Ns Classic Map Concept

Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
<div class="IPBDescription">and a few atmosphere questions</div> I'm working on a map concept right now. It's an NS classic map, aboard (suprise) a ship. I don't have much of a backstory yet, but I'll make one (in english class or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). So far, for an ideas, I've decided to have the "classic" rooms, such as an armory, cargo bay, engineering section and galley, but I'm adding a few that aren't on most NS ship-based maps. I'm including a medical bay, bridge (in an important function, rather than decorative) and hangar (complete with dropships and fighters). The map will only cover a few decks of the ship (no stacked rooms obviously). There'll be a hive in the amory, bridge and engineering. MS will be in the hangar. Yes, the hangar is nice and open, but there can be some strategically crashed fighters or dropships to create a chokepoint or two if necessary. The aliens have taken over the key systems on the ship, including weaponry, so the ship attacked the TSA dropship carring the fronteirsman, which crashed in the hangar, smashing up some other craft into very convenient positions. When I get time (on the weekend), I hope to whip up a little concept diagram.

As for questions... how dark is too dark. Since the power systems of the ship has been infested, I was thinking of having a marine chokepoint in the form of a nearly pitch-black room. Not a big one, and only one. Also, I want the map to be darkish in general, a bit brighter than co_plague tho, because otherwise its unbalanced for marines. As for the dark chokepoint, I'd like to think it adds atmosphere when a squad of marines walks into a pitch black room with their flashlights scanning it.

This is my first NS map, so any criticism is EXTREMELY welcome.

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    one word.... r_speeds, sounds like a nice idea, but u might be gettin alot of r_speeds in ur ms with that idea, unless u get someone to make models for ur fighters and dropships
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Kester+May 6 2004, 09:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ May 6 2004, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one word.... r_speeds, sounds like a nice idea, but u might be gettin alot of r_speeds in ur ms with that idea, unless u get someone to make models for ur fighters and dropships <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which might still kill your r_speeds if you want more than one, espcially considering this is MS meaning lots of structures and marines and weapons and aliens and everything (unless the marines reloc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->).
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    umm, sounds like a cool map idea, but there's a few things i'd like to point out...

    the first one is about the ms. as people noted, the ms is a place where lots of things happen all the time, and making it huge and high r_speeds and so on can destroy the game for those who don't have those big money computers (including myself). this matter is even more important for the commander than the soldiers.

    the other things are mostly just atmospherical questions. i cannot really comment on "how dark is dark". eclipse or veil is propably too bright for you, and i haven't had the chance to play co_plague. but if you make anything too dark, prepare to face some criticism. having an extremely alien-biased chokepoint could very well kill the idea of the map being used in competitive games. but since i haven't seen your layout, i can't really tell.

    and lastly, i think that the hives should be somewhere deep down in the maintenance/engine parts of the ship, rather than in the brigde, which i consider "marine side". blame ns_nancy.
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Yeah I'm going to make the models for the ships, and make them low-ish poly. Also, co_plague is just REALLY dark... <a href='http://www.unknownworlds.com/forums/index.php?showtopic=69691&st=15' target='_blank'>Screenies on this page</a>. I'll have to tweak the idea with the ships to keep the r_speeds low though. Or, conversely, I could swap a hive and MS. Stick MS on the bridge, since there could be an emergency hatch that the frontiersman boarded through, and stick aliens down in the hangar. There generally aren't as many buildings at a hive as there are at MS... ah well I'll have to tweak stuff.
  • big_jimbig_jim Join Date: 2003-12-14 Member: 24350Members
    just my 2 cents - i would think about not having hives in the armoury or bridge and go with them in enginneering/ships engine type places, it fits more with the ideas seen in most other maps (and almost every sci-fi film ever <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), also as a marine boarding a ship, what would be at the top of your list as the first areas to secure? - the bridge and armoury(<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), so i would put ms in one of these.

    other than that it sounds cool, im not a mapper so i cant give give any usefull comments really, so good luck <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I agree with big jim. And not only to copy other maps <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> , but the bacterium always seeks out a warm or damp area to create the hives since the bacterium and jungle like aliens prefer warm and humid environments.

    So it has a point to have hives in warm, humid or damp areas <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    <!--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 aliens have taken over the key systems on the ship, including weaponry, so the ship attacked the TSA dropship carring the fronteirsman, which crashed in the hangar, smashing up some other craft into very convenient positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The aliens took over the weaponry systems and fired at a TSA dropship? Crap, they're evolving again....

    I like the idea of a crashed dropship within the bigger ship though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SiLenTDeaTHSiLenTDeaTH Join Date: 2004-04-27 Member: 28257Members
    This sounds like it could be a really cool map. If the r_speeds are kept as low as possible.

    Lets see a layout plz
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Okay, working on a drawing, but have some hive-location changes, as per suggestions. One in engineering, one in the hangar, and one in the torpedo room (dark and dank). The torpedo room will be partially flooded, for atmosphere and the obligatory flooded hive. On the hangar deck, I'm planning for about 5.5 ships. 3 fighters, 1 intact dropship and 1 split in half after a fighter crashed into it (the .5 of a ship). MS will be on the bridge, and since the armory would be a high-value location for both the marines and aliens, it might be a double-node.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Sounds like you have a lot of good ideas there and I wish you the best of luck. My map ns_altair used to be set in a space ship with a similar concept to yours until I decided to plunge my level to the depths of an ocean. I have a rough hanger bay that I made for one of the older versions if you'd like to see it. I even had two small fighters and the entire room was fairly low poly being around 500 if I remember correctly. If you'd like I can send you the source. I was planning on releasing the source to all the older builds of Altair that I scrapped anyways.
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