Map Idea

monkeymastermonkeymaster Join Date: 2003-02-20 Member: 13771Members
<div class="IPBDescription">hmmmmmmmmmz....</div> ok guys, i was thinking of making a ns map. i had a million great ideas, but then after i downloaded hammer, i sat there for about an hour, and couldent think of anything good. can someone gimmi a good idea for a map ? ? please.

eh i also noticed that making a ns map would be 100 times harder then a cs map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Comments

  • QBManQBMan Join Date: 2003-04-09 Member: 15339Members
    You have to make more columns. Its much not hard. I think?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i would sugest starting with a room and a hall way prefab

    i also suggest using ms paint to lay out your level roughly.
    this plan should countain no more hthsan 3 color and 2 brush sizes or it can be created using the square tool

    further more i suggest .... that i need to go to class.
    i would add that mose had an i dea back in the day aobut blowing up the ship much like the rock 2 map for tfc. ill find the topic when i return from class where in anne fank will in fact die in a concetration camp in the movie we are watching ( yes this is for college credit)
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    This is, IMO, a good way to plan a map when you've got a million ideas:

    <b>1) Write out a short description of what you want.</b>

    Make note of the theme, ambience, mood, light/dark, alien/marine dominant, and maybe even mention if you want it to be similar to a map that's already been made. This doesn't have to be anything lengthy - maybe just a few paragraphs.

    You mentioned having a million good ideas before actually starting. By writing a short description, you'd have something to refer to if you get stuck for ideas a few months into development. This description would hopefully get you thinking the way you were when all those ideas were pouring in.

    <b>2) Make a map layout</b>

    I prefer doing it on paper, but MS Paint is good too. The reason I prefer it on paper is that I can easily insert sidenotes that indicate how I want each room to look and/or feel when it's done. Making corrections isn't as easy or as clean as a Paint layout, but that's a minor sacrifice as far as I'm concerned.

    Having a layout done early will allow you to not only improve the gameplay and flow before starting, but also to think of your map as a whole before actually making your first room. For example, having the theme of one room (ie: engine room) complimenting the theme of a nearby room (ie: fuel regulation) adds a great deal to the overall quality, IMO. The map will seem more 'real' if it makes sense.

    <b>3) Make a test room</b>

    This probably isn't necessary for experienced mappers, so skip this part if you're quite capable of churning out a high-quality map. I'm probably the only one who still does this (that I'm aware of). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    This is basically just a room to test the lighting, mood, and architecture. Make a simple room, and then just mess with architecture until you find something that fits the style and theme you're after. Then play with the lighting until it fits the mood you want.

    The whole idea behind this is to be able to know what settings, sizes, and adjustments should be made throughout the rest of your map, assuming you want a somewhat common theme throughout most areas.

    <b>4) Get started</b>

    From here, just go to it. The actual construction of a map has several methods on its own, which I won't get into here. The whole point of this long rant is to help solidify ideas beforehand.

    Have fun, and good luck. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Jay20016Jay20016 Join Date: 2003-02-18 Member: 13700Members
    edited April 2003
    Sycophant,

    That is pretty much exactly what I do when creating a map. It helps me stay focused on one goal, as well as makes things easier when your map grows in size. The room to test lights, architecture, etc. helps me a great deal. It keeps compile times low, and can be altered so that you do it for each area of your map. I'm doing this on Ns_Pegasus so that I can keep the different styles all cohesive yet distinctly different from one another.

    Great post. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • azumawarriorazumawarrior Join Date: 2003-02-10 Member: 13393Members
    I still make test rooms.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    So do i!
    My /maps/ folder is SWARMING with them, all kinds of weird **** effects i've done with HL over my 4 years as a level designer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Sometimes, i just feel like opening Hammer, make a box room, a light in the middle, and do strange stuff with entities just for the heck of it.

    Ever seen a disco floor with dancing scientist that get their heads chopped off with a laser beam and respawn over and over until a garg spawns?

    Thats the kind of stuff i've made!

    omg... i should make a huge map with all my "tests" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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