WIP NS2 Map

kebbstakebbsta Join Date: 2009-09-11 Member: 68747Members
<div class="IPBDescription">WIP of my NS2 Map</div>Hi guys!


my name is Kevin i am 19 years old and I'm from Australia

And i just want to <b>share</b> with you all my progress on my very first map i am creating (ever) i have never made a map for anything, never learned how to map so I'm a rookie.. all that I've done is self taught never been to university or any classes that involve this sort of stuff, this is a department in the game developing business that seems really interesting and looking.. well hopefully getting a career in.

So I have pre ordered NS2 and now I'm just trying to make a map by my self i can call my very own, with the Alpha Spark Editor..

Thank You Very Much!


<u><b>Feel free to give me feedback, on how i am doing for a beginner. </b></u>



<u><b>YouTube Video Progress </b></u>

*November 24th To December 2nd*
<a href="http://www.youtube.com/watch?v=C_UEL7Jd8-o" target="_blank">http://www.youtube.com/watch?v=C_UEL7Jd8-o</a>


<u><b>Screen Shot Progress</b></u>

-none

Comments

  • ScalionScalion Join Date: 2009-01-10 Member: 66036Members
    It's a bit hard to understand the 'flow" in the map.
    Since we don't know how the gameplay it is too hard (for me) to critic anything.
    But for what i seen : I like the 3 door close like this (But the scale of them feel wierd
    I don't think it's a good idea to have 1 plane to seprate wall where the Hive is, the .. corridor need extrude (sorry if im not clear)

    Maybe a 2D of ur level with color area will help to critic. (Top view of Editor)
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    That's a nice start, although keep in mind we still have little information about the gameplay features, so corridor length and such may have to be adjusted later on. It may be a good idea to build different section separately so you can modify them more easily later on. The map layouts will change a bit from NS1, focusing on more big rooms and less corridors, or so I've heard. You can refer to <a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">this blog post</a> for some more information.

    Oh, and about the lights: You can see the lighting in real-time if you click on "Perspective" and select "Textured lit". You can also uncheck "Show edges" and hide the light and lightspot wireframes by using layers; all that will give you a very accurate preview of the map as it will be in game!

    Hope that helps!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited December 2009
    You've created a layout with very little maneuverability for game play design. I think you will have a huge problem creating your map as it currently is, particularly as there are no fixed marine and hive points.

    Can I also ask what tools did you use to create this video? It's a lot better than those used for the tutorial one's by breadman.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    edited December 2009
    Nice to see a new approach to how you are documenting your map process! I can see you have an alright understanding of the Spark tool and how some of it works just from the speech. As others have said earlier for nostalgic NS the layout and long coridoors arent a very good idea, but who knows how the gameplay will work out in NS2. Be sure to keep in consideration the size of the players having to go through areas, which might be restricting some classes from main routes through the map.(yes I know we dont know the <b>exact</b> specifics of the different sizes, but you can get a rough idea)

    For the large rooms I suggest making them about twice the size as they currently are, if you look at the released content for player structures they seem ALOT bigger than previously in NS1. If I were you I'd use this map just to get used to the feel of the editor and create a different variety of 'looks' to see what sort of style works best.

    edit: typos
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Looking good. Good idea with the vlog. It is inspiring but I agree that your rooms look small.

    By all means, go ahead but don't expect to be able to use it. See it as practice =)
  • LethalShadowLethalShadow Join Date: 2005-01-17 Member: 36026Members
    Seems really small to me. I know NS2 maps are supposed to be slightly less large compared to NS1 but your map right now seems more like a Combat map than otherwise.

    Marine spawn seems cramped considering the size of the structures we've seen so far. I can see where you could put some resource towers but very few of them, and I can't see where you would put any techpoints at all.

    I'm going to go with what others already mentioned and say your "big" rooms need to be bigger (your hive room, based on the marine player's size, looks like it couldn't fit 3 onos along with the Hive).
    You might want to keep the tech points and power grid in mind as well when designing your map. We lack much of the information needed to create decent maps at the moment but keeping in mind the few things we do know would be a good start : P

    I like the 3 doors area.

    Still, for a first try it looks good. It has a generally interesting shape to it, just needs to be modified and fleshed out from there (which will require actual Alpha and all the info that will come with it).

    Good luck!
  • kebbstakebbsta Join Date: 2009-09-11 Member: 68747Members
    Thank you everyone who took the time to have a look/feedback and not be to harsh, i really appreciate it!

    <!--quoteo(post=1741913:date=Dec 1 2009, 03:56 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Dec 1 2009, 03:56 PM) <a href="index.php?act=findpost&pid=1741913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can I also ask what tools did you use to create this video? It's a lot better than those used for the tutorial one's by breadman.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://camstudio.org/" target="_blank">http://camstudio.org/</a>
    Its Free! Once downloaded you will have to change to Quality to High.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    edited December 2009
    I'd stop any detailed work, and wait for the mapping guidelines.

    I'd
    A) sketch out (on paper) the theme of your map
    B) Decide on which rooms are going to be your 'big' rooms, as NS2 has stated that there will be more 'rooms' and fewer winding corridors going nowhere.
    C) Decide how that flow will work within the grid system
    D) Refine the design of those singular (probably about ten) rooms are going to look, what function they might be, which vents will be needed to connect the rooms, etc.
    E) If you've done all of this already, then wait for the mapping guidelines. I really don't think it's useful to cut 5 times, instead of measuring once or twice :).
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