My New Found Respect For Mappers!

SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
<div class="IPBDescription">Next time you map-bash, think again...</div> Well, in an endevour to learn the basics of NS mapping so a few friends and I can work on an NS map that incorporates some ideas we have, I started playing around with the Valve Hammer Editor... I'd seen this in use before, but never actually sat down to do it myself.

With a few helpful pointers from one of my mates who's already created a great dueling map for www.AusNS.org, I managed to create a ready room box and a ready room playing area to spawn into.

Just to create these two basic boxes, texturing them, adding join team entities and the like is a pain in the **** enough, and you're dealing with it all in 3 seperate views from the top, the side and the front all in wireframes and grids.

I can only IMAGINE the hours of tedious work required to make a full blown NS map, especially some of the amazingly atmospheric and intricate ones like ns_bast or ns_hera.

I always had respect for the NS mappers, but dabbling my hand it has made me realise why the creator of ns_bast left the NS dev team at the large amount of map bashing it recieved. Creating something like this is a major feat, and I urge anyone who may have a negative, unconstructive comment about a particular map to keep it to themselves. You're allowed to have these thoughts, but just don't throw the hours of work that the mappers have done for <i>us</i>, the players of this fine mod, back at them.

Try creating one of these marvels yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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Comments

  • SpobSpob Join Date: 2003-04-03 Member: 15166Members
    yeah i tried mapping before and i made a door and decided it was too much hard work.
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    I tried mapping in an old 2-D game called Marathon. That was pretty easy until you tried to make anything cool like windows stairs or ledges.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    good stuff needs time patience, talent, more patience, imagination and even more patience.

    now move it to the mapping forum.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    Ahhhh... no. Why would you move it?

    This isn't about mapping per say, it's about the unneccesary map-bashing we hear a lot of and to pay my respects to the creators of the awesome maps we get to battle it out on...
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    any good map takes weeks to create, unfortunately.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    Commercial games take years to create, yet they regularly receive bad scores and negative comments in reviews. Do game reviewers lack respect? Or could it be that opinions about a creation, derived from scrutiny, are independent from opinions about the creator?
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--[SuB]+Aug 4 2003, 08:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([SuB] @ Aug 4 2003, 08:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, in an endevour to learn the basics of NS mapping so a few friends and I can work on an NS map that incorporates some ideas we have, I started playing around with the Valve Hammer Editor... I'd seen this in use before, but never actually sat down to do it myself.

    With a few helpful pointers from one of my mates who's already created a great dueling map for www.AusNS.org, I managed to create a ready room box and a ready room playing area to spawn into.

    Just to create these two basic boxes, texturing them, adding join team entities and the like is a pain in the **** enough, and you're dealing with it all in 3 seperate views from the top, the side and the front all in wireframes and grids.

    I can only IMAGINE the hours of tedious work required to make a full blown NS map, especially some of the amazingly atmospheric and intricate ones like ns_bast or ns_hera.

    I always had respect for the NS mappers, but dabbling my hand it has made me realise why the creator of ns_bast left the NS dev team at the large amount of map bashing it recieved. Creating something like this is a major feat, and I urge anyone who may have a negative, unconstructive comment about a particular map to keep it to themselves. You're allowed to have these thoughts, but just don't throw the hours of work that the mappers have done for <i>us</i>, the players of this fine mod, back at them.

    Try creating one of these marvels yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    When did the maker of NS_Bast leave? Any story on this that I can check out?
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Twex+Aug 4 2003, 09:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Aug 4 2003, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Commercial games take years to create, yet they regularly receive bad scores and negative comments in reviews. Do game reviewers lack respect? Or could it be that opinions about a creation, derived from scrutiny, are independent from opinions about the creator? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is different. At least many of those reviews explain why, here we just here, "oh it sucks too small and blah blah blah"
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited August 2003
    I fully agree with what this guy is saying. I had a dabble with mapping myself, and only then did I fully appreciate the amount of work that must've gone into creating the NS maps. It took me a fortnight just to get the basic room structure of an ugly smallish map, and that was with very little detail and placeholder textures.

    I can't even imagine how long I would take to create something approaching the size , detail and quality of the official maps, if indeed I ever could.

    It does irritate me when people who couldn't even make a box with a light in it suddenly appoint themselves "official map expert / critic" and slag off something that probably took the best part of 6 months to do.

    Constructive criticism is a good thing, and I'm sure most of the mappers would like to hear some, but "omg this Is teH sux0r!11", really isn't much use to anyone.

    If you can do better yourself, heh, great. Show us. Unless you can though, you might want to shush.


    Edit: I thought bast was a great map.
    /me shrugs
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Yeah, I've looked at Hammer/Worldcraft before. It's not that hard to make just a basic map like you would see in counter-strike, but when you lay in the essentials such as entities, doors, water, sprites, models, spawns, etc., it gets very complicated. Then, when you get a game like NS that requires maps intricate enough to forget the layout between rounds, just mapping it and making it look right is hard. Think of it like 3-D modeling inside-out, where the map will be seen from the inside and occasionally the outside. But look at some of the NS maps and look at the millions of polys going into the pipes, then the 2D art, and the steam, I can't imagine doing a map like that.

    It's amazing how mush work they put into this, often for no pay, and they still don't get respect. It's not easy to map, and if you look at maps from the average gamer, they don't compare.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited August 2003
    The thing you have to remember is the level of involvement that mod developers maintain with a community... On pretty much any level it's still far more than most to all professional studios - and that's not to say no development houses care, but they are often working 14 hour days trying to produce the final product on time and can't bother with community interaction even if they want to!

    I'm pretty sure I can speak for all the other contributors and even the core developers when I say that we are dedicated to bringing you the best product we can make. That doesn't mean it'll be exactly what you want all the time, but it doesn't mean we're ignoring you. I personally weigh all sorts of input very carefully, and it is input like that that resulted in the new Eclipse and new Nothing being as they are now.

    Coming in and just saying "oh, your map sucks, it's horrible" etc. does nothing proactive. It pisses off whoever made it, tells us nothing about -why- it "sucks," leaves us no ideas on how to remedy the problem (if it is indeed a problem and not personal preference), and discourages further contribution. Note Relic25's absence.

    I'm not going to expect you to like my maps. It's impossible to please everyone, and there's bound to be someone unhappy with things no matter what I do. If you're civil about it, though, you present a second viewpoint that may in fact benefit the product through future changes.

    We're not ignoring you. Show that you're worth listening to. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    (EDIT: That's not to say if something is -really- bad you can't be a -little- harsh... Just make sure you explain yourself! That's really the key factor between helpful suggestion and unhelpful insulting.)
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Just because you can't make a map doesn't mean you're not entitled to your opinion. I hated Bast. The Marine spawn had 4 *4* ways into their base (If you counted the vents in the elevator shaft) and the spawn was cramped and tiny. The addition of the weldable vent is nice, have yet to see how that'll affect it.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    How would you fix it? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    I agree that while building a map may take a lot of patience, that is no reason to keep your criticism of the how the map fits the game to yourself.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    Well then you obviously have never laboured over something for months and months, only to have people rat on it without anything constructive to be said.

    Sure, you're entitled to your opinions... just keep them to yourself if they're not constructive ones, otherwise you're just someone who likes to rat without ever doing anything yourself, like, uh, thinking about how to improve it!

    Tout free speech if you will, but we've already lost one incredible mapper to people's "opinions"... so in my opinion it'd be better if you just kept it to yourself.
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    edited August 2003
    I'm removing this stupid attempt at a metaphor because the one below does a much better job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    Star Wars: Episode 2 took a lot of patience and persistance to make, much more than a map. But that does not mean it doesn't suck.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    <!--QuoteBegin--Bosnian+Aug 4 2003, 11:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Aug 4 2003, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Star Wars: Episode 2 took a lot of patience and persistance to make, much more than a map. But that does not mean it doesn't suck. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Meh... like they care, they made a lot of money from it...
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    funnily enough its not the genrals <i>mapping</i> that is so hard, its the endless leak fixing, optimizing, bug chasing and horrors of the half life engine that take up most of the time.. considering most ns maps push the limits of hl compilers and the engine, this is commendable. I've always wondered how flayra and co. managed to find the best hl mappers and convince them to make maps uh but apparently thay did <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    edited August 2003
    Well, I personally thought bast was a masterpiece. It wasn't my favorite map, but it was my second(first was tanith...now its caged, GREAT JOB MANAH!!!! BIG IMPROVEMENT![used to be 2nd to last/last fav map...man, thats an improvement]), it was perfectly balanced, each hive having 2 spots for res towers, and very much so was fair. I think it was a great map. Also- how the hell did you get 3 ways to get in? I count the ladder, the vent, that back way....yup. Thats it. 3 Ways to get in(if you want to count the elevator, I'd count that WITH the ladder).

    Not to mention, it was the only map that HAD 3/4 ways to get in. I like that, mostly because it required more thinking on the marine's part.


    -edit- And I myself know how hard it is to map. I spent 2 days making the best RR I could, I I bet it still wasn't that great. But It was fun, and only a few people feel that mapping is a fun thing. I again thank everyone involved with NS, because it is my favorite game, and I hope they guy from bast comes back.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I started mapping at least 5 times, quitting each time because it was too hard ;/


    So, yeah, whoever can make such great maps has my respect. ( Which isnt much to be proud of, I realize.)
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    mappers need constructive critisism. If you don't like something, perhaps pertaining to the atmosphere or map layout, tell them in a way to suggest an improvement.
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    I've tried to make a map once or twice before and it took me a little longer than forever to make a box for a floor and texture it... That was it. A floor.
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    You can make the most challenging and complex map to make, yet it can be completely horrible to play NS in, no matter how beautiful it is or how much time it may have taken to get working properly.

    Now, I'm not saying that any of the NS maps are even bad, only that we should not mistake time consumption or effort for quality. Just what makes an NS map good and what makes an NS map such a pain to make are two completely different things.

    I know it is a challenge to take any concept and make it a professional looking and functioning NS map, but this says nothing about the concept at all. When people criticize a map, they are usually talking about some specific concept, i.e. this hall or this room could be better for this or that, and so on.

    these kinds of suggestions are nothing for map makers to get bent ouf of shape about. it's not your fault that it's so much tedious work to get ideas into an HL map. if someone says a room is messed up because of such and such, why do they say that? did you consider it and did you disagree? do you still disagree? if you see nothing wrong with the map, then hey, some people are just going to be wrong, right? and if you agree, then where's the problem? no one is saying that you didn't spend so much time getting your concepts into the HL engine and up to standards. they're just saying that they suspect or believe that changes would make the concept even better, however inconvenient it would be to implement them.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--[SuB]+Aug 4 2003, 10:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([SuB] @ Aug 4 2003, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would you fix it? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    First of all, if the aliens start in the Engine Room hive, they've pretty much won. They can go through the revolving door (Or just play with it to distract marines) into the marine spawn (Which, through the door, has VERY high ceilings, making it too easy for skulks), or they can pour through the vent and attack them from above.

    Now assuming you actually wanted to build a base, you'll need your entire team defending and one guy building, because if they build over near X, then the aliens can hit them from behind from Here and There. If they build at Y, the aliens can hit them from behind from There and Here. It's a deathtrap.

    I'd completely remove the vent going into the marine spawn from the Engine Room. Gone. Adios. Not even weldable.

    I'd reshape the revolving door's 'foyer'. Make the hallway small and low, so that the skulks can't all scamper around.

    Finally, I'd remove the balcony the CC is on and put it on the ground. The elevator up there is just crippling for marines.

    Brighten up the place a bit, and remove the pillars in the room. That'd be good, test that out.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    <!--QuoteBegin--Monkeybonk+Aug 4 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Monkeybonk @ Aug 4 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[SuB]+Aug 4 2003, 10:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([SuB] @ Aug 4 2003, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would you fix it?  <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    First of all, if the aliens start in the Engine Room hive, they've pretty much won. They can go through the revolving door (Or just play with it to distract marines) into the marine spawn (Which, through the door, has VERY high ceilings, making it too easy for skulks), or they can pour through the vent and attack them from above.

    Now assuming you actually wanted to build a base, you'll need your entire team defending and one guy building, because if they build over near X, then the aliens can hit them from behind from Here and There. If they build at Y, the aliens can hit them from behind from There and Here. It's a deathtrap.

    I'd completely remove the vent going into the marine spawn from the Engine Room. Gone. Adios. Not even weldable.

    I'd reshape the revolving door's 'foyer'. Make the hallway small and low, so that the skulks can't all scamper around.

    Finally, I'd remove the balcony the CC is on and put it on the ground. The elevator up there is just crippling for marines.

    Brighten up the place a bit, and remove the pillars in the room. That'd be good, test that out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A good marine team doesn't die from that. Oh, never, ever, weld that vent. the panel has a hole that allows gorges to shoot bilebombs through but protects them from most return fire. Learned that lesson the hard way.

    The high part near the revolving doors doesn't help skulks that much, and helps jetpackers very much when the onos comes through.

    For the CC, get a few turrets there. They're cheap and effective now.

    The pillars are useful for getting a better firing angle into the vent.

    I like Bast very much. The only real flaw would be that you can't get an Onos from feedwater to the other hives without going through the marine base.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I remember spending a few months making a replica map of my swimming baths once...then the hd died <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> wasnt exactly a great map but uhh im not mapping again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--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-->Star Wars: Episode 2 took a lot of patience and persistance to make, much more than a map. But that does not mean it doesn't suck. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Remember, the creators of Episode 2 still get paid. <i>They</i> don't care what you say.
    The guys making anything for THIS ENTIRELY FREE mod DO care and would probably prefer to be given reasons WHY something "sucks". That is incredibly important. How would you like to have your boss just say "You're fired" and give no reason whatsoever?
  • SilentRedSilentRed Join Date: 2003-08-04 Member: 18877Members
    i tried but failed sadly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    anyone can make a killbox map like ns_siege or ns_missilecommand or stuff like that...

    people should *NEVER* just bash a map, i did the same thing the creator of ns_bast did, except for t2. you want to see a whiny community over the issue of maps? hehe.

    i'm pretty good with worldcraft, been using it for quite some time now. i admit i've never made half life levels for it and have therefore never dealt with most entities. I made a lot of maps for tribes 2 (which are part ingame editor and part worldcraft for the buildings), but gave up. Months of hard work was shot down in minutes by people spoiled by a certain type of gameplay, too lazy to adapt.

    if i can manage, in college i think im gonna pick up on the nuances of half-life / ns mapping and build some of the NS levels i have ideas for. i'm going to a military college tho, and freshmen can't bring computer games, so depending on whether or not the colorful objects in worldcraft count as computer games, i may or may not be picking up on mapping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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