New Maps

homicidehomicide Join Date: 2003-11-10 Member: 22451Members
edited July 2004 in NS General Discussion
It would be awsome if some mappers could set their time into making some quality competative maps. A set of cal maps for ns. Most of the new maps which have been coming into the NS scene stress pretty lights and walls but lose strategy and balance.
If you want to make a map that will be used by the community, make a clean, competative, simplistic, semi-flat map.

Comments

  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    There are plenty of good looking, balanced custom maps. I suggest that you spend just a slight bit more time looking for them...
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    You have to understand how hard it is to make a ns map. I tried my hadn at one. it took me 6 hours to get 3 hive rooms and all the side rooms and all the "basic structures" down. It will probably take a month to do all the detailing that is basically required for any ns map. You also have to make sure that it passes all parts of the map requirements for ns too.

    Ns maps on average take 300 times more effort to make than a cs map. I can make dust2 in 6 hours. I couldn't make a working ns map in 6 hours.
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    NS Mapping is pushing the limits of hl. If you have any good ideas, I will spend some good time making a map (by that I mean not having me do anything creative <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->). And no, Dust2 in 6 hours would be pushing it a bit, <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    There are maps like that. ns_eclipse, ns_veil, and to a lesser degree ns_origin come to mind. If you go any simpler than that it would start getting boring.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--QuoteBegin-MrPink+Jul 10 2004, 12:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrPink @ Jul 10 2004, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are maps like that. ns_eclipse, ns_veil, and to a lesser degree ns_origin come to mind. If you go any simpler than that it would start getting boring. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I am aware of the quality maps..as you listed. Thats not enough for a cal season. Meaning we need more. And it could be a lot more basic then even those.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Making a map simplier isn't just making the map flat.

    A simple map is one that is easy to follow, yet full of complexities to it is generally among the best maps to NS. This isn't CS, remember.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72690&hl=ns_rust' target='_blank'>ns_rust</a>

    This is a map I think to be very good for competetive play. I helped the map maker design it with competive NS in mind.
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    edited July 2004
    I think a lot of mappers come up with really cool immersive, pretty, interesting map layouts and textures. However in ns that isn't really enough.. for CS or whatever its very easy to balance a map. However for NS you have two teams with rapidly different capabilities and priorities and the maps themselves have objectives on it. A real important part of a map is how balanced it is, and how conducive it is to different strategies. For example, Maps that have cramped hallways etc are very frustrating to play as aliens because you can get "stuck" on corners etc and generally people don't like to play them, even if the hallways look really good. Maps can be too big, too small, have too few res nodes, have too many res nodes, have a frustrating marine start, have undefendable hives, badly placed ladders, etc, and look really great. But it won't play that great if people are getting frustrated over map design, it is probably very hard to come up with new original ideas that work well for every alien class and jpers and heavy armor alike.

    I think it's a really good idea for mappers with maps in progress to talk to some people from the clan community. I think they'll find people who are relatively impartial about alien vs marine as they play both, a lot, and excel at both. They are people who will readily tell you whats exploitable and what's not, people with a lot of knowledge about various map strategies because they spend a lot of time playing the maps and thinking about strategy and flat out how to win. I think maps that are approved of by the clan community would have a great positive impact on the ns community at large. It's apparent that there's a high correlation between the most popular pub ns maps and the maps considered "balanced" by the clan community. I'd personally love to help anyone who's making a map with layout thoughts or help them find more qualified opinions on their map, I really look foward to some new maps (ns especially!) in future betas.

    There's a lot to be said to playing a new, good, map for the first time. It really revitalizes NS.
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