Scrap It Or Map It?

GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
edited July 2004 in Mapping Forum
<div class="IPBDescription">first map idea...</div> Here are some style concepts for the main architecture:<ul><li><a href='http://iruyun.dublers.com/images/nspics' target='_blank'>Gargantuan Corridor w/ Crates & Pipe</a></li><li>More coming soon</li></ul>
Thoughts comments concerns

The random blackish map edge on the southern part is rocky terrain.

<img src='http://iruyun.dublers.com/images/mapidea.gif' border='0' alt='user posted image' />
Thoughts comments concerns



Things I'm aware of:

I've modified the layout. What do you think now? Perhaps the northern hive could have a modified hallway (the uppermost hallway where it says [GS]Iruyun) could be potentially shortened, or curved.

Map it or scrap it?

Comments

  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    theyres a few massive corridors by the look of it, theyre generally not a gd idea, try and break em up a bit
  • GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
    Good point, didn't think about that.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited July 2004
    I see way too many long hallways. Wich isn't good for aliens.
    Blue marks the long hallways.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    If there are to be added small turns and doors those long corridors won't be that big of a problem. The best thing though, would be to have big turns and just a few doors to save entities.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Hmm, has potential, but I can imagine this turning into a slaughterfest when skulks come bounding down the long corridors. Too marine biased.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited July 2004
    Apart from the "slaughterfest", because you can fix that easy, add outcroppings, height changes, etc, the hallways pose a problem for vis. Being able to see the whole length of the map will increase poly's to the max, and could cause some other problems (max view distance).
    Try adding some bends and some rooms to break up the long straight lines.
    All hives seem to have nice seige locations, but it could be hard for marines to get to the bottom left hive, they need to basically walk right past the entrance to the other hives to get there.

    edit : One more thing, the map seems to have a very circular flow (you can basically do 1 big loop and cover all the res nodes). Try moving a res node to the middle of the map, it seems very empty and useless around the center.

    Sorry for the long post and comments, just trying to be helpful.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    also try and make the distance between each of the hives and the hive and ms equal, tough to do but itll make it more balanced
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Yeah, right now the MS looks too far away from the hives. IMO it should take marines the same amount of time to travel to one hive as it does aliens to travel the distance between the two farthest hives.

    Other comments that i'm going to cast my vote with:
    1) Too circular. Put something interesting in the middle of the map.
    2) Hallways are too big. The outer hallways span the entire map. At the least break them up. You could put a wall in the hallway that forces players into the middle of the map to get to the other side. (Best example I can come up with is the division between the two hallways outside of marine start in eclipse) This would also help solve point 1 by making the middle area a more trafficked zone.

    Also, make it look as cool as this overview. This is the best looking hand-generated overview I can think of. (hand-generated as opposed to generated by NS) It looks awesome and puts my nublet half-layouts to shame. Take the time to put your map on this level of quality and it will be well recieved. (especially since you're getting layout help now)

    Do you have any kind of style concepts or finished rooms for us to look at?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Reese, look again. There's one hallway wich connects the hive with the MS. All the way up.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Long hallways themselves aren't bad... just make sure you leave PLENTY of cover for the aliens to hide behind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited July 2004
    You could name the hives and some key areas. It looks easy to get lost in so big and 'complicated' map. The hallways are also very close to eachother and they have many turns and such. Looks like you can easily siege a lot of area around one hallway (not sure if this is gonna be the issue though) <b>My idea:</b>

    Remove some of the longest hallways and move some hallways so that the overall lay-out isn't so tight.

    There seem also be some points where you can see in very long distance. Could cause some r_speed issues, but I trust a skilled mapper can make it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    One solution for <b>long hallways</b> could be using level differences. Maybe elevators/stairs.
  • GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
    edited July 2004
    <!--QuoteBegin-Reese+Jul 24 2004, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Jul 24 2004, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do you have any kind of style concepts or finished rooms for us to look at? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's a good idea... I'll make a room or two right now with the architecture involved that I plan on using. However, this map will have 3 major architectures - the rocky hive on the bottom right, the more advanced, ovally hive on the top left, and the rest of the map. I'll post screens in a little.


    Yes, the long corridors are a giant problem... I'll have to modify those and I'll upload a new potential map layout. I'll also put some thought into forcing the rines into a split-up-middle.
  • PerditionPerdition Join Date: 2004-07-02 Member: 29692Members
    Just put some boxes and crap in the way, maybe a few neato map models here and there.

    (At one point there was an awesome thread going, where modelers made map models...you should try to include a few that they had there. A lot of neat hive effects, aswell as marine body parts, busted structures, etc.)
  • GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
    edited July 2004
    Updated: July 24, 2004 3:11 PM PST
    -----------------------------------------
    Added First Images Link
    (<a href='http://iruyun.dublers.com/images/nspics' target='_blank'>Gargantuan Corridor</a>)
    Updated Layour (less long corridors, much more "split"
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    16 pics of the same corridor.. also, those images are quite big. But nevertheless, it looks nice. But I do suggest you fix the layout. The walkway in the upper center still is a direct connecting to the hive from MS.
  • GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
    I've updated the layout - it's totally revamped.

    The New Layout:
    <img src='http://iruyun.dublers.com/images/mapidea.gif' border='0' alt='user posted image' />

    What do you think? I've made the corridors alot shorter, added weldable locations, and split the map in two for marines. Aliens however, have the comfort of vents that pretty much connect everything.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    New layout ... Map it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • PerditionPerdition Join Date: 2004-07-02 Member: 29692Members
    edited July 2004
    Yes, please do! Be sure to include some of that very atmospheric/darkish lighting style Kouji San used in achio.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Regarding the hallway you posted:

    Break up the lighting. It looks like you only have one kind of light in there, and only two of them total. A lot of ns maps that i've liked more (personal opinion here) have had multiple lights that don't cast as much light as the ones in your area. To me this looks better as it makes more in the way of little, non-balance-affecting, atmospheric shadow. Other than that, the breakable pipe is interesting. I would suggest not putting the crate in unless you have some kind of means to transport it. Sorry I don't have much else in the way of comments, kind of drunk at the moment, not terrible observant. Anyways, keep working on it. What you have looks good, just refine it. And if you think you're right, and i'm not, listen to yourself. It's your map and it shouldn't be done until you're happy with it.
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