Natural Selection: Combat
KungFuDiscoMonkey
Creator of ns_altair日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
<div class="IPBDescription">From a Level Designers Perspective</div> I wanted to see what level designers thought about this new mode and if a lot of new people would be switching over to make co_ maps. I personally plan on sticking with the good ol' ns_ maps but I wanted to see some other opinions.
Comments
Good, I'm afraid too many people will switch to Comabt :-\
Good, I'm afraid too many people will switch to Comabt :-\ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
My thoughs are that when I FINIALLY finish my ns_ level, that I'll have a huge sense of accomplishment. If I wanted to build deathmatch levels, I could just as easly do that for another mod. For me the appeal to level design with NS is the uniqueness of the gamemode.
I also think it's a little much to say that NS: Combat doesn't offer anything different from the WC3 CS mod - the NS alien classes in particular are different enough from normal classes to present unique gameplay IMHO.
I think it would be much easier to create a fully polished Combat map since there are fewer player perspectives to consider. I am a little sad to see that it looks like the welder is out (given Flayra's comment from the primary Combat thread), but I suppose that holding territory (aside from spawn areas) isn't a necessity of the new mode.
My 2 cents <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'll convert my map into a co_ map so I'll have two versions, one bigger for the normal gameplay, and the other one smaller and more DMish (with more connectivity) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
one big question is, how to make deathmatch maps with wallclimping, supefast movement and more than just different player classes.
~ DarkATi
I will continue making my ns_ map (ns_falcon).. it's the first ns map tat I really feel I can finish.
After that (and depending on how the whole co_ thingie turned out) I might start working on a co_ map.
In fact there is one thing that makes co_ maps quite nice: level over level is possible.
But in general I fear that co_ will take over the "serious" ns.
AND I fear for the quality of ns custom maps!
Right now there are a lot of medium and good quality custom maps for NS.. of course there are some "poor" (not to say crappy) maps, but in general I think the ns mapping cummunity has a very high standard... wich has to do with the all those things one has to keep in mind when mapping and all the limits given.
That alone means that a large part of the released maps are done by more or less dedicated and experienced persons.
With co_ mapping prepare for a LOT of co_cardboxes...
just my 2 cent
Hyper
oh btw: should anybody make a co_dust (1:1 convertion) prepare to get your butt kicked by me... I mean it
*checks*
It is. Apparently, the justification for the new gameplay mode is something of a tutorial for new players, and also support for people wanting to play "Fun maps"... forget resources, just kill each other. I can see how it can work.
nomore weapons rush, now ns is a build strategy and teamwork.
u make and up of the ground tatics and builds, when u leave the game your build keep on the place with the another of the team.
I like the idea. Many times a mapper may run out of ideas- a co_ map makes a perfect side project while an ns_ map is stalled, instead of attempting to start another tough project.
It's also been a while since I've put this sort of pressure on myself, and it's about damn time I get myself back in motion. I'm not happy with how I've been doing lately, NS, NW, or otherwise, and I have a really good feeling that this is the jump start I need. It should be fun.
It's also a bit relaxing to do smaller maps for while and not to stress with bigger ns_ maps.
altho when they're smaller, there'll be helluva lots of more detail
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
My work in progress map (ns_justice) will likely become co_justice. You might be seeing co_thief too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Slightly disapointed Flayra hasn't been more inovative with his choice of second gameplay mode, but I guess I can't complain.
About maps, itll not be so easy to make maps for it. We know they should be small but, hehehe, its not that co_ maps must be 2 rooms. I hope some official maps will be cnverted to this mode.
co_sewer does sound a little bland, so i'll come up with a different name in the future... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
co_sewer does sound a little bland, so i'll come up with a different name in the future... <!--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-->
co_poopoo_hole would be a better name.
We still have the lerk + skybox thing, but maybe some func_push at the top... simulating pressure, or maybe a forcefield...
<!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We'll see <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
When I finish my map, I'm going to do a new version for co_ and release them together, it's gonna be interesting to have some level-over-level areas, I have thought a couple of things already, and also... I needed a change, so, this is perfect for me <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->