Map Idea- Thoughts?

TgireTgire Join Date: 2002-11-01 Member: 3121Members
<div class="IPBDescription">A little odd...</div> Hey, I'm new at mapping, and NS seems to be the perfect way to plunge into the icy cold waters of death... so here goes!

My idea: "Helix"

The concept: A communications relay and encryption facility in a mined out asteroid has been hit by the Kharaa! The primary infestation has occured on the sublevel (ie, no actual research facilities or crew areas, mainly utilities), but it has already begun to spread to the upper level. The inhabitants are long gone, and it is up to you to clear the infestion out and reactivate the comm station.

What's special: The map is centered around a large (massive) drill/vent/unknown shaft in the center of the station. The Kharaa can balance the distance advantage of the marines in this central area by hiding behind the conduits and pipes, and also by using their early access to flying and climbing to reach the marine start (located on the inside border of the shaft, at the very top). Other areas include an operating research and crew area with good lighting and no infestation, but towards the back of this area, the infestation quickly grows, with one of the hives situated at the far end of the area. The main infestation is on the maintanence level, where infestation has blanketed almost every square inch of available surface. There are two hives in the utility area, but they are quite far apart.

Here's my idea gets a little nutty: I, a relative n00b at mapping (but with a good sense of NS's play balance and game flow), am going to try to create a map with areas differentiated by height. I already know that you can't stack areas for obvious reasons, and on my little overhead view I have already corrected for this by placing the different areas on different sides of the shaft, allowing the commander access to all of them. The different areas are as follows:

1. Airflow monitoring, top of shaft (Marine start).
2. Research and crew quarters (mid level, fast graduation from little to heavy infestation as you go farther in), which is located halfway down the shaft, on the opposite side of the shaft from the marine start.
3. Utility level (lowest level, standing water in several areas, extensive conduit system), heavy infestation in all areas.

Current rooms:

**Top level** This level is accessible by the tram and as well as a vent which can lead to either a hallway on the midlevel or down a ladder to The Broomcloset. There is another route down to the Lower Level (directly to one hive if you take the right turns), but you can't descend without wallclimb or a jetpack. If you don't have those, you fall through the hive room's back end and into a whirling first stage scrubber (big fan blade thingie). Ouch. Even with jetpacks, an enterprising Gorge may decide to put webs across the inside of the tunnel.. and if you lose control of your jetpack, even for a second, you will die.

Marine start. Midsized base with a resource nozzle. Ladder going down through a vent all the way to the Utility level, emerging in what I call "The Broom Closet". First stop of Tram.


**Midlevel** This level is accessible by a tram (elevator that moves in a Helix around the inside of the Shaft to the different areas), as well as a vent from the lower level and the windows in the Cathedral)

Tram Bridgeway. An enclosed walkway with indestructible glass sides. Runs through "The Breach", a hole in the side of the shaft, and ends at a security checkpoint in the beginning of the actual Midlevel facility. Scary as hell to walk through here (very dark tunnel, and the walkway is well lighted... they see you but you don't see them).
Executive Quarters: The station administrator's room. A large and elegant state room, now deserted. One vent, that splits to lead either to the restroom or to the tunnel surrounding the Bridgeway.
Mess/Briefing Room: A combination cafeteria and meeting room, it has a resource node on one side. There is a small amount of Kharaa infestation in the lower rear corner, behind the node. Well lit except in that corner where the light flickers intermittantly.
Restroom: A well lit restroom. It's main purpose is to allow the Kharaa to access the vent system surrounding the Walkway and to flank advancing Marines, without allowing them to get there straight from the hive on this level.
Dorms: Infestation is apparent in this room. Lights are low, and there is a vent leading to the Encryption Processing Room (hive).
The Cathedral: A vaulted ceiling and expansive floorspace, divided by tall stacks of glowing data arrays. Darkened, but with adequate lighting for People to find their way around it. Has a node, as well as breakable windows that front the shaft itself. Useful for both sides, both for staging flying attacks on the Marine base and for Jetpack troops to gain access to this level if the Kharaa fortify the main entrance. Infestation more and more apparent as one moves farther away from the windows.
Encryption Processing: A smaller room than the Cathedral, but similar in looks to that room. This is the only midlevel hive room. Contains a resource node, as well as a small but interesting internal layout.


**Lower Level** This level can be accessed three ways: the Helix tram, the marine's Maintanence ladder, or the junction into the Air Purification hive. There is also a vent that leads from a one room out to the main shaft. Although it is possible for a jetpacking marine to get here and get inside with limited fuel... the results are more likely to involve a death by falling.

Tram Station: A small platform (very little room, maybe a tfac and turret or two, but nothing else), leading to decontamination.

Decontamination: A long hallway as well as a room, this area is the least infested one on the lower level. It was a series of large airlocks, meant for giving people to access to the "cleanroom" facilities on this level. Now all but one lock is nonfunctional, and the quarantine room is a real mess. This entire area is knee deep in water.
Processor Vault: A long low room at the end of the decontam hall. It's center is a lowered pit of computers. Infestation is heavy.
Power Generation and Manufacturing: These adjacent facilities are connected by a circular room with a resource node. Power generation has decent lighting and a nice hum. Manufacturing has a series of dead conveyor belts leading to sealed hatches... one of which can be welded open, leading down a long belt to a hive's anteroom. These areas are the largest on this level.
The Broom Closet: A small room near to the Processor vault. It contains a resource node. This is likely to be the Marines' main beachhead into this area if the aliens are guarding the Tram.
Air Purification: A hive location with heavy infestation. A vent in the back leads to the midlevel. There is a resource node towards the main entrance. A vent leads out to the main shaft itself.
Pulse Generator: The actual communications apparatus of the base. This powerful comm array was probably what attracted the Kharaa to build here. Now, the antenna is suspending a Hive, and the main doors to space are closed. a resource node is located in a niche on one side of this roughly ovular room.

Well, that's what I have so far. I also have a series of rough drawings of what the map will look like from an overhead view, and from what I can see, the idea is workable. I will most likely have to simplify it to avoid overloading the engine, and I already have a list of things that go on the chopping block first. I don't really have any illusions about my mapping ability, and this will take some (read: a lot) time, but I would appreciate any comments or suggestions. Oh, and I have a couple R/L friends who have offered to help out, so hopefully my feeble mapping skills will be somewhat augmented once I get underway.

Welll... do your worst.

Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    maps cant have overlaying levels (commander can't see or build on levels hidden by one level BUT if you do it right you can have it split out at diffrent levels and keep it feeling multi level for the players (and commander too in a diffrent way)... but to make it feel useable to the commander the levels have to be pretty close in height.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I believe what bitmap is trying to say is even if the levels aren't stacked over one another, if there's too much variance in height the comm will find some parts to low, far-away and small and others too high-up and large.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    thanks, someone can decode me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I really don't have That bad of english I just type fast, and have a hard time organiseing my thoughts.


    and just to point out my 3rd grade spelling is becuase I only learned to spell words by memorisation, and that kinda stopped at grade three... Mind you i'm pretty smart otherwise and have a great reading comprehension (higher then highschool)...
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Just as long as you don't speak Engrish, its ok with me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Damn that 'All your Hive are belong to us' joke.

    Another suggestion to Tgire is that perhaps he shouldn't attempt something so ambitious on his first try...

    One thing you could do is just start a room or two, where you can hone your brushwork and set up some architectural motifs for when you get started on the whole thing. If find developing a good map starts with interesting and well-brushed architecture, not a layout; although, this time around I'm making all-new textures, so I kinda have to do it that way or otherwise I don't know <i>what</i> I'm making textures <i>for</i>. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • TgireTgire Join Date: 2002-11-01 Member: 3121Members
    To be fair, I should mention a few things:

    1. I'm not an "all or nothing" person. I figure that, yeah, I'm going to have to cut out making the levels very far apart in height. I'll do the best I can without crippling the commander. In fact, I have a small army of people at my disposal, all with mapping knowledge, for playtesting and suggestions. So tweaking it won't be too painful.

    2. I'm not planning on making this thing overnight. Or even in a week. I figure NS will occupy me until Planetside comes out, so as long as I keep on chugging, I can learn as I go. This is basically my way of learning. I can't stand pointless tutorials. I would rather fail horribly and learn from the failure on a REAL project that succeed and learn a miniscule amount from a pointless tutorial.

    3. I do have a lot of help at my disposal. In short: an entire clan of people, several of whom have mapping experience, are around for advice, tips, and playtesting. I'm not in the clan, but hey, I know em and they seem to be happy to help. One would speculate that perhaps they are trying to gain intimate knowledge of the map (espcially one this ornate) before everyone else does... but whatever. Help is help.

    4. The "start with one room" suggestion- yeah, that's pretty much my plan. I'm going to start with a smallish room midway between the marine and alien strongpoints, and establish a motif in both directions. Probably I'll start with the messhall... and as for being too ambitious: well, now I have to do it, just to prove you wrong!

    I like this idea, and I think that it will not only give me some much needed experience, but the map itself has the potential for some seriously fun gameplay.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Okay then.

    Cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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