NS2_UknownEncounter

AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
edited May 2010 in Mapping
Hey All

Been Working on this layout for my ns2 map, I am quite happy with the top section but the bottom, needs some Spurcing up.
I am aware that it is a bit squished esp on the aliens side.

Key Blue Tech Nodes
Green is Resource Nodes
The Dark Red Sections are Sections that are higher rest of the map or stairs cases or ramps.

[attachment=35935:ns2.JPG]
*Updated Pic*

There will be more than just those 2 stairs cases for now but that is all I know will be in so far.

Any Suggestions for Changes will be welcome.

Thanks
ns2.JPG 23.7K

Comments

  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Vary unbalanced map...
    Marines would win that most of the time :S
  • GenomaxterGenomaxter Join Date: 2003-10-11 Member: 21597Members
    i'd say the detail on the map is insufficient. It looks imba (in terms of tech locations), but i'm not sure. what tech tree are you looking at for this?

    I'd recommend making a very general layout in spark and overlaying your detail on that.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    edited May 2010
    You must remember that the Aliens are about 30% faster than the marines.
    Also I refuse to make a perfectly symmetrically map those are utterly boring.

    I will make the layout when I get home tonight these 12 hour days are killer.
    Its a kinda my own layout but based off a dual res Center.

    I have edited the layout.
    I am considering doing a techpoint buy the dual res as well.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    You must remember that Marines have sprint and you should take a look into the thread about distances and travel times:
    <a href="http://www.unknownworlds.com/forums/index.php?showtopic=109433" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=109433</a>

    You don't need a symmetrical map layout for rather even travel times, but it helps, of course.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    edited May 2010
    Thanks For the link.

    I am aware of the sprint have taken it into consideration, why I have changed the layout a bit.
    Also those lengths are just lengths I could get into paint, will be different in game.
    I will show the map soon, just getting home very late at night.
    The Name is also a temp name.
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    This leads to a question.
    When will a playable map (near alpha) be made available.
    One that could pose as canonical, a sort of model of scale, distances and an average number of resource
    nodes and tech points.

    While the mapping guidelines and these forums give a good idea, nothing beats a walkable (and accessible in the editor) example.
  • AnnihilatorzaAnnihilatorza Join Date: 2007-01-07 Member: 59490Members
    Well soon I hope jsut been heticly busy and not had much time to do anything but I hope to have a complete top down view very soon.

    Well be rough until I am totally happy with sizes and the like, and your ideas of course :D
Sign In or Register to comment.