Modular Mapping
DanDaMan
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
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
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
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-->
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?
It's strange complex of the zones and many canals. Will this thing work?
But ye, the map is kinda cube formed.
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)