New mapper to ns, first layout idea

SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
<div class="IPBDescription">Could it work or not?</div>..i'd like to start out by saying that i have made 14 maps for CS and 5 for Ricochet(cuz it only had three crappy ones). i also have another cs map on the verge of being finished so that 20 in all.

this NS concept seems very challenging and i want to give it a go. One thing bothers me right off the bat....

in all of the tutorials and suiggestive writing that i have read through in the past 2 days about mapping for this interesting MOD...is the must use the NS.wad. IMO this will make all maps look the same....so whats up with that??

Neway, here is a layout idea....please state wether or not it would work nicely or not...and smack me with some suggestions before i go on doing some wall work. this is just floors in WC.

Thanks in advance:

<img src="http://www.holdoutsgamers.com/soulfather/layout1.jpg" border="0">

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Sorry, but that wont work very well at all.

    It's a good start, and the basic geometric shape (lopsided rhombus) could work quite nicely, but it has a few glaring problems.

    1) In NS, combat usually occurs in rooms, large or small. In that layout, you have a LOT of connection hallways, but not very many rooms, one of the problems I had with my first layout.

    2) Hive placement. All of your hives are but seconds away from one another, where the marine spawn is on the other side of the map. This means that a team of builders can get 3 hives up within minutes of the match start, ensureing a sudden, violent death for the marines...

    However, I do like the geometric design... It could be possible to delete a few of the paths, and simplify the map a little bit, in order to direct fighting to some of the larger rooms.

    All in all, not the best layout I've seen, but it isn't the worst, It just needs a little work.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Welcome SoUlFaThEr.

    The use of the NS texture sets is intened to encourage internal graphical conisitancy.  The idea is to give a consistant feel to the game even though the environments are built by different people.  No one will be bothered by you using your own texture so long as it matches the NS feel.

    Some people here think sysmetrical designs are easy to get lost in, so make sure the two sides are distinct.

    Soemthing would need to be done to slow down movement between hive rooms.

    I'm worried that the horizontal hallway above the marine start would make it too easy to defend, seeing as ALL alien attacks would have to go through there.  I'm not sure what you can do about that, but think about it.



    <!--EDIT|ChromeAngel|Oct. 20 2002,00:21-->
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    i will change everything....but to Chrome:

    the Marine base has 3 entrances/exits.....they wont all be coming from the front...or how did you mean that
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I've highlighted the hallway I mean in that attached picture.  All the marine base entrances are coming off of this one long straight killing field.
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    i gotcha covered on that....how about this:

    <img src="http://www.holdoutsgamers.com/soulfather/layout2.jpg" border="0">
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The right hand hive looks problematic, only 1 room between it and the MS, it's not as well connected as the other two hives.  In all likelyhood the marines would move there base to the right hand hive immediatly at the start of every game.  The layout looks quite small to have that many resource nodes.
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    ok i smacked this out quick too: made the right more conected cuz as i looked at it...i saw the same thing.

    this is most likely way overscaled...it takes up 80 of the grid but its the idea right now...i can schrink it all before i begin doing walls

    attempt #3:
    <img src="http://www.holdoutsgamers.com/soulfather/layout3.jpg" border="0">
    also in one of those rmf's that were included with the mapper tools, commander_04 he has func_illusionaries in the void....isn't that going to cause leaks?? never heard of an entity being out in the void without causeing "outside world" error
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    soulfather,linear 1 level maps....have too many problems. i like the layout, but you need to cut it in 2 so add 2 levels to the map. i mean: in certain points of it just add a lift or ladders and make it continue in the other level. that will make it more real and will help with r_speed problem , as well as giving you more seconds between Hives and marine spawn, etc... It works perfectly, i asure you. linear 1 level maps....have too many problems. i like the layout, but you need to cut it in 2.
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    this is only the layout idea dude...i wont be having it all on one plane!!! lol i just want structure right now
    can someone give me good measurements for a hive?? for a hallway width in units so i can scale it right
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--SoUlFaThEr+Oct. 20 2002,10:56--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (SoUlFaThEr @ Oct. 20 2002,10:56)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->this is most likely way overscaled...it takes up 80 of the grid but its the idea right now...i can schrink it all before i begin doing walls<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    actually, most of the NS maps take up about that much of the WC/VHE grid if not more.

    as for scale, the hive model itself is 256 x 256 x 320 with it's tentacles taking up a further 128 units, making the hive 448 units high. But the tentacles can stick through the ceiling if you want them to. And BTW, hive chambers don't have to have the alien spawns in them, they just have to be near them (within a 2000 unit radius if I remember correctly)

    For hallway width I normally go for 256 units wide for main passages and 128 units wide for routes that won't be used as much.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--blueman+Oct. 19 2002,20:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (blueman @ Oct. 19 2002,20:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->soulfather,linear 1 level maps....have too many problems. i like the layout, but you need to cut it in 2 so add 2 levels to the map.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    If you read this the way I did you would assume that he means to have two levels over eachother.  ( IE - a bridge going over a hallway.)  From what I have read, this is a _very_ bad idea.  It screws the Commander Mode all up.
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    thanks for the measurements...and dont worry iread about the command post very thoroughly and wont overlap layers... i will add separate heights to different rooms though....walk up slants or stairways or up ladders as mentioned.
    i still want to know how that func_illusionary is on the outside of the map and not causing a leak(commander_04.rmf)

    and how does the latest layout idea work for you??? its the last pic on page one. the sooner someone gives the ok the sooner i can get pumpin
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Those are filler brushes, they're used to give the walls of the map a bit more depth. but a while ago it was decided that they weren't nesessary. And the reason they don't cause leaks is because of NS coder extrodinare Flayra

    [EDIT] BTW, your sig is too big. it has to be 400 x 75 or less and under 22kb
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I've got two issues with this map.

    #1) The left and top hives each effectively only have one entrance - the other entrances each lead directly to another hive, and therefore would not be easily used by marines.  Each hive should have two entrances, and marines should have to go about half-way back to the marine base in order to attack a new hive.  Alien vents can shorten the distance for aliens, but marines should have a decent walk between their start and each of the hives, as well as between each hive.

    #2) Related: as Chromeangel mentioned, the right-hand hive is far too close to the marine start.  You should have 25-30 seconds of distance between any two spawn points.  Note: this can also be accomplished by elevators, slow-opening doors, etc.
  • SoUlFaThErSoUlFaThEr Join Date: 2002-10-20 Member: 1554Members
    i am sure that wont be a problem....i see three entrances btw on 2 hives and i can surely add the third entrance to the third hive on the left

    i will make another layout when i am not so tired
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