You potential Map ideas for NS2 on Source?
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">the fun begins</div><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I call the space station with a long glass hallway with full-spectrum high-def Space around them, filled for miles with asteroids and satellites (go go 3d skybox, maybe even with models!)<!--QuoteEnd--></div><!--QuoteEEnd-->
This simple little thought, of specifically exploiting the dozens of new features of Source towards the building of a completely new map and frankly maptype, simply clicked for me. Why havn't we talked about what to do with source? What we're planning on doing with source? Or, put forward simple ideas (that can then be refined once the real specs come out) that could be built upon to create the foundation for your next map, in NS2?
So thats what im doing. I'm calling this room I explained <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. Which, by the end of this post, has evolved into a full-fledged map concept, hopefully to be drawn up in the coming days. <b><u>The tentative name is ns_mir9, or ns_stage. </u></b>
There'll be lots of skybox usage. I'm planning (as of two minutes ago) a space station map, with, say, three separate structures that form a space station, which are linked by glass tubes of all sizes, probably one big (circumference of a house), one medium (large hallway), and one or two small ones for vents and ninja routes.
The three structures would probably be one very large one, and then two mediums, and have the biggest glass tunnel be an entire area of the map upon itself.
<u><b>--Nodes:</u></b>
Assuming the current res node system stays with NS2, i'd say that the biggest section (of the 3 structures) would hold both MS, one hive and 4 nodes. The slightly bigger of the two other structures would hold a hive and two rts, while the other would have just one hive and one rt. The layout wont let any hive have a real advantage, though some may have natural advantages (ha friendly, jp friendly, siegability etc). Then, the largest of the glass connecting tubes will hold two nodes; people will think of them as a double on first glance, but find out that they are detached enough to be a Chem/Acidic 'double', a la Tanith. The final, 10th node will be somewhere along the small glass connector, likely close to the smallest Hive-holding structure.
<u><b>--Crazy S***: 'Detachment Control' weldable</u></b>
I said that there are three sections, interconnected by glass tubes. But they're also connected to each other, albeit by really thick doors. The idea is that they can close these and detach from one another if they needed to for whatever reason. The thick doors would be on both sides of this connecting door, with a small forcefield gap in between.
SO. There will be a weldable. Its a long one, and in a gutsy place, but its worth it. Once welded, you hear the 'computer voice' a la Star Trek, saying 'Detachment sequence initialized, 15 seconds until Bridging Joints Closing'. Then 15 seconds later, these massive doors slowly come down, blocking off these routes.
The computer then says, maybe 3 times over the course of 45-60 seconds, 'Awaiting Captain's Authorization to Detach, Please Stand By'. Then, after the 45 seconds, 'Authorization not received. Opening Bridging Joints', and they then slowly come back up.
Could get some lights flashing while the doors open/close, some steam at the end, etc etc. Maybe even a small gap between the doors where one person can fit, who gets trigger_hurt to death once the doors close (the kinda thing everyone will do once).
So, the whole cycle is done in one minute, maybe 1:30 with the doors opening and closing. I'd probably have it as a re-weldable after 10 mins or so, since it will be in a vulnerable place, have a long weld time, and be in a diffifult-to-defend area. This weldable would give the potential for some serious tactical maneuvreing by the marines trying to set up shop somewhere, etc. The rest of the connectors would be open, such as the glass hallways, so it wouldnt actually cut off the map. It would just become an annoyance, even when someone does it by accident on your own team <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Of course, the positioning of these doors would be planned from the get-go to be balanced.
And thats the preliminary plan for the Detachment Control weldable.
Okay, that was huge. I'm tired as hell now, and it'll be interesting to see if anyone actually reads all this. Hopefully itll get some convo going though, and some ideas tossed around.
Keep in mind too: these NS:Source maps wont be customs. If they're properly made, they get bought by UWE and come with the installer. Hence, you can have as many map-specific sounds you want, such as a computer voice for a certain weldable. Maybe even for a 'Access Granted' and 'Access Denied' for doors that either open, and for those that get locked or are simply for decor.
This simple little thought, of specifically exploiting the dozens of new features of Source towards the building of a completely new map and frankly maptype, simply clicked for me. Why havn't we talked about what to do with source? What we're planning on doing with source? Or, put forward simple ideas (that can then be refined once the real specs come out) that could be built upon to create the foundation for your next map, in NS2?
So thats what im doing. I'm calling this room I explained <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. Which, by the end of this post, has evolved into a full-fledged map concept, hopefully to be drawn up in the coming days. <b><u>The tentative name is ns_mir9, or ns_stage. </u></b>
There'll be lots of skybox usage. I'm planning (as of two minutes ago) a space station map, with, say, three separate structures that form a space station, which are linked by glass tubes of all sizes, probably one big (circumference of a house), one medium (large hallway), and one or two small ones for vents and ninja routes.
The three structures would probably be one very large one, and then two mediums, and have the biggest glass tunnel be an entire area of the map upon itself.
<u><b>--Nodes:</u></b>
Assuming the current res node system stays with NS2, i'd say that the biggest section (of the 3 structures) would hold both MS, one hive and 4 nodes. The slightly bigger of the two other structures would hold a hive and two rts, while the other would have just one hive and one rt. The layout wont let any hive have a real advantage, though some may have natural advantages (ha friendly, jp friendly, siegability etc). Then, the largest of the glass connecting tubes will hold two nodes; people will think of them as a double on first glance, but find out that they are detached enough to be a Chem/Acidic 'double', a la Tanith. The final, 10th node will be somewhere along the small glass connector, likely close to the smallest Hive-holding structure.
<u><b>--Crazy S***: 'Detachment Control' weldable</u></b>
I said that there are three sections, interconnected by glass tubes. But they're also connected to each other, albeit by really thick doors. The idea is that they can close these and detach from one another if they needed to for whatever reason. The thick doors would be on both sides of this connecting door, with a small forcefield gap in between.
SO. There will be a weldable. Its a long one, and in a gutsy place, but its worth it. Once welded, you hear the 'computer voice' a la Star Trek, saying 'Detachment sequence initialized, 15 seconds until Bridging Joints Closing'. Then 15 seconds later, these massive doors slowly come down, blocking off these routes.
The computer then says, maybe 3 times over the course of 45-60 seconds, 'Awaiting Captain's Authorization to Detach, Please Stand By'. Then, after the 45 seconds, 'Authorization not received. Opening Bridging Joints', and they then slowly come back up.
Could get some lights flashing while the doors open/close, some steam at the end, etc etc. Maybe even a small gap between the doors where one person can fit, who gets trigger_hurt to death once the doors close (the kinda thing everyone will do once).
So, the whole cycle is done in one minute, maybe 1:30 with the doors opening and closing. I'd probably have it as a re-weldable after 10 mins or so, since it will be in a vulnerable place, have a long weld time, and be in a diffifult-to-defend area. This weldable would give the potential for some serious tactical maneuvreing by the marines trying to set up shop somewhere, etc. The rest of the connectors would be open, such as the glass hallways, so it wouldnt actually cut off the map. It would just become an annoyance, even when someone does it by accident on your own team <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Of course, the positioning of these doors would be planned from the get-go to be balanced.
And thats the preliminary plan for the Detachment Control weldable.
Okay, that was huge. I'm tired as hell now, and it'll be interesting to see if anyone actually reads all this. Hopefully itll get some convo going though, and some ideas tossed around.
Keep in mind too: these NS:Source maps wont be customs. If they're properly made, they get bought by UWE and come with the installer. Hence, you can have as many map-specific sounds you want, such as a computer voice for a certain weldable. Maybe even for a 'Access Granted' and 'Access Denied' for doors that either open, and for those that get locked or are simply for decor.
Comments
[EDIT] To elaborate; Source can make water look fancy. ns_hydrosity has a decent amount of water in it. I figure I should at least give the hydrosity theme a try.
As such, a space station as i described could be built around almost any game format we're thrown. I hope that they keep the 4 critical location (MS-Hive-Hive-Hive) setup, with 6 separate 'important' locations (rts), as this seems like the perfect balance between expansive layout and manageable strategy.
And for now, all we have is NS. So might as well make the basic concepts fit with NS so the ideas can be brought out, and then modify them to fit with the NS2TR once it comes out.
I'm ramping up my excitement for building this map now <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I'm awaiting the NS2TR and some informations about the gampelay of NS2 before start the map on Hammer 4.
One of the best ideas I saw, that I really hope gets a chance is 'random' hive locations.
Basically there will still only be 3 hives maximum, but there will be 5-7 potential hive locations, making the each map a totally unique opportunity.
There were also ideas about alternative MS, and of course there was mention of 'staged' games, whereby you capture an area, seal it off, then your spawn position changes based on whether you won or lost the round.
There is so much possibility, to actually try and create a map is futile, but concept pieces, to get used to what the engine can do etc are a great idea, just don't waste your time on a complete map.
Although saying that, NS2 could be to NS what CS:S was to CS, a clone on a better engine, with a few fancy additions.
If you want to do anything for NS2, do what I am doing, build a room with entrances and exits, style it, and put short hallways outside the room. Then do another one, so you end up with lots of different concepts that could potentially be built upon, added together, etc, or thrown away... but at least you got lots of hammer 4 experience....
Oh, and if you ever intend to use fire in hammer4, DO NOT TICK VISIBLE FROM ABOVE FLAG. It will cause your game to crash. It was something they added when they updated the engine for HL2:E1, but it just causes HL2:DM etc to crash, just a word of advice..
I'm considering remaking ns_hydrosity. Except with a layout that isn't crap.
[EDIT] To elaborate; Source can make water look fancy. ns_hydrosity has a decent amount of water in it. I figure I should at least give the hydrosity theme a try.
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Yes you should.
I'm tempted to give Altair a shot with source but it is dependent on how much time I have to spend on it. I already have quite a few other projects keeping me busy.
Until them im working on my own texture + prop set, and doing some concept designs for rooms in max.
Yes you should.
I'm tempted to give Altair a shot with source but it is dependent on how much time I have to spend on it. I already have quite a few other projects keeping me busy.
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Yes I wonder how Source will render <!--coloro:#6600CC--><span style="color:#6600CC"><!--/coloro--><b>teh purple!!!!!</b><!--colorc--></span><!--/colorc-->
Now I have idea of huge Spacecraft mapped lenght wise, where marines will use tram in their advantage (while aliens will dominate shafts and vents with infestation).
<img src="http://www.map-central.co.uk/images/classified_01.jpg" border="0" alt="IPB Image" />
<img src="http://www.map-central.co.uk/images/classified_02.jpg" border="0" alt="IPB Image" />
<img src="http://www.map-central.co.uk/images/classified_03.jpg" border="0" alt="IPB Image" />
<img src="http://www.map-central.co.uk/images/classified_04.jpg" border="0" alt="IPB Image" />
www.dimensionstudios.org
Hi guys, well if u dont know i work with a team called dimension studios and we are currently going to be releasing a map for cs, but i thought id show u one section of the map which in a way shows the potential of which ns2 maps could become, i also want to mention that our partnership mod group orion made the custom models ( screens etc )
*pics*
www.dimensionstudios.org
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Wow that looks great. Keep up the good work. I will give it a try when its released.
I'm sure I did that and it didn't crash, just went slow, or maybe I just thought about doing it, then didn't...
<!--quoteo(post=1636305:date=Jun 28 2007, 03:42 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE(Hybridclaw @ Jun 28 2007, 03:42 PM) <a href="index.php?act=findpost&pid=1636305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If some of the currents maps will be used in NS2, (since a lot of time has passed between NS1 and NS2) these maps should show signs of all the time that has gone by. The maps could be redone to show abandoned and damage marine structures from previous fights. Doors that were previously locked could be opened or walls could be collapsed to grant access to tunnel. Hallways could be collapsed to prevent people from going back to certain areas. Lights could be out and marines would need to weld to get them back on. Areas could be flooded. Rooms can be sealed shut due to damage exposing it to the vacuum of space. The list goes on�..<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like a cool idea.
Here’s my map idea, I have posted it <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102563" target="_blank">else where</a>:
<!--quoteo(post=1648801:date=Sep 11 2007, 09:41 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 11 2007, 09:41 PM) <a href="index.php?act=findpost&pid=1648801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...But then I think I do have a thing for walkways. They are going in my list of must haves for my map:
Must have list:
Obvious things (hives/marine start/RTs)
Plenty of wieldable stuff
Vents that look like they do stuff, not just A to B
Airlock concept (I have posted it on here quite a lot of times)
Drop/escape pod room
A pillar room (filled with evenly placed large pillars, ye oldy temple style, think matrix lobby sequence)
(maybe catacombs)
Some creepy twisting tunnels
Some kind of gothic arches.
A gorge (as in a hole in the ground, not the life form) or a canyon/giant long bottomless pit with walk ways accorss.
Walkways: perhaps that can be moved at 90 degrees, think Harry Potter staircases.
I think, I am currently thinking along the lines of a giant graveyard that covers half a moon or wasteland world. Maybe with some kind of dome(s) that covers it. The Kharaa have come in as spores on the dead, or perhaps as fully developed life forms hiding in the cargo holds of the ships carrying the dead bodies. The marines would then be sent in to stop further spread of the DI and onto the rest of the moon and neighbouring inhabited solar system, but also to protect and hour the dead, many of whom are fallen comrades.
I imagine this graveyard moon would exist, because one day we will run out of space on earth, heck here in London we are already running out of space and councils are disturbing the bodies and digging deeper (or there was talk of it on the news a year or so back), then putting them back with more of the same family on top, or threatening to “evict†those people who have been in a grave for over a certain amount of time or the grave is unrecognisable and untraceable to any current family. It’s a bit sickening really.
But back to topic... What do you think? Just an idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's kinda my idea, I don't think you will be able to go over half the moon (Dur!) But maybe the ready room will have images/maps of the moon in it, or you can see over the moon.
I haven't got a name yet, maybe:
ns2_Fallen
ns2_Forgotten
ns2_Awoken
ns2_Eradication
ns2_Oblivion
ns2_Silence
ns2_Ruin
ns2_Tomb
ns2_Necrosis (nice name for the moon)
I like the first one, what does everyone else think? Votes? <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Yes<!--colorc--></span><!--/colorc--> or <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->No<!--colorc--></span><!--/colorc--> on idea and names.