ns_crescent

ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
edited April 2007 in Mapping Forum
<div class="IPBDescription">My first map!</div>Hey!

I haven't been playing NS very much until the past few months, and my return to Natural Selection came with a side effect, I've decided to create my own map! I've been learning how to use Valve Hammer Editor (i got the basics down) and started building random rooms on my spare time.

Edit:
<!--coloro:#ff0000--><span style="color:#ff0000"><!--/coloro--><b>
WARNING: Most info in this post is irrelivant
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->All the "open" you do the work type thing is now gone, but I still accept free room donations!<!--sizec--></span><!--/sizec-->
</b><!--colorc--></span><!--/colorc-->
End of Edit

Today i decided to make my first map ever, ns_crescent (probably will be renamed). It's supposed to be a map good enough for official release, so no siege map or crazy map. The difference with this map and most others is that it will be mostly open source in terms of level design and individual room design, rather than what most people do(keep it secret until released).

My final goal is to make a map which the whole mapping community can say "yeah, i made that part" or "yeah, i came up with that idea". I also want a balanced map, a map that everyone will enjoy, new and the pro alike.

I started with a base level design I drew on Microsoft paint, and I'd like you to take a look at it. It's very basic, so any idea's that you may come up with (like what objects to be put and where will they be placed) and any balance considerations are accepted. You can modify the picture as much as you want, just tell me where you changed it.

Make sure anything added is not too complicated, I don't really know how to use Hammer (unless you show me how). If you like to work on any rooms or hallways or anything to put on the level, I invite you to download Hammer and go at it yourself! Try not to use custom textures, I'd rather use around 20 textures included with Natural Selection than 400 random textures!

PS. I probably wont post the RMF file that I'm working on myself, for simplicity and theft reasons (OMG! there are thieves on Natural Selection forums!?! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )

PPS. I wont be working on this very quickly or often, school, work and laziness take up large chunks of my day!

Anyway, now that i got that out of the way, here is my map design!

<img src="http://i148.photobucket.com/albums/s2/dmustillo/ns_crescentv2.jpg" border="0" alt="IPB Image" />

BTW. Newer versions are below, these old ones are... bleh

Comments

  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    <!--QuoteBegin-Chocolate's sig+--><div class='quotetop'>QUOTE(Chocolate's sig)</div><div class='quotemain'><!--QuoteEBegin-->How many skulks does it take to screw in a lightbulb?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Umm...just one, after all, they can walk on walls. <img src="http://img147.imageshack.us/img147/3030/whistlingao8.gif" border="0" alt="IPB Image" /><img src="http://img147.imageshack.us/img147/2783/146cq4.gif" border="0" alt="IPB Image" /><img src="http://img185.imageshack.us/img185/2316/357wf5.gif" border="0" alt="IPB Image" />

    Emot king, that's me.

    ANYWAYS, back on topic, I'd be happy to maybe make a room spiffy if you send me an RMF of just that one room.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    I can send you a simplified version of my readyroom if you like (to help avoid maxing out faces- my RR is more complex as I'm working on a siege map, so the map itself will be a little simpler)
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited February 2007
    <!--quoteo(post=1604159:date=Feb 6 2007, 06:25 AM:name=Spawn_of_Chaos97)--><div class='quotetop'>QUOTE(Spawn_of_Chaos97 @ Feb 6 2007, 06:25 AM) [snapback]1604159[/snapback]</div><div class='quotemain'><!--quotec-->
    Umm...just one, after all, they can walk on walls.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, but they got no fingers <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />


    Anyway, Ive begun working on my map and have got the Marine Start done (well, except for start points and lighting). It's not really the way i'd like it to be, what with the main corridor being in the front rather than the sides, but its not bad. Im going to look for a mirror so I can put my RMF files on, and heck, ill let people look at it themselves.

    I'm going to build the map first, but I'm going to need help with texturing and lighting.

    I'm going to compile my beta map so I can get a feel for size. I'm not sure if my room is to big or not.

    Ive got 2 main questions in my mind:

    1. What are the sizes for the different classes: marine, heavy, fade and skulk/gorge/lerk. I cant find their specs with some research, except for the onos (64 x 64 x 108).

    2. Textures and Objects
    - Can i get away with using 10 textures for the whole map?
    - Can i get away with having few objects like boxes or elevators


    I wouldn't mind any donations either, just send me the RMF file. My email is: dmustillo_1@msn.com

    Update: I uploaded my map. I think this is the link: <a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_cresent_alpha_002.rmf" target="_blank">My Map</a>
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Yup, that's the right one.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Thx the almighty admin god, that there are no flamers on this forum, you would be an ideal target...
    First of all: Its great you decidet to make map! However it is not such a good idea to release your first room. It has neither lighning nor fitting textures... its a classic beginner map. (Hey my first map was leaked, you could see the void when looking in any direction <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> i just built the floor and a house on it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
    About the community thing: youll find it is very hard to compile a piece of art out of many little pieces, the more pieces, the harder - thats why the whole organisation stuff in making a mod is really important.
    If you are starting to map, your project seems to be too big for you. Mapping needs a lot of practise, try to make your room a real beauty before taking on a whole map, you'll learn more.
    To your questions:

    1. What are the sizes for the different classes: marine, heavy, fade and skulk/gorge/lerk. I cant find their specs with some research, except for the onos (64 x 64 x 108).
    32 32 72 Marine, Fade, Crouching onos
    64 64 108 Onos
    32 32 36 Skulk, Lerk, Gorge, Crouching Marine & Fade


    2. Textures and Objects
    - Can i get away with using 10 textures for the whole map?
    - Can i get away with having few objects like boxes or elevators

    -You can get away with it, if you want your map to look ugly. 10 Textures are enough for one room.
    -I highly recommend that you add objects in your map, but not only crates (PLZ!!) Your piped for example look a bit misfitting since they are right in the middle of the room (hey pipes are always attached to walls) but its a good start.

    Puh that was an article... Best of wishes to you and your map! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    edited February 2007
    Woohoo, I did some stuff and check what I got in my compile console:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    ** Executing...
    ** Command: Change Directory
    ** Parameters: C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Valve\Valve Hammer\maps\ns_cresent_alpha_002.map" "C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002.map"


    ** Executing...
    ** Command: C:\PROGRA~1\Valve\VALVEH~1\tools\qcsg.exe
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002"

    qcsg.exe v2.8 (Jan 31 2000)
    ---- qcsg ----
    entering C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002.map

    ************ ERROR ************
    Token too large on line 6


    ** Executing...
    ** Command: C:\PROGRA~1\Valve\VALVEH~1\tools\qbsp2.exe
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002"

    qbsp2.exe v2.2 (Dec 28 1998)
    ---- qbsp2 ----

    ************ ERROR ************
    Token too large on line 1


    ** Executing...
    ** Command: C:\PROGRA~1\Valve\VALVEH~1\tools\vis.exe
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002"

    vis.exe v1.3 (Dec 30 1998)
    ---- vis ----
    1 thread(s)
    LoadPortals: couldn't read C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.prt
    No vising performed.

    ** Executing...
    ** Command: C:\PROGRA~1\Valve\VALVEH~1\tools\qrad.exe
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\half-life\ns\maps\ns_cresent_alpha_002"

    qrad.exe v 1.5 (Apr  6 2000)
    ----- Radiosity ----
    1 threads
    [Reading texlights from 'C:\PROGRA~1\Valve\VALVEH~1\tools\lights.rad']
    [1 texlights parsed from 'C:\PROGRA~1\Valve\VALVEH~1\tools\lights.rad']


    ************ ERROR ************
    Token too large on line 1<!--c2--></div><!--ec2-->

    What.

    The.

    crap0la.

    Edit:

    Here, have a look at my rmf file, I added a temporary hive area and a door that I hacked together...I probably messed up the outputs on the door triggers and stuff...lol...

    <a href="http://rapidshare.com/files/15932937/ns_cresent_alpha_003.rmf.html" target="_blank"> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> </a>
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    Yeah, i just realized i cant delete those 1 room maps (or any for that matter), so, eh, i wont do that.

    I guess ill just post stuff here to get idea and donations.

    And my map is weird, i dunno, it cant compile, it says that it can find ns.wad and ns2.wad <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> i use the Zoner Compile Tools. (i didnt get any errors nearly like chaos, but i did get an error for every tool executed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)

    Reference to bERt0r:
    W00t, i get title of "flame at me"

    Thanks for the advice! I realize now that this is a little too big for my part, so I'm going to downscale it to "i make map but take suggestions, advice and free stuff"! I might consider a CO map because its easier, balance is less important (i think) and much smaller in size, but i want a NS map (NS >>> CO for me)

    The second question i wasn't too sure about, i remember reading somewhere that you should use very few textures, no idea where though.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    Choco what im doing @ the moment is im building the map ina very basic form (one texture and no detail @ all ) and im getting the layout right.

    I'm also getting the passage times right from hive to marine spawn , getting them between the 25-35 bracket.Once im happy with all the passages and basic room sizes.Ill start by rebuilding the passages again with the detail I want and the same with the rooms.

    So far ive got 2 hives and a the marine spawn in but im having issues with times between the rooms and other things.

    The top down view of the map I made in paint and what the map is comming out to be like are quite different but still similar map is turing out to be alot more compact than it is one the paint map <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Im going to spend more than 100 hours on this map @ this rate <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> but thats not a big concern @ this point due im mapping for NS2 not NS it just give me alot more time to polish the map and balance it out.

    Last thing as you said you going to down scale your map and make it smaller I also did that with my map , its still pretty large @ this point but still smaller than it was.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Might aswell call it NS_Tanith2
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Thaldarin! Mind telling me what I did wrong?
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1605527:date=Feb 11 2007, 02:16 PM:name=Annihilatorza)--><div class='quotetop'>QUOTE(Annihilatorza @ Feb 11 2007, 02:16 PM) [snapback]1605527[/snapback]</div><div class='quotemain'><!--quotec-->
    Choco what im doing @ the moment is im building the map ina very basic form (one texture and no detail @ all ) and im getting the layout right.

    I'm also getting the passage times right from hive to marine spawn , getting them between the 25-35 bracket.Once im happy with all the passages and basic room sizes.Ill start by rebuilding the passages again with the detail I want and the same with the rooms.

    So far ive got 2 hives and a the marine spawn in but im having issues with times between the rooms and other things.

    The top down view of the map I made in paint and what the map is comming out to be like are quite different but still similar map is turing out to be alot more compact than it is one the paint map <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Im going to spend more than 100 hours on this map @ this rate <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> but thats not a big concern @ this point due im mapping for NS2 not NS it just give me alot more time to polish the map and balance it out.

    Last thing as you said you going to down scale your map and make it smaller I also did that with my map , its still pretty large @ this point but still smaller than it was.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Cool! I can't wait until the map is done, ill playtest it!


    <!--quoteo(post=1605547:date=Feb 11 2007, 05:02 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Feb 11 2007, 05:02 PM) [snapback]1605547[/snapback]</div><div class='quotemain'><!--quotec-->
    Might aswell call it NS_Tanith2
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I should, I could, I would, but i couldnt do it. I dont own Tanith and my map wouldn't be as nice as it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited February 2007
    Ok, here is a newer version of my map, its more different than the first.

    <a href="http://i148.photobucket.com/albums/s2/dmustillo/ns_crescentv3.jpg" target="_blank">Crescent v3</a>

    Its not as polished as the other one, but close enough. Wierd lines inside hallways should just be ignored. Ill add weldables sooner or later.


    BTW: the format is the same as the first, so:
    - Orange = Hive Location
    - Blue box = RT
    - Light Blue = Marine Start
    etc.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    Okay looking good.

    Just 3 things that I can see quick
    1: You have a very very long straight passage near the left hive.
    2: Travel time between marine spawn and right hive looks kinda short.
    3: The travel time between your hive oppsite your marine spawn looks quite long <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    You seem to be spending loads of time on plans which is good, have you thought of doing something like <a href="http://www.rapiduk.com/sys/nsmapp.jpg" target="_blank">this</a>. you could make a bare bones map - then you could actually play it with a few friends and see what needs changing from that.

    Plus that example picture took 5 mins, based on your plan there. Wouldn't be diff to add lights, ceilings and a bit of basic cover for aliens where needed.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    Get ride of one of the vents connecting to a hive or space them out. You can practically run from hive to hive through 2 vents, imo that makes it way to easy for the aliens. UNLESS you make one of them a weldable or something
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Even if my stuff isn't going to be used, can someone please just tell me why it won't compile?!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Spawn of chaos: You are using the original compile tools which are hella outdated. Have a look in the mapping faq or one of the webbed threads for a newer set. But your problem is cause by path names I think. Try using nems batch compiler as well as new compile tools. There is a guide I wrote for a friend <a href="http://www.rapiduk.com/sys/hammer/" target="_blank">here</a>.
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Lol?

    Thank you steve! That was all the help I needed...now to see if my door idea worked...
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited February 2007
    Thanks for all the imput, ive made some more improvements. I've so far done the marine start (has lots of pipes <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) and the room infront of it.

    <a href="http://i148.photobucket.com/albums/s2/dmustillo/ns_crescentv3-1.jpg" target="_blank">NS_Crescent v3.1</a>

    Changes (what i can remember)
    - I've added the relative heights i want. Its going to be a map which is based on the middle control mostly, but it is hard to control the middle. Its the lowest part of the map, with long corridors near marine spawn, short closer to hives.
    - Added lots of weldables spots, most vents are weldable
    - Added elevators
    - Made numerous minor hall changes, making some longer/shorter to get through
    - Added vents near top hive
    - Probably more

    <!--quoteo(post=1606197:date=Feb 13 2007, 09:29 PM:name=chubbysteve)--><div class='quotetop'>QUOTE(chubbysteve @ Feb 13 2007, 09:29 PM) [snapback]1606197[/snapback]</div><div class='quotemain'><!--quotec-->
    You seem to be spending loads of time on plans which is good, have you thought of doing something like <a href="http://www.rapiduk.com/sys/nsmapp.jpg" target="_blank">this</a>. you could make a bare bones map - then you could actually play it with a few friends and see what needs changing from that.

    Plus that example picture took 5 mins, based on your plan there. Wouldn't be diff to add lights, ceilings and a bit of basic cover for aliens where needed.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'll probably consider doing that, but im right now just the map one step at a time, making each room look nice, and continuing from there. It's a better idea if i do that because ive learnt some tricks (which = better map).
    Also, im thinking that ill do little testing myself (besides meeting the requirements) and release the map as a beta. Ill have lots of people play it = lots of feedback = less work finding/fixing problems for me = faster updates = happy.


    Edit: Made more changes, mostly with the siege spots and the exact hive locations.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    I love the layout of your design so far, but another complaint i have is how easy it will be for marines to siege out any of those 3 hives with your "siege rooms"

    I don't mean to be a prude or sound like an ######, we all are entitled to our own opinions but by far I am loving the layout of your map so far.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    edited February 2007
    I agree. Very nice layout so far <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Maybe reduce a bit your siege rooms or make unreachable positions for building to make them smaller <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited February 2007
    <!--quoteo(post=1607399:date=Feb 17 2007, 12:00 PM:name=Phur_Instinkt)--><div class='quotetop'>QUOTE(Phur_Instinkt @ Feb 17 2007, 12:00 PM) [snapback]1607399[/snapback]</div><div class='quotemain'><!--quotec-->
    I love the layout of your design so far, but another complaint i have is how easy it will be for marines to siege out any of those 3 hives with your "siege rooms"

    I don't mean to be a prude or sound like an ######, we all are entitled to our own opinions but by far I am loving the layout of your map so far.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1607404:date=Feb 17 2007, 12:18 PM:name=Skacky)--><div class='quotetop'>QUOTE(Skacky @ Feb 17 2007, 12:18 PM) [snapback]1607404[/snapback]</div><div class='quotemain'><!--quotec-->
    I agree. Very nice layout so far <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Maybe reduce a bit your siege rooms or make unreachable positions for building to make them smaller <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks, ill change it now (ill put it on the same picture). Ill probably put the hives far away so that only like 2 or 3 siege can hit the hive at any one time. I'm also thinking I should add more vents to the siege rooms.

    But what makes up for the siege rooms is the fact that most of the resource towers are closer to the aliens rather than the marines. Also, there are lots of slopes on the alien side advantaging them. I dunno if it balances out, but it changes how the level is played!

    But so far I'm happy with the map myself <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />, its getting closer and closer to completion (of the planning stage).

    Edit: <a href="http://i148.photobucket.com/albums/s2/dmustillo/ns_crescentv3-1.jpg" target="_blank">Crescent v3.1</a> Here is the link to my edit. The previous link might not work, haven't tested it.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    Ok, after maybe.... a month or two of reconsidering on almost a daily basis, I've settled on a design which I'm satisfied with. I've spent so much time on planning, its ridiculous. I've begun the actual mapping, but im starting from scratch because im unhappy with my current mapped parts.

    <img src="http://i148.photobucket.com/albums/s2/dmustillo/ns_crescentv3-2.jpg" border="0" alt="IPB Image" />

    This version brings some pretty major changes, not with the overall layout, but with how the flow works and exact positions. I haven't really placed any elevators just yet, I'm doubting whether i need them anyway.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>More specifically, it brings:</b><!--sizec--></span><!--/sizec-->

    - <b>Heights of rooms;</b> the start positions are high, and progressively get lower the farther away you get.

    - <b>Re-Re-Revised siege rooms;</b> Now every hive has an adequately siegeablity for what I want the marines to bring for that battle (see point below).

    - <b>Inter-connective vents;</b> most rooms and resource nodes are accessible through the vent system.

    - <b>Kinda unique hives;</b> some are more prone to sieges (left hive), jetpacks (top) or heavies (right).

    - <b>Central based fighting;</b> there is a middle room which is most strategic position on map, yet hardest to defend for both teams.

    - <b>Revised Resources;</b> total of 9 resource points, most placed where there are at least 3 entrances to it or between hives/MS. The maps resource nodes are split more or less 50/50 no-matter how the map is split through its middle.



    If any other problems you see arise, you can tell me. I'll be working on this map alot because its march break for me <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (or the opposite, depends how much i go out). I'm a fan of getting much feedback, so I'll see if I can get a 1 texture mostly bare bones map, and work from there.

    That should be it for now I think. I got all my mapping/compling software good, my layout nice and done, time to start mapping <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.

    Yours truly, Chocolate.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    Good to see your new work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    I like the new layout, kinda big, but I like it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1611785:date=Mar 6 2007, 12:25 PM:name=Skacky)--><div class='quotetop'>QUOTE(Skacky @ Mar 6 2007, 12:25 PM) [snapback]1611785[/snapback]</div><div class='quotemain'><!--quotec-->
    Good to see your new work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    I like the new layout, kinda big, but I like it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for the good reviews everyone, when I started I wansnt sure if anyone would like my stuff, now I'm encouraged <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />. Doesn't matter if its too big, NS official maps lack big maps, and ultimately I want this to go official so those 16 vs 16 games have a big enough map to play with <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited April 2007
    Heh, long time I've forgotten about this topic....

    <b>Update!</b>

    Well, not much has really happened since I started my adventure making a map. I polished up my layout completely, its not very different from what is above. I did my rough draft before, but I didn't really like it all that much. It seemed to "clunky" and "plain" so I scraped it and started a better copy (this sentence is the same as my above post).

    Now with my new version I got a much smaller size map I think. It takes up 1/3 of the editor for just the lower to middle parts of the map. It seems to be much more pleasing for me in terms of shape, it isn't straight halls and straight walls/ceilings all the way through. Its all null texture, because I'm taking this map step by step for quality.

    Lately I've been working on my map, but before last weekend I never worked on the map for months i think.

    Here is some pics of what I got:
    <a href="http://i148.photobucket.com/albums/s2/dmustillo/CrescentA_Overview.jpg" target="_blank">Overview</a>

    <a href="http://i148.photobucket.com/albums/s2/dmustillo/CrescentA_4.jpg" target="_blank"> Marine Start</a>
    <a href="http://i148.photobucket.com/albums/s2/dmustillo/CrescentA_3.jpg" target="_blank"> Mid way between MS and Siege room</a>
    <a href="http://i148.photobucket.com/albums/s2/dmustillo/CrescentA_2.jpg" target="_blank"> Siege Room 1</a>
    <a href="http://i148.photobucket.com/albums/s2/dmustillo/CrescentA_1.jpg" target="_blank">Siege Room 2</a>

    PS: I've only got from MS to the siege room on the right done and untextured.

    As I said before... I'm really lazy... so... improductivity is my middle name.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2007
    Might want to replace all of those AAAtrigger textures you are using as temp texture on, better sooner then later. I remember there being something funky when you have a brush with null/normal textures and 1 fact as AAAtrigger. Not sure IF this is at all true (memory seems to fail me on this particular matter <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )

    Also can't really comment on <!--coloro:#444444--><span style="color:#444444"><!--/coloro-->*swear filer on* none-compiled *swear filer off*<!--colorc--></span><!--/colorc--> map screenshots
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1621776:date=Apr 18 2007, 08:54 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Apr 18 2007, 08:54 PM) [snapback]1621776[/snapback]</div><div class='quotemain'><!--quotec--> Might want to replace all of those AAAtrigger textures you are using as temp texture on, better sooner then later. I remember there being something funky when you have a brush with null/normal textures and 1 fact as AAAtrigger. Not sure IF this is at all true (memory seems to fail me on this particular matter <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )

    Also can't really comment on <!--coloro:#444444--><span style="color:#444444"><!--/coloro-->*swear filer on* none-compiled *swear filer off*<!--colorc--></span><!--/colorc--> map screenshots <!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, its just the floor that has it, the rest is null... nothing too big to change. If Im bored one day ill change them, im just lazy right now.

    Heh... non-complied is the best! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • fearianfearian Join Date: 2007-04-14 Member: 60624Members
    no it really isnt.

    map out a whole room, compile then take screenshots of it. then people can actually give usefull critisism on how you can improve it.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    yeah, use Cordon Bounds around the room, or actually block off the exits and compile (assuming theres no leaks).

    You dont have to use full VIS and RAD... but then again, on a single room, it'll only take 2 mins. But, if you build a room, take the time to texture it, light it up, compiling all the way to see how it turns out. IMO the proportions of the actual architecture takes by far the longest; once you have that, texturing is just artistic decisions, same with lighting.

    Once you have real screenshots, people will take much more interest. Showing an overview like that, while it shows good preparation, also shows that we have a very long time to go before we can play it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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