Modular Mapping

DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
<div class="IPBDescription">anone interested?</div> I have kinda noticed that NS maps as with most fps tend to be modular in design generally, as in they consist of separate rooms that are joined by doorway. I was thinking that as a mapping community, we should put together a set of mapping "modules" that can be used by anyone to put together a quick NS map. Here's the guidelines I've drawn up for making a map module

1. each module must be contained within 1024 unit square in terms of horizontal space. No part of the module may extend beyond this limit. Vertical Space should be kept to within about 4096 units, but that's not super strict.

2. Modules will be connected by rectangular doorways of dimension 128x128. Modules may contain between 2 and 4 doorways connecting them to other modules. Each doorway should be located on the same vertical plane, and in the exact center of one side of the module (this is to make sure that all the pieces will fit together)

3. A rough entity limit of 10 brush based entities and 20 point entities (you could probably go over it you had some sorta super cool effect that has to be included)

4. Any sky brushes should only be viewable from above or below so that players can't look into other modules through the sky.

5. Modules can be categorized as hives, marine spawn, resources, or connecting hallways.

6. anything else you guys think of that I've forgotton here

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Let me check if I get what you mean <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    We should make prefabricated rooms with a special funtion like for example, hive, MS, res, hallways etc...
    then make these available for download so mapper can select a roomtype they like so they can use it in their map.

    This could work but has to have a very well put together coordination.

    Another question I want to ask is the architechture in the different rooms made by different mappers. I mean for instance the marine start from ns_bast wont really fit the style used in ns_mineshaft. Or ns_caged style in ns_eclipse etc...
    Or do you mean by rooms just make it just any given shape so one can use their own style/architechture in the rooms

    greetzZz Kouji_San
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    edited January 2004
    I was imagining that this would be more like an aid for people who don't really know much about mapping but want to put something together. If it really got going, I'm sure someone could make a specialized compiler/editor that would take these modular .map files and stick themtogether with a really simple, idiot-proof interface. Imagine rts map editors where you are basically just putting together prefabricated blocks. In RTS maps, the mapper doesn't hand draw each tile, he just sticks the ones he wants together. This would work kinda the same way, and then if you want you can always add customizations like vents and such after the basic blocks are there. As for style, I don't think it will be a huge problem as long as you remember that the doorway to the next module is going to be a transition area. So define the doorway a little bit, don't just blend it as a continuation of the style of your map. Personally, I think esoteric styles would add a fun variety to maps and make each room memorable, as the "tech hallway" or the "industrial hive"
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    It reminds me a lot of the table-top game SpaceHulk. Maybe some of you guys know it. It was a cross-over between Warhammer 40k and Aliens.

    It used tiles that allways could be connected to any other tile. They worked with different sizes and lengths so all you had to do was have a general idea and sort out the pieces, and start building.

    It would be nice to the people who just don't understand the mapping side of the HL engine, but I wonder how many peeps are gonna jump to the idea.

    Still very good idea though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2004
    I thought about the same idea making it more "specific" to make it easyer.
    My idea is made of normed "room modules" and "path modules".
    Each room module has a resnode in its center and path modules work as vis blockers.
    Path modules are cross commected by vents, they can look like the path collapsed at ech crossing into all its vis blocking pieces. (the vents in the corners might be a bad idea)
    The modules are big enough to fill them with unique content.

    With 9 or 12 rooms you have a ballanced map with build in vis blockers and fair siege ranges.

    <img src='http://www.df5jz.de/Ollj/ns_module.gif' border='0' alt='user posted image' />

    This is the most simple combinging map idea.
    Anyone cares?
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    Well..If we can make that how do we get it for good ns play..

    It's strange complex of the zones and many canals. Will this thing work?

    But ye, the map is kinda cube formed.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i think this will work great if you have ALOT of modules the more modules there are the more customization can be done but with only a few the maps and rooms will be very similar
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Different styles of the same rooms would also be good, although not necessary. I think the most sensible way for this to work is for each room/hall to take up a certain large quantity of units for example (128*64) or (256*256), (ignoring the units because i can't even remember how big that is right now), with entrances being positioned where desired when designing the modules at the centre of the smallest square 'block' but aligned with a wall. Sorry that i can't explain this properly, and if this is a little obvious, i just woke up.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Many people use their own rad settings, many people map in their own way. You could do this but the result might turn out to be... ugly!
  • FreezerFreezer Join Date: 2004-05-11 Member: 28601Members
    ... or funny.

    When the selfbuild structures fit with the engine and the level of detail from the room before it could be something great.

    I support that project, the second thing besides the layout is the motivation and the organisation. This will kill the project (in my opinion)
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Most likely. It seems to mainly be speculation at the moment.
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