim through it</div> Currently most ns maps are all pretty much the same, ive posted here a few map suggestion which i feel would make the maps more fun and diverse.


One idea i have is this. A few ns maps are in a space cargo ship, how ns is played now its just get hives or rush, well, why dont we add stuff like objectives for the marine team?


FOR MARIENS
For example, some space cargo ship will dock with really big populated city, the marines dont want that so why not make it be where the marines over all goal is not to kill all hives(although they still can) but rather make it where that in X amount of time the cargo ship will dock(which mean aliens get out and infest theity at,city=pwned). The mariens try to do something along the lines of either A) Activate the self-destruct or B) Alter the ships cource.




FOR ALIENS
I really havent thought mush about aliens. But pretty much the aliens goal is to expand, infest and assimalte. So maby they would have a scenario of where they try to capture a room(lets say a temputaure/atmospheric regulator for the ship)(not a hive)and when they capture it they try to assimalte the room so it suit the aliens puporses(like when you capture the room it and the area around it becomes enveloped in that organic carpet stuff)(if you have played Metroid Fusion think about when the X try to capture the aptoshperic stabilizers in Sector 1). And every time the aliens advance the aliens spawn closer to the front and the mariens spawn towrads the back.


Another thing, in DOD(Day of Defeat) a few of the maps(mostly para maps) have a introduction(saying whats happening and why they are there) and a ending depending on which side wins. Say for example the aliens win it shows a cut-scene of them walking over dead mariens and the ship flying towards the space port city/planet, and if mariens win, maby they blow up the ship or something.

Thanks for reading this huge thing and sorry for any typos. And if you are a very talented mapper, please take the time to give some feed back about this, because it is you who creates the ns world we play in.

Comments

  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    have I read this before?
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    one thing you have to realize is that NS is more limited in what mappers can build than most mods or games - because of all the turrets, mines, human structures, alien structures, webbing, ect.
    for example: in CS you can have up to 1000+ "entitys" and up to 400 "brush entities". and only 32 are needed to start.
    in NS you can have up to 400 entities max, including brush entities, before the players will hit LAGGG from structures during play. of those, almost 100+ are needed to start play! doesn't leave much for resource nodes, lights, windows, railings & doors, let alone fx like weldables or breakables. but our mappers are creative.....

    1. self destruct has been discussed before. can be done, kinda - but really stretches limits fast. hard to make a good looking map. ballance is an issue too. so many other things to try, this has gone on back burner.

    2. course change would probably mean moving the background SKY as the ship "changed course". VERY hard to do, if not totally impossible.

    3. changing room as aliens advance takes a lot of "entities" - see limit notes above. (right now the big new thing is living/moving wall texture development....only cost a little more texture memory.)

    4. advancing spawns - um, why? i mean right now spawns change as battles moves, humans change bases, aliens grab and lose hives? i do not really see your point here.
    but anyway, a DoD type spawn advance again takes entities - at least a spawn for each player (16+) and change organizers (16-32+ again = 32-48 so far. cost so much because NS does not use the DoD flag system.). basicly a new hive setup for aliens, or a new human base.

    5. intro - that was supposed to work in NS, somehow the code got screwed up - probably by the room name/info locations.
    the team is working on this in the code, i understand, along with many other cool things for the next version.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Maps with other gameplay that fighting for hives will not become oficial.
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