My Map Layout
Jean_Luc_Picard
Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">NS_Battle_B1</div> Would anyone like to make a map for me? I have 0 mapping skill, but I'm currently sketching a view of a map that has potential to be pretty sweet.
It has 3 levels (all the important stuff IS visible to the commander via the map setup, so dun worry) and a basement
It has advantages/disadvantages for both teams
Marines have a SLIGHT disadvantage, so I've given them 2 extra start nodes (cause the aliens have a TON of places to hide, cloak, etc)
GL's and Sieges would (preferably) be disabled on this map (as it defeats the WHOLE purpose of being a BATTLE map)
Turret farms and WoL's would be hard to use effectively, since there are MANY long corridors (good for marines), but also LOTS of curves (good for aliens)
It has a current total of 15 res nodes (3 in rine start, 1 in each "corner" of the "battlebox", 1 in each hive, and 4 in the basement) There is also one in the corridor leading to rine start.
The 4 res nodes in the "basement" are accessed via a LOOOONG corridor (1 in each corner of the floor), but the RES NODES are protected via a blast wall... so marines/aliens can't take out the nodes at range. This would make the basement a HIGHLY contested area.
The basement has a NO BUILD zone in it. the ONLY thing allowed to be built down there (if GL's and sieges are disabled/not used on the map) are the res nodes (electricity would be disabled cause the com could NOT select the res nodes once dropped (being under the main level) but they CAN be dropped by dropping them within the green circle... yes, a bug in the HL engine I know, but a VERY useful one with no real reasons not to be used)
Marine start has a corridor leading to a "phase" room. This room has 2 paths to it, both blocked by a "func_weld" door. After either of these (or both maybe) doors are welded open (which should take a good long while for balance reasons) they have ANOTHER door to come to. This one also needs welded.
Perhaps instead of welding, it could be a glass pane that needs taken out? Or, the room you PHASE to needs welded open on the ALIEN side (the phase gates lead to the alien hive entrance)
You can see this more clearly once I finish/darken the first sketch!
It's rather boxy looking from above, but I think would be AWSOME to play (ambush tactics, rushs, and strategy would RULE instead of the usual turret farm, upgrade, and win BS that happens 0o")
I'll post the pic ASAP!
But I need to know... would anyone be interested?
It has 3 levels (all the important stuff IS visible to the commander via the map setup, so dun worry) and a basement
It has advantages/disadvantages for both teams
Marines have a SLIGHT disadvantage, so I've given them 2 extra start nodes (cause the aliens have a TON of places to hide, cloak, etc)
GL's and Sieges would (preferably) be disabled on this map (as it defeats the WHOLE purpose of being a BATTLE map)
Turret farms and WoL's would be hard to use effectively, since there are MANY long corridors (good for marines), but also LOTS of curves (good for aliens)
It has a current total of 15 res nodes (3 in rine start, 1 in each "corner" of the "battlebox", 1 in each hive, and 4 in the basement) There is also one in the corridor leading to rine start.
The 4 res nodes in the "basement" are accessed via a LOOOONG corridor (1 in each corner of the floor), but the RES NODES are protected via a blast wall... so marines/aliens can't take out the nodes at range. This would make the basement a HIGHLY contested area.
The basement has a NO BUILD zone in it. the ONLY thing allowed to be built down there (if GL's and sieges are disabled/not used on the map) are the res nodes (electricity would be disabled cause the com could NOT select the res nodes once dropped (being under the main level) but they CAN be dropped by dropping them within the green circle... yes, a bug in the HL engine I know, but a VERY useful one with no real reasons not to be used)
Marine start has a corridor leading to a "phase" room. This room has 2 paths to it, both blocked by a "func_weld" door. After either of these (or both maybe) doors are welded open (which should take a good long while for balance reasons) they have ANOTHER door to come to. This one also needs welded.
Perhaps instead of welding, it could be a glass pane that needs taken out? Or, the room you PHASE to needs welded open on the ALIEN side (the phase gates lead to the alien hive entrance)
You can see this more clearly once I finish/darken the first sketch!
It's rather boxy looking from above, but I think would be AWSOME to play (ambush tactics, rushs, and strategy would RULE instead of the usual turret farm, upgrade, and win BS that happens 0o")
I'll post the pic ASAP!
But I need to know... would anyone be interested?
Comments
And the comment "make a map" is to cool. Why not, but i have work to do.
My schoolwork+ my mapping + some fun with friends. I'm on it mayby..
Yuor map need a name. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> mayby co_code? or ns_code.
It's an NS map (hence the name, res nodes, etc) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I'm still looking for mappers, and I'm still working on the first sketch. Check back tomorrow ~3:30-4:00 (it WILL be done by then) it MIGHT be done tonight (I have choir practice, I'm the ONLY bass in our church choir ATM <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I'm also the YOUNGEST member (15) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
YOU, not yuo. Don't you forget it. Anyway, I'm 13, owned.
As for the map, just learn how to map dude, seriously, nothing is impossible.
There are enough fine stickied topics on how to map.
So basicly if you are imature and you're young, age is the thing to blame?
I've seen people around 20 act more imature then a goldfish..
<!--QuoteBegin-Jean Luc Picard+ Mar 4 2004, 11:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Mar 4 2004, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
(I have choir practice, I'm the ONLY bass in our church choir ATM I'm also the YOUNGEST member (15)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well you did kind of start this oftopic blabber <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
oh well...
<a href='http://nsoldfogies.dyndns.org/phpBB2/index.php' target='_blank'>http://nsoldfogies.dyndns.org/phpBB2/index.php</a>
Just learn.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It has advantages/disadvantages for both teams
Marines have a SLIGHT disadvantage, so I've given them 2 extra start nodes (cause the aliens have a TON of places to hide, cloak, etc)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ugh.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->GL's and Sieges would (preferably) be disabled on this map (as it defeats the WHOLE purpose of being a BATTLE map)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not possible.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turret farms and WoL's would be hard to use effectively, since there are MANY long corridors (good for marines), but also LOTS of curves (good for aliens)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
How are curves good for aliens? Curve + gl/grenades = dead aliens.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It has a current total of 15 res nodes (3 in rine start, 1 in each "corner" of the "battlebox", 1 in each hive, and 4 in the basement) There is also one in the corridor leading to rine start.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Normally, maps have 10.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The basement has a NO BUILD zone in it. the ONLY thing allowed to be built down there (if GL's and sieges are disabled/not used on the map) are the res nodes (electricity would be disabled cause the com could NOT select the res nodes once dropped (being under the main level) but they CAN be dropped by dropping them within the green circle... yes, a bug in the HL engine I know, but a VERY useful one with no real reasons not to be used)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not possible. If there's a nobuild down there, there's a nobuild. Including rts.
I'm done now. Good luck.
There are many mappers out there who would like to have their hands on some scetches, since eventually you really run out of ideas
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How are curves good for aliens? Curve + gl/grenades = dead aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're saying that long corridors are better for aliens? Kharaas' wont stand a chance if they have to run straight to the fire. Also NS_ = comm = no nades in early game
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Normally, maps have 10.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You still can have as many nozzles as you like. Official limits are 3-8 tho.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not possible. If there's a nobuild down there, there's a nobuild. Including rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can always leave nozzles uncovered with nobuilds?
There are many mappers out there who would like to have their hands on some scetches, since eventually you really run out of ideas
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How are curves good for aliens? Curve + gl/grenades = dead aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're saying that long corridors are better for aliens? Kharaas' wont stand a chance if they have to run straight to the fire. Also NS_ = comm = no nades in early game
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Normally, maps have 10.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You still can have as many nozzles as you like. Official limits are 3-8 tho.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not possible. If there's a nobuild down there, there's a nobuild. Including rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can always leave nozzles uncovered with nobuilds? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yep. But he was practically offering someone to make a map based on his concept, not giving it out to inspire any mapper.
Nope, never said that. Indeed, Kharaas are meant to ambush and such, and I hope that whoever the mapper is will find out a way to keep it balanced for both teams. And by the way, NS_ + 3 starting nodes = early grenades
Yeah, just worth noting that the usual amount is 10. Not enough equals slow gameplay, and too much may be inbalancing. Remains to see, though.
Yep, but someone could still build over/near the nozzle.
No offense to anyone or anything, I'm just not sure if this'd work.
He doesnt' want me putting a map making program on his computer (he's GOT over 140 gig free... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> ) So I can't really learn how to map
The other computers in the house (the one my mom uses, my brothers, and my VERY dead HD one) are all less than 633Mhz processors... I doubt they'd handle anything complex (my now-dead one (the ONLY 633Mhz out of the 4 (excluding my dads)) had problems running the STARCRAFT map editor 0o")
Yes, you can leave res nodes open at no-builds (been done before, remember ns_ninjafall in 2.0?)
I doubt the map would be UNBALANCED as a whole, certain PARTS of it would be (perhaps I'll remove 2 of the rine nodes, leaving them with 2)
Ok, here's the map, I have a key with it to explain it, but I MAY have to put a key in another set directly under it (I had to shrink the map a little to fit ><")
Yeah, the key is very hard to read, so I'll put it here
Red paths = Ramps, either leading up or down a level
Blue paths = Vents (their height in levels will be shown in the maps to come)
The stripes in the center represent the window (unbreakable) over top where the basement level is (the football shaped thing is the basement, and the 4 red paths are the ramps leading to Ground floor)
The X's represent phase gates
The DOTS by the lines represent DOORS that MUST be opened by welding (allows access to Phase room, which goes from near rine start to inside hive room one. 2 doors to weld open to gain access to the phase room. There's a weld spot on the OUTSIDE of the phase room that's in the alien hive, for balance of course, and also one on the inside (BOTH must be welded to open the door)
The THICK BLACK lines represent Blast Walls (there are only 4 of them)
The DOTS with an H right by them represent the 3 hive locations
The DOTS with a CIRCLE around them represent Resource Nozzels
The T shaped thing represents stairs (going from Ground level to level 2)
The little bullet-shaped thing with a C beside it is where the command chair is
THIS is JUST the first map. I will do 3, one for each level (Basement View, Ground View (in progress) and 2nd Level View) Each map shows ONLY what can be seen Looking down upon it
For example, if you look upon the current map, stuff hidden by where Floor 2 is is NOT shown. Stuff hidden by where floor 1 (ground) is is ALSO not shown. The ONLY reason any of the basement is shown is cause there is a WINDOW there (hence the glass)
This map SHOULD be balanced overall.
Rines have a SLIGHT advantage in their base (long hallways with which to pop off the aliens) as well as a slight advantage in the 2 side vents and the basement ramps (again, they are long and straight)
The Aliens have a SLIGHT advantage in THEIR base (short, twisty hallways, great for ambushing, lets em get close to their prey ^-^ ) They also have a fairly easy time defending the hives, as only one way allows for entrance (till the phase room is opened... if it is)
The BASEMENT is a NO BUILD zone. ONLY the res nodes can be built there (preventing static defenses like turrets and chambers) This will make for a VERY contested hot-spot. Yes, electricity SHOULD be disabled by the way the map is set up. With the glass there, the commander can see the green circles into which he can set the res nodes. HOWEVER, it SHOULD also prevent him from being able to select them. Med packs and ammo are also disabled down here, helping to even out the LOOONG straight ramps and the fact that marines, should they get the 4 basement nodes, will have a BIG tech advantage in the first few moments of the game.
I have yet to show how each section works together, but I am nearly done with Map 2 (shows the GROUND level view) Anything above it you CANNOT see (hence, from GROUND floor you cannot see SECOND floor stuff on the map)
The Blast Walls help to prevent Long-Distance base killing. The 2 in the basement also help by shielding the res nodes from grenades/acid rockets.
The scale is up to the mapper to determine.
I do hope someone will give a shot at this (even just a crude idea of what it will look like will work, I hope to eventually learn to make maps myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )
C'ya, thanks!
But I was being serious... and it kind of hurts me that you said that. Wasn't supposed to be a FUN map (like FUN_Mario) but rather a combat style NS map... more focused on killing PEOPLE rather than BUILDINGS...
*sigh* I finished the ground floor view... dunno if I'll even bother darkening and scanning it tho...
Funmaps or Serious maps.. A funmap dont have imagination and much structures.
I have read yuor Posts by all goes to " Yuo want a map " "Fun-map-Style"
Comeone guy..Yuo can learn mapping if yuo learn it right, and of course the important if yuo want..People only go and learn more and more and more..Evolution progress u know. So it's very possible for yuo to Learn Mapping.
Why do we need make a map for yuo? Then what do yuo give me for the map i make for yuo..
I can actually create a very very basic and nice ns-style or combat style map for yuo.. The Question is..
Why do yuo need my map? "IF I MAKE IT FOR U" it's my work" Right?
Ah man go and Learn some About Hammer-mapping..Do yuo want some sites?
I promess when yuo have done yuor first map " Yuo will be happy anyway"
Because its yuor map and not mine..
It's feels strange to do what yuo say like
"Make a map for me" and " How the map shuold be"
Good Night..I need sleep. have fun i help yuo out mayby mayby.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I understand yuor pc-is slow and yuo are newbie to make maps..U want make a map i know i know.. Mayby Mayby..I need think about it..Cya..
But I was being serious... and it kind of hurts me that you said that. Wasn't supposed to be a FUN map (like FUN_Mario) but rather a combat style NS map... more focused on killing PEOPLE rather than BUILDINGS...
*sigh* I finished the ground floor view... dunno if I'll even bother darkening and scanning it tho... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Don't expect every reply you get to be a good one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, I'm just trying to help you and inform that just designing those layouts won't work.
Nexus; it's <span style='font-size:12pt;line-height:100%'>YOU</span>, not yuo.
Btw Jean Luc, a 633mhz pc should work just fine I mean if I used to map on a pentium 2 300mhz back in the old days <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. So I see no performance problem with a 633mhz pc (unless it is f**cked up)
You are alowed to put Hammer/Radient on that pc? I'd say give it a try man <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> and experience the joy of walking arround in your very own first map
<span style='color:gray'>well that my 2 c... wait a moment im on cable :/ ah well that my input then</span>
[edit]
lol Jezpuh it seems YUO ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) read my mind
Haha, I just had a robocop flashback
"Murphy, it's yuo"
JEZPUH its he and u
JEZPUH its he and u <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Eh.. dude, I'm just correcting your usage of the word "you".
*mumbles* dumb... soab
Maybe I'll do it anyway... yeah, screw the ****! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Maps with PG's at start:
co_freefall_b12
That's the only one I can remember the name to... DARNIT
Most of em are CO maps... tho a few of the old 2.0 NS maps did ... I know it's possible (just like you have 1 res node pre-made at start)
I will try to learn map making... what program would you suggest for someone who's extent of mapping/modeling knowledge is a simple re-color of some skins for Starfleet Command Orion Pirates> (aka, just some color changes, not even shape changes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
I didn't actually expect someone to make the whole map... just a basic design (no textures or anything) that would show me how it could look... please? Or at least someone I could ask for help when I need it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Thnx tho, hopefully I can get this done
Anyway, I could still use some feedback on the maps
GROUND level is done, just have to finish darkening a few spots, then, when I get home where I have a scanner/fax, I'll upload it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->