How many maps on release?
GISP
Battle GorgeDenmark 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
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Yeah, but like mentioned there will be at least 5, from what I'd guess as many as 10 in the initial release, given all the community map contributions.
<!--quoteo(post=1777102:date=Jul 5 2010, 09:40 PM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jul 5 2010, 09:40 PM) <a href="index.php?act=findpost&pid=1777102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, but like mentioned there will be at least 5, from what I'd guess as many as 10 in the initial release, given all the community map contributions.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm with both of your sets of numbers, but from my experience with NS1 the real kicker is that almost no map's first release is dead on. Tanith and Veil are probably the two most people would say came closest but remember how the original Veil had pods with vents on either side of Marine Start, or that version that included Northern Corridor? And Tanith's Waste was a brutal starting hive even after TommyD added in the pillar in the center to block line of fire/sight.
I think a smaller set of maps that see more frequent, and more consistent updates would be preferable to a lot of maps all in various states of playability that may or may not get improved as time goes on.
You can't compare a retail game with a free HL mod, but my point is that this team does look forward to sharing new content. That's including community content: they have already stated that they're planning to eventually purchase playerbase custom favorites and include them as part of the retail product, effectively ensuring that all players can access them (much like they've done for maps like Metal and Lost).
I did not know this makes me really want to get my map done for the alpha release and start testing gameplay :]
I thought for sure you were aware of that lazer.. I thought all the mappers pretty much new of it hehe. Guess you now have more reason to make some amazing maps. =)
We are currently focused on shipping a smaller number of very polished maps, rather then a larger amount of rushed ones. We also have pretty high standards, so any potential map inclusions from the community will most likely still need to get an another extensive pass by the mapper to address our feedback, if it is to be included as an official map.
--Cory
Wouldn't be surprised if they do visually. Game play we won't know until there is a game to play.
It's definitely starting to get unbearable for myself too, Barlow.
It just drastically slows the process down with the intense framerate loss, and I find, really kills my desire to continue.
Psy, give yourself some credit, your map is looking great, and I'm really digging your rounded geometry you like to use.
So that makes 4 for sure.
(HAR)
The official map is tiny, its half the size of mine and its half the size of a big NS1 map. I have 3 of 5 tech points in and main line routes missing and a frame dead editor.
They also probably have a better version of the editor than us.
Where gamers so we have good PC's but workstations are optimised for development. They probably have those special nvidia/ati developer cards that cost $4000+ each, like 3 of em in SLI. For that money they run actual games about twice as slow as top of the line gamer cards, but stuff like 3ds studio max runs @%^#$@ fast, and the editor isn't too far off from that. they also stated they work with 3ds max for the models.
That all might sound expensive to us but if your going to work on a game for 4+ years, the amount of time saved due to no low frame rates ever (and thus workhours gained), especially with a small development team (few machines + more time saved per machine) will eclipse the amount of money spent on such a machine (otherwise, they would be cheaper).
Where gamers so we have good PC's but workstations are optimised for development. They probably have those special nvidia/ati developer cards that cost $4000+ each, like 3 of em in SLI. For that money they run actual games about twice as slow as top of the line gamer cards, but stuff like 3ds studio max runs @%^#$@ fast, and the editor isn't too far off from that. they also stated they work with 3ds max for the models.
That all might sound expensive to us but if your going to work on a game for 4+ years, the amount of time saved due to no low frame rates ever (and thus workhours gained), especially with a small development team (few machines + more time saved per machine) will eclipse the amount of money spent on such a machine (otherwise, they would be cheaper).<!--QuoteEnd--></div><!--QuoteEEnd-->
As great that would be for UWE, it's definitely not the case. Their dev PC's aren't anything special, they've stated this a few times and part of the reason the Engine test was released was to gather compatibility with cards/etc. Also, a lot of the mappers work off-site on contract work on their own PC's.
Here's to hoping NS2 sells well and they can get some sweet hardware to streamline updates/future projects!
HAHAHAHA....ah...sadly, no. At work we're all running some nothing special hardware that is years old. In fact, I think we all have much better, faster and newer machines at home.
--Cory
I was about to quote this guy then blast him for not mentioning Psyko's map. I then realized it was Psyko.
Both Barlow's and Sly's respective maps look amazing and I would never knock them but the game isn't even out in alpha yet and I'm already tired of looking at the same gloomy / dark lighting that seems to be in every NS2 map ever. The only exception is your map, Psyko, and Thaldarin's map both of which look great, unique, and playable.