Ascension Needs Mappers Help
RisingSun
RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">NS2A Training Grounds and NS2A Gauntlet</div>NS2A if you havent hear will be the bridge between Public play and Competitive play. We will take anyone and everyone, turning them into recruitable players for clans. I had some ideas in how to help this process along but i am no mapper. This is where i turn to our awesome and talented community of mappers. Here is what i need: (copied from my google document. work in progress)
<u><b>Map 1 - NS2A Training Grounds</b></u>
<u>Spawn Room</u> -
The room will be split into two halves. One alien side, one marine side. Each tech will be represented and when clicked on will activate allowing you to use this tech in the next room. Each alien structures will run through its life cycle to show what the different stages look like. Same with Marine tech that show a visual upgrade. A display of marine weapons where clicking on it with the use key equips you with said weapon. Same with alien upgrades. Though when it comes to alien upgrades it should also affect the dummies in the next room with the same. Ultimately this will be the room we start teaching fundamentals. Explain each weapon and upgrade how they relate and then use them in the next room.
<u>Combat Room</u> -
Once an item is activated or acquired in the Spawn Room, you may then bring it into the Combat room and test it out on a set of dummies. A firing range will be to one side (map creativity here) Stationary short and long targets, the same for some moving targets. Another side will have different armor type dummies. Some representing alien lifeforms and some marines. Upgrades will be turned off and on through either the spawn room (or if this becomes a pain) close to the dummy. A1/2/3, exo suit, carapace, regen, and other abilities. Total life displayed some way near the target and amount of damage done in an amount of seconds. It will also need room so you can test skulk, fade, and lerk mobility along with wall jump, celerity, and other mechanics.
<u>All Rooms</u> -
This will be at the mappers preference of how detailed or flashy it is. Basic function will be fine. If they want to go over the top adding textures, it would be a welcome addition to help the map stick around.
<u><b>Map 2 - NS2A Gauntlet</b></u>
<u>Spawn Room</u> -
This map will need to be setup so that initially spawning in you pick your side.
<u>Instructor Viewing Area</u> -
Above the action watching through a glass floor. The map should allow to see both sides progress and turn on and off upgrades as needed, if needed. Just an over all admin control zone.
<u>Marine Start </u>-
I would like the marines to have to pick which entrance they will go through. Each entrance will have a different set of challenges or themes. Below is a brief explanation of each room.
Each room should be designed to be bias towards the alien side. Each room has an alien theme and if more clarification is needed let me know. The ability for the instructors to manipulate the upgrade levels of each team is needed here instead of having each room preset to the rough values i have. Things will change and i would hate to have to change the map just to alter these values. NSA will balance each as is needed through player counts so they get used to relying on each other as team and not their upgrades.
<u><b>Basics</b></u> - w0 a0 vs no upgrades
<u>Room 1</u> - Basic marine skills and skulk ambushing.
<u>Room 2</u> - Shotguns and lerks
<u>Room 3</u> - 1 flamer, shotguns, and LMG and fades.
<u>Room 4</u> - Grenade Launchers and gorge/onos
<u><b>Advanced</b></u> - w1 a1 vs Chambers/augmentation unlocked
<u>Room 1</u> - Marines vs skulks
<u>Room 2</u> - jps/shotguns vs Lerks (Chambers unlocked)
<u>Room 3</u> - All weapons available vs fades
<u>Room 4</u> - Exo vs onos/gorge
The arcs path should be the same every time. The speed of the arc should be at a marines walking pace and be constant. There may be a need to have to pause for a certain amount of time at each potential ambush points to give the aliens more time.
<u>Room 1 </u>-
The first will be the marines using basic tech to get through a gauntlet designed to encourage skulk ambushing and timing.
Stage 1: Marines goal is to stay alive and make it to the end where the Arc awaits.
Stage 2: Get the arc and escort it unharmed to a location where they will kill a hive room.
Stage 3: Kill the hive room. The room will be so impenetrable you will have to use the arc and marines will only have the option of defending.
This gauntlet will have a threefold lesson. Marines staying alive and surviving ambushes, in stage two protecting the arc while covering one another, and stage three assaulting a hive room.
Alien side will be much the same but reversed. Their goal is to kill all marines in stage one. Stage two kill the mobile armored arc. Stage three destroy the vulnerable deployed arc.Once a squad is killed it or the objective arc is destroyed it will reset conditions to the beginning of the stage.
<u>Room 2-4</u>
Each room will follow these stages only changing the lifeform they are going against and adding the appropriate weapon to give them a chance. I will eventually write up individual descriptions for each room but i think you have the idea by now.
If any wonderful mapper would like to help us out i would really appreciate it, maybe even join the cause? These dont have to be anything fancy, especially the first map. I am sure i will have other ideas later on for more maps that will help us train our future competitive all stars. Thank you all for your time.
Rising ^A^
<u><b>Map 1 - NS2A Training Grounds</b></u>
<u>Spawn Room</u> -
The room will be split into two halves. One alien side, one marine side. Each tech will be represented and when clicked on will activate allowing you to use this tech in the next room. Each alien structures will run through its life cycle to show what the different stages look like. Same with Marine tech that show a visual upgrade. A display of marine weapons where clicking on it with the use key equips you with said weapon. Same with alien upgrades. Though when it comes to alien upgrades it should also affect the dummies in the next room with the same. Ultimately this will be the room we start teaching fundamentals. Explain each weapon and upgrade how they relate and then use them in the next room.
<u>Combat Room</u> -
Once an item is activated or acquired in the Spawn Room, you may then bring it into the Combat room and test it out on a set of dummies. A firing range will be to one side (map creativity here) Stationary short and long targets, the same for some moving targets. Another side will have different armor type dummies. Some representing alien lifeforms and some marines. Upgrades will be turned off and on through either the spawn room (or if this becomes a pain) close to the dummy. A1/2/3, exo suit, carapace, regen, and other abilities. Total life displayed some way near the target and amount of damage done in an amount of seconds. It will also need room so you can test skulk, fade, and lerk mobility along with wall jump, celerity, and other mechanics.
<u>All Rooms</u> -
This will be at the mappers preference of how detailed or flashy it is. Basic function will be fine. If they want to go over the top adding textures, it would be a welcome addition to help the map stick around.
<u><b>Map 2 - NS2A Gauntlet</b></u>
<u>Spawn Room</u> -
This map will need to be setup so that initially spawning in you pick your side.
<u>Instructor Viewing Area</u> -
Above the action watching through a glass floor. The map should allow to see both sides progress and turn on and off upgrades as needed, if needed. Just an over all admin control zone.
<u>Marine Start </u>-
I would like the marines to have to pick which entrance they will go through. Each entrance will have a different set of challenges or themes. Below is a brief explanation of each room.
Each room should be designed to be bias towards the alien side. Each room has an alien theme and if more clarification is needed let me know. The ability for the instructors to manipulate the upgrade levels of each team is needed here instead of having each room preset to the rough values i have. Things will change and i would hate to have to change the map just to alter these values. NSA will balance each as is needed through player counts so they get used to relying on each other as team and not their upgrades.
<u><b>Basics</b></u> - w0 a0 vs no upgrades
<u>Room 1</u> - Basic marine skills and skulk ambushing.
<u>Room 2</u> - Shotguns and lerks
<u>Room 3</u> - 1 flamer, shotguns, and LMG and fades.
<u>Room 4</u> - Grenade Launchers and gorge/onos
<u><b>Advanced</b></u> - w1 a1 vs Chambers/augmentation unlocked
<u>Room 1</u> - Marines vs skulks
<u>Room 2</u> - jps/shotguns vs Lerks (Chambers unlocked)
<u>Room 3</u> - All weapons available vs fades
<u>Room 4</u> - Exo vs onos/gorge
The arcs path should be the same every time. The speed of the arc should be at a marines walking pace and be constant. There may be a need to have to pause for a certain amount of time at each potential ambush points to give the aliens more time.
<u>Room 1 </u>-
The first will be the marines using basic tech to get through a gauntlet designed to encourage skulk ambushing and timing.
Stage 1: Marines goal is to stay alive and make it to the end where the Arc awaits.
Stage 2: Get the arc and escort it unharmed to a location where they will kill a hive room.
Stage 3: Kill the hive room. The room will be so impenetrable you will have to use the arc and marines will only have the option of defending.
This gauntlet will have a threefold lesson. Marines staying alive and surviving ambushes, in stage two protecting the arc while covering one another, and stage three assaulting a hive room.
Alien side will be much the same but reversed. Their goal is to kill all marines in stage one. Stage two kill the mobile armored arc. Stage three destroy the vulnerable deployed arc.Once a squad is killed it or the objective arc is destroyed it will reset conditions to the beginning of the stage.
<u>Room 2-4</u>
Each room will follow these stages only changing the lifeform they are going against and adding the appropriate weapon to give them a chance. I will eventually write up individual descriptions for each room but i think you have the idea by now.
If any wonderful mapper would like to help us out i would really appreciate it, maybe even join the cause? These dont have to be anything fancy, especially the first map. I am sure i will have other ideas later on for more maps that will help us train our future competitive all stars. Thank you all for your time.
Rising ^A^
Comments
Unlike other games, NS2 does not provide any kind of scripting abilities or even triggers for maps (other than death triggers), so they will need to be custom implemented, which could be a lot of hard work.
Unlike other games, NS2 does not provide any kind of scripting abilities or even triggers for maps (other than death triggers), so they will need to be custom implemented, which could be a lot of hard work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Crap, this is what i was afraid of. I have NO experience. There might be a work around if both "instructors" became the commanders for each team with Dev mode on. Build stuff as needed, but it would be nice to have it all laid out. Ill hit the modder forum as well and direct them over here. Thank you for the post =)