NS2_Cadmus
Hi All,
I am very new to mapping but I've always wanted to design a ship-based map (since I was a wee lad - all those years ago). I have created a layout attempting to bear in mind ns2 mapping principles (arcing, distance etc.) and trying to work off the summit-like design for balance.
I will probably need alot of advice as I go so any comments / help is greatly appreciated.
Here is the layout.<img src="https://us.v-cdn.net/5019629/uploads/FileUpload/d7/128de1c4defa301f55518b1d94f69d.png" />
I am very new to mapping but I've always wanted to design a ship-based map (since I was a wee lad - all those years ago). I have created a layout attempting to bear in mind ns2 mapping principles (arcing, distance etc.) and trying to work off the summit-like design for balance.
I will probably need alot of advice as I go so any comments / help is greatly appreciated.
Here is the layout.<img src="https://us.v-cdn.net/5019629/uploads/FileUpload/d7/128de1c4defa301f55518b1d94f69d.png" />
Comments
While its different enough, its the good ol' fashioned wagon wheel! a solid tried and tested layout, as long as you get the scale and timings right you shouldn't have any problems. Not a bad thing at all. A lot of the variety comes from the subtle differences and the room designs.
Get mapping good sir, if you get stuck you just need ask.
Waiting for the greybox! PM me when you get it worked and I'll gladly give advice.
Part of my idea is to make the map feel like a front-facing / back-facing dichotomy. The front facing (upper level) is where officers, technicians, and boarding teams from other ships come on board. The backfacing is about engineering, weaponry, and cargo-grunt work stuff goes on. Sort of a cross between descent and certain parts of docking (generator) /refinery (Flow) /mining (Control,Repair) / veil (Cargo,pipe).