NS2_Cadmus

DeskLampDeskLamp Australia Join Date: 2013-02-03 Member: 182783Members
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&quot; />

Comments

  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    welcome to the mapping forums!
    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.
  • CragChristCragChrist Join Date: 2013-05-15 Member: 185239Members, Reinforced - Shadow
    Hard to tell what this map will look like just from this, but the general layout looks pretty good. First complaint is Communications. The room just looks like an awkward room, highly alien favored due to that kind of cover. Is there a link between Armoury and Crew Quarters? If not, Crew is a useless room. since it would lead to nowhere and isn't any better of an arc spot than Armoury due to the vent.

    Waiting for the greybox! PM me when you get it worked and I'll gladly give advice.
  • DeskLampDeskLamp Australia Join Date: 2013-02-03 Member: 182783Members
    Thanks for the tips. Yes armoury is connected to crew quarters. Originally it was going to just be crew quarters but I am trying to get a balance going between upper and lower levels.

    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).
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