ns2_light
Hello, here is my first map ever made. I have no experience with mapping so be understanding towards me. It is a solar power station located somewhere in space. Layout is based on square. It has 5 tech points. Teams can spawn in every tech point room excluding the central one. Map is quite small.
I`ve done the greybox so map is playable and it is still testing on server Battle Gorge Royale (polish community server). I`m going to make Delivery Room and Main Reactor smaller, completely change vents locations (don't want to have vents leading to tech point rooms), and do some other small changes.
Here is the Workshop link: steamcommunity.com/sharedfiles/filedetails/?id=212016680
I`ve done the greybox so map is playable and it is still testing on server Battle Gorge Royale (polish community server). I`m going to make Delivery Room and Main Reactor smaller, completely change vents locations (don't want to have vents leading to tech point rooms), and do some other small changes.
Here is the Workshop link: steamcommunity.com/sharedfiles/filedetails/?id=212016680
Comments
Keep it up!
-Moved res from roof entrance and water control to entrance and container
-Deleted connection between water flow and evacuation, steam and 2nd reactor (thanks MasterG)
-Added glass wall in control (very ugly glass wall)
-Made map darker
-Remade Entrance
-Made new Ready Room (just to make something that doesn`t look like a big cube) -Fix some bugs
-Control is fully textured!!
I have one problem. Hive`s arms in Control are floating. I tried to put something on their way, but they just penetrate through it.
Looks like you're off to a good start considering this is your first attempt at mapping. Learning as you go can be very time consuming, but if you have patience with yourself and the editor I think you wilo be fine!
-Added Skybox (the veil`s skybox), it`s just for now. I`m going to make my own skybox (it will be hard I guess), because there is no skybox made by UWE that suits my map.
-Fixed some bugs
I`ll be still working on it, because I`m not satisfied with what I`ve done and I`m going to publish a bigger update in few days.
Also the stairs going to the east out of control need collision geometry.
Here is the video from today's playtest. I know you were there, but it doesn't hurt to give you another viewpoint
I`m going to make a big update in week that includes:
- fixing all pathing problems
- making some changes in map layout in order to make walk time form each TP to the nearest RTs the same
- changing some rooms` shape
- finishing Container
- lowered almost every ceiling on the map
- added a pillar and a crate in energy transfer - added a big wall in delivery room - fixed pathing problems by changing stairs into ramps
- added atmospherics (ugly atmospherics...)
- added reflections
- finished container - some other small changes
- Cooling is fully textured, changed back corridor into big vent (like on Tram) that aliens can hide in.
- fixed problem with vent entrance in Water Control (fade couldn`t enter into it)
- fixed porblem with reflection in Control (map entities were visible in it)
- removed crates from Container (that should help marines)
- Textured part of the map (random textures, in next update whole map will be textured, that should help aliens) - New doors in Control - Rebuilt Live Support System - Rebuilt part of the Flow Control
- Fixed some walls in Container
- Moved RT in Evacuation and 2nd Reactor
- Some other small changes
More changes in next update.
- Added more crates to the center part of the map
- Some other small changes
I will probably miss this and next week playtest I will make more changes to layout in the center part of the map soon, but first I want to test current layout more to get some feedback. Anyway from last test I know that it is really hard for marines to defend Evacuation and 2nd reactor RTs, because aliens can get there really quickly and easly.
- Made Main Reactor a little bit darker, just a little bit, I will make more changes to it and Container in the future (probably next update) - Fixed some things in Ready Room
- Moved Power Node in Delivery Room, because the old one was hard to find and it was vary far from RT (and everything)
- Moved Power Node in Container, caused by changes made to the center
- Moved Power Node and Resource Nozzle in Entrance (gave RT some cover), again caused by changes made to the center - Fixed stuck point in 2nd Reactor
- Some other changes
Fixed that damn Delivery Room power node. I had tried to do this when SCC tests were going, but Steam servers were dead and Lauch Pad couldn't upload new version .
- More props around the map
- Fixed floor in Transformer
- You can now see names of rooms in spectate mode or as commander
- Some other small changes
From last update there is new ladder entity, and it doesn't work or (what's more possible) I can't use it, so ladders don't work now on my map. That shouldn't be a problem for now.
"water control" and "control" on the same map is a no-no.
Maybe if it were something like a pumping room, you could call it "water pumps"?
Red line = Too long line of sight(imo)
Dark blue cross = Area is too tight/cramped
Light blue cross = Area is too open/big
Specially the line of sight from Transformer and north through Corridor is very long. Players get so far away that they don't render anymore. And due to the strucutre in the middle of Transformer the room just feels extremely cramped to walk into. If it was opened up just a tiny bit(northern part of the room) it could work wonders for the feel of space.
Cooling is actually fine, it just feels very small. Maybe raising the ceiling in there a little bit would help.
Energy Transfer feels smaller than Water Control even though it's a tech point. I feel like it could use a makeover with some expanding and I believe the room would benefit from being more open. Though this would need to be done without overdoing it. Another thing to note about the middle tech point is that the ramps in there are very steep. Not sure how to deal with them, but definitely shouldn't be as steep as they are now.
Delivery Room is just huge. I know a lot of people mentioned this on sunday as well.
Other than that I think a lot of the map suffers from having really low ceilings. Low ceilings are fine in some places, however it would be nice to see some more variation.
I also have to agree with @AurOn2. Some of the names can be very confusing at times. Water control/water flow/flow control/control. Also Main reactor/2nd reactor. I'm not sure what your plan is for all the water/flow areas, but for 2nd reactor maybe that could be called "Backup Core" or something similar.
Some corridors are have a little too many corners and turns. I know this is kind of needed due to line of sight and such. Not sure how to deal with this. Maybe creating rooms instead of corridors and block line of sight with structures instead, without making it feel cramped, would help a lot.
The map was fun to play on and seems to be coming along nicely in terms of balance. I would need to really check the timings to be sure about this though. Keep up the good work!
Flaterectomy's Paper Fade : 13mn15
Troop's Paper Lerk : 16mn30
ATF's Paper Lerk : 17mn00
Paper me ? the whole game...
- Fixed Gorge Tunnel location in Delivery
- Removed all graybox - Lowered atmospherics
- Fixed vent in Junction
- Made a bit more space in Cooling - Few other small changes
But anyway: - Remade Energy Transfer, it's very similar to the old version, but it should now be a bit more open. And it looks a lot better.
- Renamed Delivery Room to Supplies
- Renamed Main Reactor to Reactor
- Renamed 2nd Reactor to Supplementary
- Renamed Water Control to Water Pumps
- Renamed Water Flow to Hallway
- Few other small changes
With next update map will probably be in Beta. I will focus more on detailing rooms as I'm pretty happy with actual layout. However there are still rooms that can change.
Yeah, Onos can't go around it, but that's not a problem, is it?