Why Are We Settling For Second Best

HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
edited August 2004 in Mapping Forum
<div class="IPBDescription">and other things discussed in here</div> <removed>
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Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I agree - if I never had any backstory I probably couldn't finish my map. I thought of a logical use for each room - added doors that were broken/locked due to lockdown... Before building the next room, I'd think "Hmm.. what purpose does this room have. Well, they do need somewhere to [insert something]. I think that would fit pretty well here." and build something. It really helped to have an idea of what you're creating and what you want in that room instead of just throwing out random brushes. It also makes it easier to create the info_locations <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    this is really a question of preference. i find most ns maps unique, and quite fitting. besides, its not the story thats important, but how they play out. you want a lvl designer, not a writer.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    As far as I'm concerned you haven't got the concept of level-design, you don't create the boundaries, nor argue nor discuss, you push the boundaries to their limit.


    Example: XP-Cagey's Tools Expanding The NS Level-Design Team, Pushed the game and engine to its limit.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Which is why I wrote up my own backstory a while back... like, 10 people read it... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    forsaken was different <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I could probably come up with some ideas for Gendo while I'm on the go. Print off a top-down view, name the rooms, and give them importance...
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    What is thursday trying to say? :/

    On another note, theres only so many 'original' things you can do with a set sci-fi environment with very specific map requirements, it doesn't surprise me that we aren't seeing anything particularly new.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    ...must...think...of...backstory...that...doesnt...involves...teabags...grr.....soo...hard <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    "It was the aliens... they wanted our teabags... but we wont let them have them..." ***** shotgun*

    "COME GET SOME TEABAGS!" *bang**bang*
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    People just dont care to read in general. I am sure there is a good 1% of people that play the map that actually read the back story and the spec sheet.

    The truth is that most don't so therefore it is seen by many mappers including myself as a waste of time to write anything more than a sentence or 2 regauding this.

    Players care about the map first and your nice little historical points of reference regauding a backstory later if they are bored, drunk, or have no life.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Avitar has a point, ya know...
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <3 hans. good to see we have some unafraid voices here speaking out against mediocrity... you see, I would do it, but I can't map (and therefore can't back myself up).

    Avitar, you don't need to have a written story in the map info to make a story with a map. The old bast had a story without needing words; you came off a landing ship and explored the depths of a research station... you had to pass an airlock to get out of your spaceship landing area... there was atmosphere there that was more than atmosphere, it was storytelling. Newer maps, including some officials, seem to be just rooms strung together; spaceship design often seems to be made to accomodate infestation before it arrived (!). In fact, if I was a good enough mapper, I'd try the following project: map a complete spaceship, with working rooms and everything; and THEN infest it. It would make perfect sense, and sealing off rooms for gameplay would be easy cheese. Of course, it'd be a long project, but a good learning experience overall. All in all, that was dumb.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I think Hans has made a very good point, perhaps focusing the problem on one particular aspect of creating a well placed map, but the overall message I agree with. A map needs to have a soul, which can be attained through the use of many different mediums as is the beauty of computer games. Take Hera - Does it really need a backstory? I wrote a brief one, but overall you would get a very solid concept of what the map is just by running around in it, and the reception information monitor is like the bow that ties it all together. Not every room has a clear purpose (however much I would like to claim they do), but they are all visually unique but yet tied together by the texture set and lighting styles used. So overall, I like to think the map has a very solid setting in the 'universe' of NS because it gives off the impression of purpose.

    When I make a level, I try and visualise different atmopsheres and personalities for every room, so each room does not have the same aura and so doesn't end up being the same all the way through. It's one thing to come up with a style that looks good, but its another to have that style twist and change throughout the map - imagine knowing a person who was in the same mood all the time; even if they are likable in that mood, you'll eventually find their presence rather annoying.

    Anyway, I'm getting that feeling I'm starting to talk mecrab so I'll end there, but I hope some people at least are following what I'm getting at.

    I'm not saying that every NS map being made now has this problem, I'm just trying to fleshen out what Hans is getting at in my own way.

    Soul baby!
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    I always read the backstory 0o'
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    edited August 2004
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    which brings up another point, i read the story for hera long ago and probably forgot about it the day after, and that was from ns-world or somethin, iv never read the story of another official map just because i wuldnt kno where to look.

    on a side note merkaba, the old hera was my favourite map, i feel all the recent changes hav lost the spirit of the original <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited August 2004
    Who in gods name gives you the right to come in here and preach what you think is so important. You've been here since the beginning but don't know the names of the maps, which is what your talking about. You, I've never seen around here before, and I have been here long long time. Its all a matter of preference, and the simple thing is most ppl wouldn't be bothered to read a story. Depth in a map, that is already in place, most maps are that way. Maybe you should go back and do a lil HW before you start talking cause you really sound like someone who doesn't know what they are talkin about. Origin has depth, bast has depth, mineshaft, hera, nancy, agora, ayumi, caged. It may be so obvious, but these are built to look like actual facilities or whatnot, and they do. Thats all you need.

    again, its all a matter of preference, you said yourself your not a great mapper. Well, then, you should be the one taking advice from the ones who do know what they are doing. Cause, simply, most ppl are already doing what you oh so kindly suggested.

    You also have to remember, this is an mp game. With multiplayer, you can't get too in depth before you start hindering gameplay and such. Mp has to be kept as simple as possible.

    Also, none of us really care how long you have been here. If you have a good idea, fine, most of us listen. But you sound like one of the guys that hang around the S/I forum a lot... Most of us have been here from the beginning, and mapping very well since, includin myself. So, in that sense, you are the new guy. You can't walk in and expect everyone to take every word you say, you need to prove yourself not to be an idiot first.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Why would you want a backstory when you can create the <b>feeling and atmosphere</b> of a real (futuristic) place?

    It's just having an idea of what you want to create beforehand. You don't need a backstory for the map in order to do that...
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Mendasp+Aug 23 2004, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 23 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why would you want a backstory when you can create the <b>feeling and atmosphere</b> of a real (futuristic) place?

    It's just having an idea of what you want to create beforehand. You don't need a backstory for the map in order to do that...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It certainly did help me though. I had no idea how I wanted my map to look - no layout, no concepts or anything, I just built as I went. Now, it might not have been the actual backstory that I used when building the rooms since I only thought "what purpose does this room have." However, I'd like to think that my backstory helped alot, a research facility somewhere on a big red planet, and that they were mining rocks and one of them got stuck, turns out there was infestation on it, hive grows and TSA is called in etc etc. It gave me a good idea of how the place could look and all that.

    Anyway. HanzGruber, you answered everyone's posts except mine. >:/
  • 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
    While I agree with the general sentiments of your post Hanz; I wouldn't say that a backstory is required if you want your map to have a 'soul'. A mapper has no use for a backstory beyond it being a means to an end; the end being a solid theme that exists throughout the map.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    One of the most important parts of making a unique map is having custom art assets, and they're pretty hard to come by. It's often not a case of mappers not wanting to be original, but rather they're hampered by the overused resources available.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-brute_force+Aug 23 2004, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Aug 23 2004, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 23 2004, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 23 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why would you want a backstory when you can create the <b>feeling and atmosphere</b> of a real (futuristic) place?

    It's just having an idea of what you want to create beforehand. You don't need a backstory for the map in order to do that...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It certainly did help me though. I had no idea how I wanted my map to look - no layout, no concepts or anything, I just built as I went. Now, it might not have been the actual backstory that I used when building the rooms since I only thought "what purpose does this room have." However, I'd like to think that my backstory helped alot, a research facility somewhere on a big red planet, and that they were mining rocks and one of them got stuck, turns out there was infestation on it, hive grows and TSA is called in etc etc. It gave me a good idea of how the place could look and all that.

    Anyway. HanzGruber, you answered everyone's posts except mine. >:/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Giving purpose to every room is creating that feeling I was talking about, brute.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Mendasp+Aug 23 2004, 03:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 23 2004, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-brute_force+Aug 23 2004, 04:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Aug 23 2004, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 23 2004, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 23 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why would you want a backstory when you can create the <b>feeling and atmosphere</b> of a real (futuristic) place?

    It's just having an idea of what you want to create beforehand. You don't need a backstory for the map in order to do that...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It certainly did help me though. I had no idea how I wanted my map to look - no layout, no concepts or anything, I just built as I went. Now, it might not have been the actual backstory that I used when building the rooms since I only thought "what purpose does this room have." However, I'd like to think that my backstory helped alot, a research facility somewhere on a big red planet, and that they were mining rocks and one of them got stuck, turns out there was infestation on it, hive grows and TSA is called in etc etc. It gave me a good idea of how the place could look and all that.

    Anyway. HanzGruber, you answered everyone's posts except mine. >:/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Giving purpose to every room is creating that feeling I was talking about, brute. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, but I can't do that without something behind that room. Something to actually give that room purpose. Does every room in sava feel like it's got a purpose? (I wouldn't know, I haven't tested it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->)
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The rooms in sava have no purpose. I just gave them random names. Do you think anyone cares about that?
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    A map created for NS can have backgroundstory, but there is no need to. When the allover concept of a map, the layout, the design, the atmosphere works out, and results in a really great map, then more is achived as if you put all efford in the map background during the process of creation. Sure, a backgroundstory is nice, when there is time for that and when you are skilled in writing. But what really counts in the end is not the story, it's the map, the atmosphere and the gameplay.
    A good map tells you a story, you get a feeling of the place, of the situation and what happened. I mean.. I don't play NS to read stories.. if I want to read a story I read a book.
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    <!--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-->One of the most important parts of making a unique map is having custom art assets, and they're pretty hard to come by. It's often not a case of mappers not wanting to be original, but rather they're hampered by the overused resources available.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Took the words right out of my mouth... Well said, Tequila <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Tequila+Aug 23 2004, 02:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Aug 23 2004, 02:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One of the most important parts of making a unique map is having custom art assets, and they're pretty hard to come by. It's often not a case of mappers not wanting to be original, but rather they're hampered by the overused resources available. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Like the how the wall_lab set over-used in the same fashion as Eclipse way back at V1.x?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited August 2004
    I want to add that a map that really shows how to do it right is ns_achio by Kouji San. If you followed his construction of the map from the beginning, you can see right away that he had the right approach. His layout wasn't rooms strung together; he actually drew a spaceship and then located the rooms within the spaceship to build. (for example, rooms like ion cannon port and ion cannon starboard are actually where they should be.)

    He drew the "asteroid impact point" and made it affect all the rooms in the area. Thus, when you're playing this map, it's unavoidable to realize that an asteroid hit the station, and brought infestation.

    One of the biggest problems with making maps with soul is hive placement. Everyone is talking about where the crew quarters should be, but think about hives. I see a lot of maps where a room is big for the sake of putting a hive there; no matter that plasma generators is right next to crew quarters (!). Look at bast: a hive is in feedwater because the infestation seeks out water. The hive is in engine and refinery because the infestation wants heat. It's logical and makes sense. Notice that the engine room hive is disgustingly close to marine start; even within siege range. You can clearly see that the theory was more important than the superficial gameplay.
    It doesn't make sense to have a infested wall_lab room that's strategically placed a third of the map away from MS. What's the point? Some of these rooms are called "Data core" or something, although they could just as easily be called "Plasma generators" or "Central Computer" or "Bridge control." Think: what would infestation like? Why did it choose Data core, of all places?
    If you think that the engine room should be near the engine of your spaceship, but is also near the MS, that's fine. You can work around gameplay problems with corridor and vent placement. You should realize more that the infestation went to a room, instead of the room being built in preparation for infestation.

    Finally, something I'd REALLY like to see used more often is a sensible marine start. No offense to the mappers of the other maps, but the only marine starts in all the official maps that I think are good are bast and nothing. Why? The marines have to get to the MS somehow. They don't magically spawn in the room. You can see in bast that they've come off the docking elevator of the ship (which is above). In nothing, they've come off those elevators. But in a map like veil, the marines are just... there. No offense to the actual map, which is great, just the MS is not really explaining to me how they got there.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    edited August 2004
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