Any bigger map?

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
edited February 2012 in NS2 General Discussion
<div class="IPBDescription">ns1 has quite big maps, but ns2..</div>I love atmospherics and design of all those maps of NS2. Just beautiful

But i still don't like the size and formality of those.

The maps should be more variable, it's just mostly relatively too simple. Therefore phase gate isn't as important as it used to be in NS1, some surprise-tactics are not required as it used to be because most of those tactics can be observed and finded even accidently just as players can easily run around all the map. And also aliens can dominate the map real easily with their mobility.

I'm not mentioning balance, just size of the map.


So why do NS2 has relatively smaller map than they had in NS1? Is it problem with coding and engine, or is it just intended?


I kept saying 'relatively' because i still think it's enough big compare to some games, but i still do not think maps are enough big for Natural Selection itself.

Thinking about just ns_bast, ns_veil, ns_origin, ns_tanith, ns_altair(i think even summit is half smaller than altair).. they are bit too small aren't they?





Those maps, Summit and Mineshaft are just fantastic to play, so i've never worried about size of those 2 maps. (by the way, i still think tram should be more "longer" map.) But, i would worry if any other map to come has almost similar size of current maps.


Lastly, i wanna ask you, can Spark Engine afford to have really big maps even just like ns_altair? I hope if the reason of small-sized ns2 map isn't about some engine problem and code problem.

Comments

  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Not to detract from the points you're making, but NS2 has a sickeningly low field-of-view for widescreen-resolutions, making the environments appear considerably smaller.
  • Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
    edited February 2012
    <!--quoteo(post=1900250:date=Feb 7 2012, 12:56 AM:name=player)--><div class='quotetop'>QUOTE (player @ Feb 7 2012, 12:56 AM) <a href="index.php?act=findpost&pid=1900250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to detract from the points you're making, but NS2 has a sickeningly low field-of-view for widescreen-resolutions, making the environments appear considerably smaller.<!--QuoteEnd--></div><!--QuoteEEnd-->

    just simply comparing the amount of rooms on map, it's just smaller than others. Even ns_bast is i think bigger and more variable, various map. Current maps are still bit relatively linear and not various as old maps. It's in my opinion really crucial to the game with tactics and strategy.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    To be honest, mineshaft (biggest so far) is too big to play properly with the playercounts we can currently manage. Maybe if server performance improves further...
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    The current maps are pretty okay-sized for 6vs6. Mineshaft is the absolute maximum it should ever be for that player amount. If a skulk starts biting a resnode on the other side of the map, it's almost impossible to get there on time. Not to speak of some more vulnerable buildings, such as the COMMAND CENTER.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    There are even bigger maps in the works. Fear not.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited February 2012
    Bigger maps are totally possible, but
    1. Performance isn't good enough to make them viable yet
    2. Spark mapping is a pretty tedious and time-consuming process atm

    Also, some of the released custom maps are bigger (i.e. ns2_veil, ns2_turtle) and are hosted on a few servers, if your looking for larger maps to play.
  • AsmodiesAsmodies Join Date: 2004-06-17 Member: 29353Members
    Will siege/CO maps pop up again? I know they weren't exactly the most balanced things out there but they could be quite a lot of fun and were decent starting points for people who wanted to try to com or try a new lifeform.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1900291:date=Feb 6 2012, 07:42 PM:name=Asmodies)--><div class='quotetop'>QUOTE (Asmodies @ Feb 6 2012, 07:42 PM) <a href="index.php?act=findpost&pid=1900291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will siege/CO maps pop up again? I know they weren't exactly the most balanced things out there but they could be quite a lot of fun and were decent starting points for people who wanted to try to com or try a new lifeform.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Siege and combat will have to be game-play mods, not map mods. there are not entities available within NS2 and the spark editor to create the custom level of maps that you could do in the half-life engine. That being said, it is very easy to write your own stuff with the lua code and make mods that I am sure siege and combat will both make an appearance in some form or another.
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