I like large maps

2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
Note: I am not suggesting that anything be changed right now for NS2, as what I'm talking about would be a very significant change and now is probably not the time for it.

It slightly saddens me to hear that the maps in NS2 will be smaller - instead of sprawling corridors and such, it'll be 6-8 distinct rooms. I think a great part of NS1 is the ability, for individual players, to pick their battles. Marines can choose to be with their squad taking down nodes or trying to siege down a hive, or a marine can be walking around by himself attempting to ambush a retreating lifeform or sneak a PG in the hive. Aliens can, too, be all working together to kill the main marine group - but one fade can be harassing MS, or skulks ambushing lone marines in completely unexpected places, etc.

So, there isn't much point to this thread, except to point out that I like that NS1 has large maps which allow for a variety of play styles.

Comments

  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <img src="http://www.button-masher.net/images/ns2/scale_reference.jpg" border="0" class="linked-image" />

    the more linear look to the example map is what worries me more.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Keep in mind that's the "4 maps" that they will be releasing.

    There will also be community made maps that will most likely be shipping along with it.
    I'm bashing around in the Source SDK atm trying out basic map layouts, I'm gunning for larger maps... Say 9 "res" rooms with 2-4 "extra" rooms either linked from a res room for power or just a spare room to fight in. On top of the Res/Tech rooms that will be available for marine / alien use with CC and Hive.

    That's the "smaller" of my larger map idea. Another couple I have roughly penned in use similar idea but larger again, 14 "res" rooms with 8 "res/tech" rooms and 4-8 "extra" rooms that I've yet to decide if they'll be linked to a res room or not.

    But that's assuming you can have more than 6 tech points on a map.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    <!--quoteo(post=1718581:date=Jul 21 2009, 10:40 PM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Jul 21 2009, 10:40 PM) <a href="index.php?act=findpost&pid=1718581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep in mind that's the "4 maps" that they will be releasing.

    There will also be community made maps that will most likely be shipping along with it.
    I'm bashing around in the Source SDK atm trying out basic map layouts, I'm gunning for larger maps... Say 9 "res" rooms with 2-4 "extra" rooms either linked from a res room for power or just a spare room to fight in. On top of the Res/Tech rooms that will be available for marine / alien use with CC and Hive.

    That's the "smaller" of my larger map idea. Another couple I have roughly penned in use similar idea but larger again, 14 "res" rooms with 8 "res/tech" rooms and 4-8 "extra" rooms that I've yet to decide if they'll be linked to a res room or not.

    But that's assuming you can have more than 6 tech points on a map.<!--QuoteEnd--></div><!--QuoteEEnd-->And assuming they can be balanced. If so, then I would be really happy to see a variety in the size and complexity of maps. If having a different from standard number of tech points would throw the balance off (as it somewhat does with NS1), that would be unfortunate. (12 nodes or something on Machina? Marines get PGs and win)
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1718595:date=Jul 22 2009, 02:32 PM:name=2_of_Eight)--><div class='quotetop'>QUOTE (2_of_Eight @ Jul 22 2009, 02:32 PM) <a href="index.php?act=findpost&pid=1718595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And assuming they can be balanced. If so, then I would be really happy to see a variety in the size and complexity of maps. If having a different from standard number of tech points would throw the balance off (as it somewhat does with NS1), that would be unfortunate. (12 nodes or something on Machina? Marines get PGs and win)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm doing a deliberate build of how it will go, and if I can limit PGs to certain rooms etc. I may even consider that too (based on story for the map) I won't have random rooms that you can't build a PG in. But a story-based reason. IE: A high-risk lab room that is shielded against certain things. You cannot build a PG or IP in there for example due to shielding preventing technology communication or some-such.

    But as you say, ONLY if it can be balanced, if not I'll scale it back a tad.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Best of luck to you :)
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I echo this sentiment. I don't even know if PGs will make it in or not, or what other techs do, but I too love the overwhelming sense you get first playing an NS map. Having to use it to get around because of its sheer size was exciting. Then, once you learned all the nooks and crannies, sneaking a PG rush or dropping a guarded hive, etc.

    I feel small maps will limit the game. I'm not putting myself in a camp that large maps are a requisite, but I would love ot see them represented in NS2. I know as soon as I get my hands on the toolset, I'll be mapping immediately, and hopefully a larger map with level play.
  • Bulletproof_McBainBulletproof_McBain Join Date: 2004-05-18 Member: 28735Members, Constellation
    edited July 2009
    I'll be honest and say I've not really been following NS2 development. But I totally agree with the original post from what I've learnt on this thread.

    So far the only two things I've heard are you can buy your own weapons and the maps are smaller... making it sound horribly more based on Combat's style of play. A mode I've not played in years, I stick to classic-gameplay servers.

    Personally I love NS exactly as it is, in fact if anything, I want it brought back to older versions of NS's play - more complex, more weldables, slower more tactical play... but that's not going to happen, so just what we have now with better graphics would be all I'd want (even then, I'm not bothered about graphics). As it stands, NS is pretty much my favorite game I've ever played, I like it exactly as it is flaws n all, it's everything I want in a game and it'd be sad to see it altered and dumbed-down for commercial interest. But as long as the NS1 servers don't disappear once NS2 comes out, then I can keep with what I love if I don't get into NS2.

    Can someone give me an ultra brief bullet-pointed run down of changes that are being made for NS2?
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