Citymap

Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
edited November 2002 in Mapping Forum
<div class="IPBDescription">hives in the city</div> Ok NS is in the future right? So lets say that in the future they ahve these huge metropolises, and large areas are like wilderness but urbans area with no laws or nothing, maybe not even inhabited by people anymore, perhaps bombed out or infested by some disease or something.

Well lets say somehow the kharaa turn up here and start infesting the large sewer networks and abandoned buildings, and finally rumours start to spread and the marines are sent in. I think this could be a really cool and different map. Hard to explain the res-spots? Well, explain res-spots in a spaceship then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Imagine walking down a street and getting jumped by skulks from the buildings on the sides, climbing down in good old fashioned sewers, leading deeper and deeper down into an ancient network of tunnels etc.

Here Harry S.truman feel free to add this one to my "long spewing list of very poor suggestions."

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Can you say map size limits <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Then can you say port to serious sam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Sounds good. Make it. Your idea, you make it.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I actually like that idea alot. Go for it. And BTW alot of CS maps were pretty Big so i think your ok for map size.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--Sirus+Nov 29 2002, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Nov 29 2002, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I actually like that idea alot. Go for it. And BTW alot of CS maps were pretty Big so i think your ok for map size.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The problem is not the size of the map itself, is the result of the equation

    map size + number of details + gameplay problems

    NS isn't CS!!! in CS u haven't flying aliens, in NS there aren't open space map mainly for this, and also flayra wanted a mod set up in dark hallways, like Alien(the movie)
    would be nice to have open spaces, but u must find a way to block the flyers in a good way, for eg making a defensive shield...but u'll need the right textures and find a way to render a good shield with the HL engine...
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    plus.. there is also the problem with skywalking skulks.
  • RamboukRambouk Join Date: 2002-11-26 Member: 9988Members
    edited November 2002
    skulks can't walk on any brush that uses the sky texture or clip texture...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--Justin Case+Nov 29 2002, 02:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Justin Case @ Nov 29 2002, 02:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, explain res-spots in a spaceship then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They did, quite well actually, in the NS manual.

    This idea is different, to say the least, but I think it would be like creating an outdoor map. You would not be able to have any large areas at all - or r_speeds for the commander would fly through the roof. Large open spaces also unbalance the game -- turrets were not meant to be destroyed from 500 feet away. Its worth a try, but keep in mind that 1) Multilevels and 2) open spaces just <i>dont</i> work for NS.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    edited November 2002
    <!--QuoteBegin--Black Dog+Nov 29 2002, 10:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Black Dog @ Nov 29 2002, 10:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Sirus+Nov 29 2002, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Nov 29 2002, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I actually like that idea alot.  Go for it.  And BTW alot of CS maps were pretty Big so i think your ok for map size.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The problem is not the size of the map itself, is the result of the equation

    map size + number of details + gameplay problems

    NS isn't CS!!! in CS u haven't flying aliens, in NS there aren't open space map mainly for this, and also flayra wanted a mod set up in dark hallways, like Alien(the movie)
    would be nice to have open spaces, but u must find a way to block the flyers in a good way, for eg making a defensive shield...but u'll need the right textures and find a way to render a good shield with the HL engine...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The map doesnt have to be that big just because it is a citymap. Thats a very minor problem. Actually Im thinking the city above ground will only be a small part of the map, and number of details? Ummm natural selection maps have more details than any other mod I think. There is no more open space in lets say cs_italy than a NS map.
    Some of the rooms in NS has much more flying space than most CS maps, or dod maps for that matter. Also, if you have sky above, you can spot lerks instantly making them much less effective. About the dark hallways, buildings, lets say an abandonded factory can be very dark and scary. Same thing goes for sewers. Actually an abandonded street in a ghost town can also be scary.
    Well I dont have the time or skill to make this map, it would become a sad mockery of a good idea. Any good mapper wants to have my idea?
  • DirectorDirector Join Date: 2002-11-25 Member: 9962Members
    i think its a very excellent and original idea. go for it!
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    if it was a series of buildings with skylights or whatever (could still have a planetside feel while restricting access to outdoors) connected by tunnels, sewers and the other sort of city things underneath, i can see this idea being really cool.
    you could even have a futuristic mall, or living quarters, something definately more human than that which you see in the current NS maps but sticking to the theme.

    justin, it seems that you're full of some intriguing ideas, which is great. Only you can fully realize your own vision. i suggest you try your hand at mapping some of these ideas, even if they dont get finished and breathtakingly polished, u could post them to further inspire others.
  • WheatevoWheatevo Join Date: 2002-11-17 Member: 9074Members
    I do not see why a city could not be put on a space station. Why not make that the premise? It would explain the resource nozzles well enough.
  • JedipunksJedipunks Join Date: 2002-11-04 Member: 6900Members
    If skulks think they are funny at climbing skys, this also would be a good idea for NS over all (suggestion part and map part)...

    Allow a certain section of the amtosphere(?) unbreathable to aliens (normal oxygen). And areas near hives for aliens to live in , visversa to marines. I'm only suggesting this for outdoor maps...

    Basically, what I'm saying is if a skulks tries to climb a sky, kill them... I dont know what exactally with... Not to advanced with mapping techniques.... Auto turrets?
  • ChocoboXVChocoboXV Join Date: 2002-11-03 Member: 6580Members
    <!--QuoteBegin--SentrySteve+Nov 29 2002, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SentrySteve @ Nov 29 2002, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... 2) open spaces just <i>dont</i> work for NS.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you get the right person making an outdoors area, it could work. Why is everyone against this idea..<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> If they do outdoors and it can't be an official map, so what? If you don't want something taken out "500 feet away" don't put it out in the open. That's called common sense. I'm not saying this wouldn't be a problem, but there are things you can do to work around it. Most large outdoor areas I will agree probably won't work...but why not try? Just because the ns mapmaking guide says don't? If you have this great idea with an outdoors area in your map, MAKE IT! <b>Just don't submit it as an official map or comaplin that they won't accept it</b>. Was that so hard?

    I for one haven't played an outdoors map, so I can't say if it would work or not. Sounds like you have tried a few since you're so sure they "just don't work", but until I play a few outdoors maps I can't make that judgement.
  • ChocoboXVChocoboXV Join Date: 2002-11-03 Member: 6580Members
    <!--QuoteBegin--Jedipunks+Nov 29 2002, 10:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedipunks @ Nov 29 2002, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Basically, what I'm saying is if a skulks tries to climb a sky, kill them... I dont know what exactally with... Not to advanced with mapping techniques....  Auto turrets?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You need to find out how to make that ceiling inaccessable to the skulk, don't kill him. (make the ceiling a clip texture that the skulk can't walk on) Short of doors that deal damage if they close on you, you shouldn't put items that deal damage to you in your maps. (Even doing that for doors isn't a good idea) And this is for most maps, there will be the exception on a few maps, but try and avoid this as much as possible imho.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    edited November 2002
    I would like to point out that LARGE open areas are almost nonexistant in citymaps in mods like dod and cs. Some exceptions are cs_assault and de_aztec.

    And about the resspot, if they can come up with a reason for resspots in spaceships Im sure I can come up with a reason for resspots in a city <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I will start sketching a bit on this map just for fun, but if some mapper would like to make it maybe we can discuss it a bit it would be so cool. although if someone is interested you would of course have the last word and it would be your map entirely but if you want to do it please post it here or pm me.
    My vision so far, except for what Ive previously stated is an old abandoned industrial area 20th century style, perhaps with some old rusty 20th century cars(kinda like fallout or the movie final fantasy). The sky should be day, but cloudy, perhaps rain and in the background(the .tga file)ruins of skyscrapers. Maybe the city was once the victim of a bombardment and was then abandoned. It would be cool with some grass and vines on the walls to show that the city has been abandoned for a long time. There could perhaps be one big street, blocked by a marine dropship. Then you can walk around inside those large old factory buildings, which are the major part of the level above ground. Im thinking kind of like in dod_koln, and they should have high ceilings where skulks can run around, and somewhere in this factorycomplex they have a neat little hive.
    Then theres the sewers which I havent thought much about.....
    ALthough Im getting a vision as I speak but its such a good idea that I dont want to say it here hehe damn I wish I could map
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I simply dont have the time to dig into it
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Be sure to make the buildings dark inside. Make sure you dont make it too bright, dont make it too hard for aliens. But i'd love to play on a map like that.
  • BouncyBouncy Join Date: 2002-11-07 Member: 7623Members
    dif engine = cool hl engine = not so cool
  • WaffleHouseNinjaWaffleHouseNinja Join Date: 2002-11-27 Member: 10077Members
    I think that idea would be awsome, Heh put a lot of dark corners on the map for me cuz I love gettin scared when somethin pops out of dark places in a game. But make sure you tell us when its done.
  • DjArcasDjArcas Join Date: 2002-11-11 Member: 8187Members
    <!--QuoteBegin--ChocoboXV+Nov 29 2002, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChocoboXV @ Nov 29 2002, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SentrySteve+Nov 29 2002, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SentrySteve @ Nov 29 2002, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... 2) open spaces just <i>dont</i> work for NS.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you get the right person making an outdoors area, it could work. Why is everyone against this idea..<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> If they do outdoors and it can't be an official map, so what? If you don't want something taken out "500 feet away" don't put it out in the open. That's called
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have to agree here. You can't take indoor-NS map tactics and apply them to outdoor map tactics. My map with outdoor areas, well, the skulks get mown down if all the marines have their eyes peeled. The tactic there is to hold off attacking until somewhat later, when the marines are more dispsered, and you have more powerful aliens. In my map, at least, the marines can't hole up outside where they have an undeniable advantage - they have to assault into the facility where all (except one) of the resource nodes and all the hives are.

    I'm not saying an entirely outdoor map would or wouldn't work - I'm not psychic, and I've only played mine, which has outdoor sections. I WILL say that if people carry on applying their indoor tactics to an outdoor map, then they'll lose everytime. Adapt or die. :-)
  • tekwormtekworm Join Date: 2002-12-12 Member: 10685Members
    an outdoor map, if done correctly, would be really cool. In order for rn's (res nodes) to exist it would have to be like a half-infested future city or something....i dont know..heheh
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    Why dont you do a city map as if it was inside a large residential block area. Think the residential blocks freom the talent series by Anne McCaffery, or the Hives from the Warhammer 40k universe.
    The hives im thinking of are about 10 mile high pyrimids, that humans have built for lining in. Because of the universe theyre set in the hives mainly seem to be industrial bassed, with inside areas that are hundreds of meters accross for working and living. And theres always the underhive for various things like mutated species, slag heaps, toxic wastewlands ect.
    A Residential block is something along the same lines of a hive, but smaller and not so run down.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    I'll do better next pic.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    it's in the feeling, yes it is...
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Looking cool although its not the way I was picturing my citymap, but thats good. THen there can be 2 different or more. WHo knows it might even become a mapping trend.
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