Ns_? Layout

DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
I was hoping some people could help me on the layout of my map.

i was goibng to call it ns_temple, but i found out that is already taken. i tried to email the creator of that one about the names but he never got back to me, so i may end up calling it ns_tomb, even though it is much more of a temple than a tomb, and his is more of a tomb than a temple.

The yellow is a passageway that is optional, and i'm thinking abomut putting in. right now i'm leaning towards yes, putting it in. tell me what you think and any other problems with the map.

<img src='http://www.seraphsoftware.com/DarkSeraph/ns_templeLayout.jpg' border='0' alt='user posted image' />

(each of the passageways leading to the large room come out in small "houses" that you can see on the edges of this next pic)

here are pics of what i have so far. this is the large area you see, that i did my best to make it fair and balanced, let me know what you think
<img src='http://www.seraphsoftware.com/DarkSeraph/SS4.jpg' border='0' alt='user posted image' />

here is that small room in the center of the map, above the large one.
<img src='http://www.seraphsoftware.com/DarkSeraph/SS5.jpg' border='0' alt='user posted image' />

Comments

  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    waaaaaaay too much hallway space. Most ns maps are really more room than hallway. In many of them you can find rooms that are only seperated by 512-1024 units. In short you need more rooms.

    About the names, ns_temple is taken. Until the author gives up on the map it really is bad form to try and release with that name. Honestly uffo (the original creator of a map named ns_temple) has been developing the map for a while, and as such still "has rights" to the name. If you're still stuck on the temple idea give it an egyptian name, that will probably convey the proper idea.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Well its unique...

    Thats about all I can say...
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    it's a mayan temple, if it was egyptian i could call it pyramid <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    i just was trying to talk to uffo about it and he didn't give me the ocmmon courtesy of a "no" <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    and most "rooms" aren't withing 1088 range of eachother, due to siege turret range, but point taken. that isn't to scale, the hallways will be smaller and stuff.

    recoup, glad to know u like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> </sarcasm>

    i was afraid ppl wouldn't be very open to it...
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited June 2004
    Wrong reese. Ns maps are actually mostly hallway. Though it is usually disguised as rooms. From your screenies your rooms seem too big and open. Skulks are going to have problems. Your layout is small, you may be able to make this work if you keep it small, could be tough though as aliens generally need time to stop marine adavances. My first thought was ..thats a co map.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    i have thought of that, especially in that one really large outdoor area. that's why there is a lot of cover there, and the lighting is kinda dark to give them a place to hide, which i will try to stay kinda consistent with throughout the map.

    also, since the hive on the right is so close to MS, i also put the dbl res right above them, to give them a little advantage. in fact most games the aliens should be able to get that before the marines.

    there actually are a couple ns_ maps with a smaller layout, and i think it makes the gameplay more fun and challenging. ns_bast is a pretty small map, unless the aliens start in refinery, the MS is VERY close to their hive, but aliens tend to hold them off nicely (most of the time), and the marines are forced to go the other way around the map.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    ns_tomb is very unique... Umm Its is very open... A little to much red.. and whats the w_poly ine the picture with all the posts?


    Otherwards i think this miight be some fun, for some smal games <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    See how it works out, it could be fun. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    /me looks around and then backs away


    HOW did you manage to sneak this into the mapping forums? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    unique, but wierd... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> gj!
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    edited June 2004
    only that one room will be red, i really want to have a variety of lighting, instead of just a "red" map, or just a "dark" map, though it will have a lot of darker parts to keep balance to the aliens. the map is not at ALL to scale, nor does it inculde detail. that one room is very open, and i've stressed a lot on balancing it.

    sadly i took the w-polys on that room w/ the pillars down from 2500 to 1100 (which i get a 60fps at perfectly) but i was hoping during playtesting people can play, let me know if it lags them, and see if they can think of any ways to lower it further. i made all of the textures larger cut out a fair portion of the detail, and can't think of much else to do.

    I was aiming for a unique map, and my g/f(who also helps make the textures for it) is also gonna help me with the background story that kind of fits. thanx for your input!'


    edit: if you mean unique to the layout, that is a VERY simple layout and the minimap won't look ANYTHING like that. i used circles instead of squares cuz i'm lazy, and don't actually know the shape of it yet.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    Try to be more creative with your map's name. Ns_temple or ns_tomb doesn't sound very unique to me.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. Btw. If someone knows where the names: ns_caged, ns_eclipse (station's name?) or any other strange ns map name comes from, please.. enlighten me! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    [edit] might end up posting this question to off-topic section.. ;D
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    actually last night i settled on ns_mayan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    didn't post it becuz i didn't want to double post, and figured my poor thread was dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    ok, i apologize for the double post, but i got over my laziness and did a much better layout, not very detailed, if you need to know the hive locations look at the first one, it should be kinda obvious.

    let me know what you think, the white passages on the xy are larger, where as the colored ones are skulk/small ones. you can tell what i already did by the textures on the 3D look. the blue is the sky texture on the big room.

    <img src='http://www.seraphsoftware.com/DarkSeraph/ns_mayanLayout.jpg' border='0' alt='user posted image' />

    10 res total, did my best to balance it, let me know if there need to be more in some place, or less, or a skulk path, really w/e you think i'll change <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    i made the passageways straight yet kinda maze-like, i hope it will help with the atmosphere.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    are thos hallways? And if they are aren't they a bit small?
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    is 128x128 too small? i figired it's big enough to fit 2 onos side by side, and some will be larger than that, but 128x128 was my guess @ a starting size, should i up it?
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