Plee To All Mappers

MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
edited November 2002 in Mapping Forum
1) Make a lot of slow opening doors that stay open once you press a button in the map to slow down the skulk rush a bit

2) Don't isolate the command console, like in ns_hera, that makes it too easy for a skulk to run up there and kill it without turrets anywhere near him

3) Put your map name somewhere in the readyroom

4) Don't put extremely narrow hallways in the readyroom like in ns_hera

5) Put a resource node in each hive room

6) Don't put resource nodes right up against the wall

7) Try to avoid little ridges on cielings and walls, they make wall climbing hard at times

Thx for reading, ns maps are by far the best I've seen in a mod but these little things annoy me in some of the maps.

Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    edited November 2002
    some ridges in the roof that force an alien into the light are good for balance and cuaseing them to have to think.

    The doors are just kool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> course i can't member how to make buttons have to be pressed (i'm just useing a run though a trigger method)

    <b>[edit]HOLYCRAP I'M STUPID! I got it func_button. Sorry I had stopped HL mappin for a bit I'm just coming back[/edit]</b>
  • TechnomancerTechnomancer Join Date: 2002-11-11 Member: 8255Members
    My suggestion for some extra fun in maps: lots of weldable stuff. I know it seems gimicky, but I really like maps where you can put that welder to work. If possible, try to make it so you can UN-weld stuff too. That keeps the game dynamic and interesting. Also, if possible, reset the weld stuff to the default state on the start of a new game, so the map is fresh every time. That's just my suggestion for a more dynamic game.

    Another neat idea, a central sought after zone. Like right between a hive and base, near the middle of the map, put a place with 2 nodes. That makes humans and aliens fight over those resources. Plus, it keeps the game moving and action packed.

    Go for atmosphere and tricky stuff. I'm not sure if this is possible (I've never mapped for HL before) but what if you put a random feature on a big lift in your map. 1/10 times when marines go down it, the lift just freezes and they have to climb the rest of the way down. Of course, the aliens nearby heard it and are on the way! Tense fighting ensues.

    In short, interactivity and ideas that keep game flow and tension high are fun, but be wary of falling into the "gimmicky" area and losing focus of the map.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited November 2002
    Is there any type of randomizing entity in this mod? I know you can fake it using lasers, but this is complex and wastes a lot of entities... basically, I was thinking about doing a map, where it's a space station, and half the doors are jammed shut, but *which* doors are shut would change every time you play the map, forcing different strategy every time you play, and making it feel like your team of marines is entering a new station each time, all with the same cookie-cutter design, but damaged differently by the Kahraa.

    If the developers think this is a good idea, I urge you to consider splicing Spirit of Half-Life's func_random entity into the mod, if possible.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>Is there any type of randomizing entity in this mod?</i>
    Yes, trigger_random. It's like a multimanager that triggers a random one of it's target's after a random time.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    well. some of the ideas are....logical but if the team have not chossen to change them....for something it may be. I dont like perfect walls that you can easily climb, thats TOO good for skulks. I dont like Resource nodes just in the hives ALWAYS, as its then really easy to protect. Hera Archivng hive and its resource is the best place of the map to defend for an alien(IMO) as you gotta be looking to both places.
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    WarpZone - I DO like that idea for the map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    <!--QuoteBegin--Scarface121+Nov 13 2002, 11:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Nov 13 2002, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1) Make a lot of slow opening doors that stay open once you press a button in the map to slow down the skulk rush a bit
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I heartily agree with this - maps NEED to ensure that neither side can rush the other - that's what ruined Warcraft 3 - this is a STRATEGY game - it's not supposed to be about who can run to the other side of the map the fastest.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Well that's the point of a skulk rush, to get it so that marines camp and one or two skulks stay behind to evolve and build up a base. Then the marines rely on one resource node.
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    From experience, it seems the point of a skulk rush is to see if they can get in and kill us off quicker than we can respawn. Not to hem us in, but to finish us off. If they suceeed, they win. If they fail, then turrets will be up.

    Either way, it's annoying as... damned obscenity filter... annoying as <i>anything.</i>

    I assure you that any map I do will not let a skulk get there until at LEAST all the played have decided what team to be on... if people are dithering, you end up with 6 skulks running in, when you only have a commander and 2 marines... instant death unless you're a jammy sod.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I had an idea for a map I'm making, that both teams would start, and both teams would be locked in their starting location for around 5 minutes, and then the doors would open. This would allow teams to make a good primary base to begin with... what are people's thoughts on this?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited November 2002
    [EDIT] The forum was playing up, I accidently posted the same message twice, this is an edit, ignore it [EDIT]
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Scarface121+Nov 13 2002, 04:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Nov 13 2002, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->7) Try to avoid little ridges on cielings and walls, they make wall climbing hard at times
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's easy enough. You just build clip brushes around the ridge if it's too hard to climb over.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited November 2002
    <!--QuoteBegin--Insane+Nov 14 2002, 05:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Nov 14 2002, 05:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Scarface121+Nov 13 2002, 04:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Nov 13 2002, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->7) Try to avoid little ridges on cielings and walls, they make wall climbing hard at times
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's easy enough. You just build clip brushes around the ridge if it's too hard to climb over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I thought skulks couldn't slick to clip brushes. I could be very wrong though.

    ---

    The thing with having resource nodes in with the hives and marine base, as pointed out in one of the faqs is that it can prolong what ought to be a swift final siege. If you can deprive the enemy of resources in a siege you'll be able to conclude the game much quicker. It also forces defences to be spread out more (or to be more carefully placed, instead of turret spam) to cover the node <i>and</i> the hive or command chair, in separate (but close) areas.

    ---

    Edited to add, further to my point about clip brushes, check out point six of this tutorial:

    <a href='http://ns.valve-erc.com/?loc=tutorials&id=3' target='_blank'>http://ns.valve-erc.com/?loc=tutorials&id=3</a>
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Skulk rushes are part of the game!

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    <!--QuoteBegin--SamR+Nov 14 2002, 12:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Nov 14 2002, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I had an idea for a map I'm making, that both teams would start, and both teams would be locked in their starting location for around 5 minutes, and then the doors would open. This would allow teams to make a good primary base to begin with... what are people's thoughts on this?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Would stink as aliens. They aliens that do go gorge need to move just as much as the skulks, setting up resource towers elsewhere over the map, and getting ready to place a second hive. The slow opening doors is a good idea, placing the marines very near their command console also helps a bit, but anything above and beyond that seems like overkill to me.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Souris+Nov 14 2002, 05:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Souris @ Nov 14 2002, 05:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I thought skulks couldn't slick to clip brushes. I could be very wrong though.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    >.<

    Heh, I wasn't really awake then. I really only meant plain func_walls.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    About the skulk rushes thing... in a tight game of 3 vs 3 or so, I kind of LIKE defending against skulk rushes as marine. Assuming the commander builds our stuff a healthy distance from the doors, It's not a huge issue for me. I let the other guy build, and I keep my LMG out and trained between the doors. Soon as something moves, I put a lot of lead into it. There's nothing more satisfying than slaughtering the plucky bugger that decided to try and rush us before we got any turrets up.

    Now, I can see how in a game of 16 vs 16, things would kinda suck as marines until you got the armory up. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> But I'm pretty sure if only one or two marines build, then even 16 vs 16 skulk rushes probably ain't so hard to defend against either. I mean, 14 guys with 100 rounds of ammo apeice... you could probably hold them off for a while.

    It all comes down to tactics. Like seige cannons, HMGs, Ohnos, and everything else in the mod that people call "cheap" from time to time, skulk rushes <i>have a counter!</i> It's called keep your damn gun out and stand away from the door.
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    The main time we fall to skulk rushes is when the aliens outnumber us... in the early stages of a game, it's entirely possible to have a 5 vs 2 (+commander) rush... which isn't easy to defend against at all - and often the marines are dead and the infantry portal is down before the commander's even had a chance to get out of his chair!
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    About the skulk wall-climbing issue:

    -func_walls are usually not an option because lots of entities are a bad idea. sometimes a func_wall might help, but only in a certain area and not all over the map architecture.
    -clipnodes aren't climbable, but will stop the skulk from hitting collision hulls that stick out in small indentations, so he can climb on (as long as the gap isn't too big). so clipnodes will help skulks in some cases. clipnodes should be used to round off bumps anyways (if you have the time and expertise).
    -sometimes the wall or cieling just wont be skulk-friendly. tough beans.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    <!--QuoteBegin--TenSix+Nov 14 2002, 11:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TenSix @ Nov 14 2002, 11:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Skulk rushes are part of the game!

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> ... etc<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah. I haven't seen many different outcomes for aliens:
    Skulk rush suceeds,
    They get three hives and stomp marines with onos - styles

    I have seen another outcome where the marines held on (in one room) for about three hours, then my computer over heated.
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