<!--quoteo(post=1886208:date=Nov 22 2011, 06:34 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Nov 22 2011, 06:34 PM) <a href="index.php?act=findpost&pid=1886208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hahaha! yeah. I have not been through the seventh day yet so it is still unclear :p<!--QuoteEnd--></div><!--QuoteEEnd-->
From the change logs and history of the official maps for NS 1 I can tell you that on the 8th day, which lasts until unknownworlds stops updating NS2, you will need to tend to your creation periodically or it will end up in purgatory with all the other custom maps.
And so, anybody has thoughts on making a map in collaboration ? It would be the best way to decrease time and chances that the map remains unfinished imo. The main thing needed is a plain text file format so we can merge changes.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1886279:date=Nov 23 2011, 03:57 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 23 2011, 03:57 PM) <a href="index.php?act=findpost&pid=1886279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And so, anybody has thoughts on making a map in collaboration ? It would be the best way to decrease time and chances that the map remains unfinished imo. The main thing needed is a plain text file format so we can merge changes.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.<!--QuoteEnd--></div><!--QuoteEEnd--> We created one greybox map with Hackepeter in one day. I would be up for a bigger collaborative mapping project too. That kind of project has a lot of problems and disadvantages though. I'm very sceptical that you can make a good map in that way. But atleast you could create a map and have a lot of fun while doing so.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1886296:date=Nov 23 2011, 05:20 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 23 2011, 05:20 PM) <a href="index.php?act=findpost&pid=1886296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you merge the files, copy-paste ? I guess you need a lot of planning to make a map like that, so that thing works together at the end.<!--QuoteEnd--></div><!--QuoteEEnd--> We had a Google doc drawing to plan the layout and the division of labour. We also used voicecomm while mapping on the mapping spree to talk about the details. The copy pasting worked fine except that the map editor started to bug and do the infamous black screen bug after a while. Also our coordination to fit all the corridors etc didn't go as well as I had hoped. That kind of project shouldn't be too difficult with some initial coordination on the layout, theme, feel, gameplay etc.
I think collaboration is a great idea, it would also be good if more mappers allowed all or parts of their work to be reused by others in theirs (with credit of course), this should mean more maps or versions of them, imagine years down the line when a map becomes classic, wouldn't it be cool if future mappers were allowed to improve on them or redesign them for possible new game modes and mods, perhaps they'll take different sections from different maps and come up with something completely new.
I know there's some who dislike the idea of others using their work, understandable if it's done for the wrong reason with no credit given but i can't see the harm if it's done for the good of the game and community, imagine seeing your creation improved on years after you last touched it, living on without your help.
<!--quoteo(post=1886279:date=Nov 23 2011, 12:57 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 23 2011, 12:57 PM) <a href="index.php?act=findpost&pid=1886279"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And so, anybody has thoughts on making a map in collaboration ? It would be the best way to decrease time and chances that the map remains unfinished imo. The main thing needed is a plain text file format so we can merge changes.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
Collabs are kind of horrible, because I always end up remaking everything and annoying everyone else. And nobody ever does their brushwork right, and they don't bother to use skip handles, and they haven't optimised it, and they have a leak, and the textures are misaligned, and WHY DID I SIGN UP FOR A COLLAB WHAT WHAT I THINKING AAAAAAAAA.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1886672:date=Nov 24 2011, 08:31 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Nov 24 2011, 08:31 PM) <a href="index.php?act=findpost&pid=1886672"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Collabs are kind of horrible, because I always end up remaking everything and annoying everyone else. And nobody ever does their brushwork right, and they don't bother to use skip handles, and they haven't optimised it, and they have a leak, and the textures are misaligned, and WHY DID I SIGN UP FOR A COLLAB WHAT WHAT I THINKING AAAAAAAAA.<!--QuoteEnd--></div><!--QuoteEEnd--> ns_bast :P
Is there any way to import rooms? That way some people can work on individual rooms somewhat modularly, and import them all and mend up any holes? That may make mapping faster because even 1 mapper could then create importable rooms of his own instead of kind of building them off to the side and dragging them on to the map, or building scratch constantly which can feel tedious when you have like 60%+ of a map left to go..
Am I the only one that would want an import feature? Specfically, importing .level information to an existing, open, .level edit: or perhaps this is wanted but just more complicated than I think to implement :\
Comments
From the change logs and history of the official maps for NS 1 I can tell you that on the 8th day, which lasts until unknownworlds stops updating NS2, you will need to tend to your creation periodically or it will end up in purgatory with all the other custom maps.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
We created one greybox map with Hackepeter in one day. I would be up for a bigger collaborative mapping project too. That kind of project has a lot of problems and disadvantages though. I'm very sceptical that you can make a good map in that way. But atleast you could create a map and have a lot of fun while doing so.
We had a Google doc drawing to plan the layout and the division of labour. We also used voicecomm while mapping on the mapping spree to talk about the details. The copy pasting worked fine except that the map editor started to bug and do the infamous black screen bug after a while. Also our coordination to fit all the corridors etc didn't go as well as I had hoped.
That kind of project shouldn't be too difficult with some initial coordination on the layout, theme, feel, gameplay etc.
I know there's some who dislike the idea of others using their work, understandable if it's done for the wrong reason with no credit given but i can't see the harm if it's done for the good of the game and community, imagine seeing your creation improved on years after you last touched it, living on without your help.
Making the editor open source would be a solution also, but I'm not sure it's possible without opening the engine too. A lua layer in the editor would be awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
Collabs are kind of horrible, because I always end up remaking everything and annoying everyone else. And nobody ever does their brushwork right, and they don't bother to use skip handles, and they haven't optimised it, and they have a leak, and the textures are misaligned, and WHY DID I SIGN UP FOR A COLLAB WHAT WHAT I THINKING AAAAAAAAA.
ns_bast :P
Am I the only one that would want an import feature? Specfically, importing .level information to an existing, open, .level
edit: or perhaps this is wanted but just more complicated than I think to implement :\