NS2_Arena

ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
edited June 2013 in Mapping
Hiya

I'm going to be trying to create a map eschewing the current standard of the Summit like layout(central hub location, 5 tech points). Not only that, but I'm going to be designing the overall layout to be symmetrical, with only aesthetic and prop layout differences between each side and the map will be cross spawns only. I feel that with the Balance Mod putting less emphasis on tech point expansion for marines and to a lesser extent aliens, that 4 tech points will work much better now.

This is the latest version of the map design I have in mind: 9z363uJ.jpg


The visual theme I'm going for is a futuristic battle arena specifically set up to allow for these Frontiersman/Kharra conflicts to take place. I think that frees me a bit from the current standard of naming conventions for rooms(no more Maintenance), it also should allow me to design it entirely with the gameplay in mind. Will probably be using a lot of Descent props I guess.


I haven't started greyboxing yet but I'm interested in hearing some constructive feedback before I start :)


Edit: The pink things aren't doors, but are there to mark the power borders. The idea that the map will be fast paced and action orientated is due to the resource layout that ought to push teams towards each other at all times.

Comments

  • TharosTharos Join Date: 2012-12-18 Member: 175439Members
    I like the layout, but I think you can add 1 or 2 res nodes since rt looks hard to defend (especially in the central area).

    The visual concept looks promising.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Perfect symmetry hey!... lazy bugger! Makes the work load a lot easier and it'll certainly be balanced. Is that something you'll retain throughout development?
    Looks really interesting and should be fun.
    Could be interesting to make it have two double RT locations in the center. A higher RT count should give it an even faster rush to the endgame gear for both sides. Just watch the Arch ranges (1024 units) and the vent count. I like to add vents later to relieve problems revealed through playtesting as opposed to put them in and have more elements to try and balance from the start.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    The symmetry is more of an experiment than laziness. I've never seen an NS2 map try it and yet many other competitive games use mirrored layouts. There will be some tweaks between the different sides of the map but the plan for now is to keep the overarching layout symmetrical.
  • ObliviousSightObliviousSight Join Date: 2012-09-07 Member: 158306Members, Reinforced - Shadow
    One question: What kind of spawns are you thinking of for this map? All random, fixed, opposites etc.

    I personally like the lower rt count, could lead to both team fighting desperately over those few there are, particularly in view of how the choke points are set up in the map.

    With regard to how the vents are laid out, I feel there is too high a concentration of them in the centre and that there will need to be some leading out from techpoints to help aliens defend their hive locations. But vents are tricky things to balance, so only playtesting will really reveal anything meaningful there.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited June 2013
    Arena will be crossed spawns with either set of diagonal locations being available. I agree with you on the res count and adding one more would require a central location for it to be fair anyway, while adding two would be too many for the four tech points. I want to avoid a central spoke and more than four tech points.

    I also want to avoid vents leading into bases which will make the bases themselves difficult to design so that they otherwise provide good offensive and defensive conditions for either team. Of course the vent locations are definitely up for change following playtesting though :).

    I'm also likely to expand some of the rooms especially those on the East and West sides of the map, while also perhaps giving more space between the others.

    Here's a revision of the map with some distances between the Tech Points and Res Nodes detailed after having the greybox done.
    S82X90l.jpg

    And here's that greybox, just the floor plan for now.
    br0TynN.png
    I've altered the position of the TP resources and some of their layout following taking a look at how they worked from the ground and having added some height to the scenes.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    It's looking good!
    There's no obvious flaws, so I think the next step is getting this beauty playable and come play it with us on the SCC server. Any idea of when you could get this functional?
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