Map layout ... ns_cruisecontrol

infiinfi Join Date: 2002-07-07 Member: 891Members
<div class="IPBDescription">Maybe i'm gonna do a map for ns...</div>this is a layout I made today while reading the mapping guidelines... I  <b>never</b> made a map like this... I never made layouts but in NS it's kinda hard without layout

so tell me what you think, what is wrong, what I should change, what does not follow the guidelines, where I could get problems... and and and, thanx

<img src="http://www.chaosworx.net/maps/ns_cruisecontrol.gif" border="0">

...btw it's supposed to be a marine spaceship
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Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Hmm... it's got potential.  The biggest problem I see is that you've got a lot of long, straight corridors - they're really tough on r_speeds.  Another issue is what looks like some level-over-level issues, especially down around the south hive.  But it's got potential.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    yeah I know in the layout are many straight corridors, I have to work with visblockers and bents in corridors then. down at the south hive there is one corridor going underneath another, tath's the only level-over-level part in the map layout
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    what you could to to adress the level over level intersection is have a hole in the upper corridor's floor (it IS near a hive) that peeps could walk around, but big enough so that the commander can see the lower level of that intersection

    oh, and you will probably want to add another entrance to the command center room, because AFAIK (Correct me if I'm wrong), offing the commander is crucial for an alien victory.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    <!--QuoteBegin--Biomechanoid+July 16 2002,13:14--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Biomechanoid @ July 16 2002,13:14)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->what you could to to adress the level over level intersection is have a hole in the upper corridor's floor (it IS near a hive) that peeps could walk around, but big enough so that the commander can see the lower level of that intersection

    oh, and you will probably want to add another entrance to the command center room, because AFAIK (Correct me if I'm wrong), offing the commander is crucial for an alien victory.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    that hole in the corridor... is <b>exactly</b> what I just thought about...

    mhh I dunno about the command center... *read through guidelines again*
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If the commander room is 512x512 or less one entrance should be okay, otherwise the marines could, build their whole base in ther and ahve only one entrance to cover.

    The hanger and engine room hives seem to be connected very directly.  I think they need to be moved further apart, otherwise the aliens will get 2 hives mucho quick.

    A couple of turrets in the south-east T-Junction could cover both marine base entrances, 2 resource nodes and an exit to two seperate hives.

    I would like to suggest expanding the northern most resource room eastward so it joins up with the other hallway.  This would mean the the marines have to pass though at least one room before reaching the hive and it doesn't become a long trek through endless corridors.  Soemthing similar should be done for the southern most hive.

    Nice presentation of your layout there.  It has all the right elements, they just need tweaking a bit.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'm pretty sure the docs say you need two entrances to the command center... otherwise it's just too easy to fortify.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Chrome is right, "If the commander room is 512x512 or less one entrance should be okay, otherwise the marines could, build their whole base in ther and ahve only one entrance to cover."

    The command console area can be (and usually is) slightly secluded - often up a ladder, usually with a window overlooking the main marine base.  As long as it's not large enough to build multiple structures in the room, it's ok if it's only got 1 entrance.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    my thought was, that the hangar is the marine base and the command room is only a little room with the command station inside nothing else, I could use a nobuild tex in there so you have to build in the hangar and that one has two entries
  • QetuQetu Join Date: 2002-07-13 Member: 932Members
    I was wondering if anyone mapping for this would come up with some CS2D-ish images to share. They could be very useful to Commanders, clanners, etc.

    About the issues brought by our fellow forumites:

    - Hmm, commander room? why you have to have a commander room? <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo--> Don't get it. You have to separate the commander room from the marine base??

    - Although the "crack-in-the-floor" sounds good, why not just make it seethrough?

    - I think twisting corridors are a must ^_^ .

    - Having 2 Hive rooms almost directly connected can be bad. I don't know. Have NS mappers tried that? Any SIGNIFICANT unbalance? You know, if marines can secure the third hive room as easily ...  :| ?

    Erm, thats all? just my opinions <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    -hmm I thought the command station wouldn't fit in the middle of an hangar so I thought I'd create a little small extra room for it... is it that bad? does it have to be in the middle of the base? didn't find that in the guidelines.

    -I thought of the crack in the floor as a crack where you can get through...

    -that's only the basic layout I'll try to fix everything you tell me...


    and btw I started mapping the marine hangar, note that vent/fan in the upper right of the second pic, in the alien hangar this one (since the hanger is basically identical) will be broken and this is gonna be the alien only tunnel in the upper left of the layout <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> don't know if planning that far is good for me...

    btw one more question... is it too big? because it is <b>big</b>, roughly 1200x1000 units

    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0000.jpg" border="0">

    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0001.jpg" border="0">

    I don't think that this is the final lighting/atmosphere
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    seems like the human will get outflanked very easily
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    This is looking really very good, the lighting is very NS.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    corridor test...
    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0002.jpg" border="0">
  • manahmanah Creator of ns_caged Join Date: 2002-01-25 Member: 60Members, NS1 Playtester, Contributor
    Looks promising, if anything I think it’s a bit too dark.

    Try varying the lighting strength and colour a little.  Also using spotlights to add onto a base colour (the nice blue in this case) works well and can help to highlight certain areas and guide players.

    Finally, and this is a bit of a nitpick, but try some different light textures other than the HL ones.  If you can’t find one the right colour/size/shape then edit some of the NS textures or post on the forum and someone will knock something together for you ...
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    yeah I said this probably won't be the final lighting ... but I had to add lights to see how it looks... I could do textures myself... I think I'll do a few ...

    one more question... is it bad to have many doors to open and close (toggle) through switches?
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    you can download it ... it's only the hangar with a piece of corridor but I included many custom sounds to create a nice background atmosphere... try it out please and tell me what you think about the sounds

    <a href="http://www.chaosworx.net/maps/ns_cruisecontrol-pre01.zip" target='_blank'>http://www.chaosworx.net/maps/ns_cruisecontrol-pre01.zip</a>

    now it should work :/
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    umm link doesnt work........
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    so now it works ...finally... I updated the url but it was a wrong link and ack doesn't matter.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    One brilliant example of how ambient sounds can really make something good into something amazing, well done.

    A few niggles: The red forcefield looks out of place. I wouldn't see any problem removing it. Also, the whole scene tends to lack contrast. A few more light spots and a higher env_gamma value maybe?

    Edit: About it being too big, it seems perfectly fine.



    <!--EDIT|Fam|July 18 2002,21:13-->
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Very nice, the sound is VERY well done. I'd like to point out I can see the line in your skybox from the window though. I think that needs to be adjusted slightly. Good work thus far! and nice lighting! I also agree that the large door really dosen't need the forceield.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    yeah I think I'm gonna change the light texture definitely... but you're sure you like the lighting? I thought I'd only doo a few very basic texlights just that the map is lit and care about better lighting when finished... but it's gonna keep the blueish atmosphere for sure
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    more screens ...

    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0003.jpg" border="0">
    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0004.jpg" border="0">
    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0005.jpg" border="0">
    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0006.jpg" border="0">
    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0007.jpg" border="0">
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    wow looks really nice, plz keep workin like that <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
    its lookin very promising.....
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Whoa, thats really good. Although in the first pic you should instead of a ladder, have some kind of small stairway.
  • Ghetto_RiceGhetto_Rice Join Date: 2002-07-01 Member: 854Members
    Yea I really like how its comming along, one sudgestiopn is that maybe later in the map u could have a little more of the base decayed, or run down a little bit. Its just my two cents/



    Keep up the good work  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    tnx I while I keep workin like that I hope you keep giving feedbake like that <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> ... btw I looked around rr last few hours and saw that my map idea wasn't that innovative since there are loads of spaceship maps already... but that doesn't really matter <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    new shot

    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol0008.jpg" border="0">

    ohh and look what I need for an elevator with custom sounds...
    1*trigger_relay 1*multisource 1*multi_manager 3*ambient_generic and of course 2*trigger_presence

    <img src="http://www.chaosworx.net/maps/ns_cruisecontrol_elevator.jpg" border="0">
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Wow. I'm not a mapper so I am VERY confused! You want some innovative Ideas for mapping? I'll help ya out! I have no mapping skill but tons of ideas. The room with the door with the particle effect coming out of it. What if that was a leaking airlock that had a trigger_hurt on it(or whatever would simulate suffocation)? A bridge area with cracked glass. A secondary route that can be destroyed. Space Junk floating around outside the windows.

    I think you could give this level a REALLY creepy feeling that this ship could burst apart at any moment, depressurizing everyone in it to the point of explosion. I think that would be an awsome, creepy theme. I would do it if I could map <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> And since you have seemed to master ambient sound, you could make the ship creak and groan a whole lot.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    hehe I actually wanted to include an airlock at the back of the ship <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> that you can (if you're stupid) open... that floating ship parts outside the window is a nice idea <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> the background sounds are actually depressurizing sounds taken out of systemshock 2
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Sweet! I love you man! Keep up the good work. Another idea... can you make corpses part of the map?
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