Strange/Unique Map Layout Ideas
Mephilles
Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
in Mapping
No idea if a thread like this exists already but I don't want to look it up now.
The purpose of this thread is to come up with layout ideas that seem out of place and discuss those if they could be implemented as maps in the game or not. And if not why not.
So here is mine:
The basic idea of this layout is to make the teams commit to something (spoken in a 6v6 view). SO as you can see we have 5 TP and 10 RTs. We have 2 double RT rooms with a Techpoint at the outside part of the map. those rooms are supposed to be further away from the map so reaching them would take longer than reaching the middle. As you can see we have another TP in the center but that one has no RT. So it only serves as a spot for forward spawns and easy access to enemy naturals. Now I would like to know what other mapper and players think of this idea
You are very welcome to post your own ideas in here btw
The purpose of this thread is to come up with layout ideas that seem out of place and discuss those if they could be implemented as maps in the game or not. And if not why not.
So here is mine:
The basic idea of this layout is to make the teams commit to something (spoken in a 6v6 view). SO as you can see we have 5 TP and 10 RTs. We have 2 double RT rooms with a Techpoint at the outside part of the map. those rooms are supposed to be further away from the map so reaching them would take longer than reaching the middle. As you can see we have another TP in the center but that one has no RT. So it only serves as a spot for forward spawns and easy access to enemy naturals. Now I would like to know what other mapper and players think of this idea
You are very welcome to post your own ideas in here btw
Comments
You could test this first one out right now. Just take summit, remove crossroads rt, and add 1 each to flight and data. Then fix spawns at atrium/sub. (or you could rotate it 90 degrees and have sub/atrium doubles, and flight/data starts)
Hard to say for sure without actually playing it, but I assume marines will always try to re-locate to these two rooms, and the double rez might encourage turtling.
I also would like to see more highly compressed maps, even more than tram, where crags and shifts through walls and arcs get heavily used. That could be super epic maybe.
Just throwing ideas out there.
now what I think of it. the good thing with that is that the map would play very differently depending on alien spawn. So the map wouldn't be stale.
However the gameplay would still be the same then with a relocation. it's marines denying the alien RTs easily. And if you would go for a larger distance from center to RTs it would probably favour aliens because aliens can drop an early second hive behind the marines and surround them...
Though I have no idea how it would look like when you design it to work with those spawns... no idea how to design it but if it's possible it could be a great map
YES!!! YES times infinity! Every new map now seems to be just huge, and it typically means that if a marine PG goes down, it's GG, not just a setback. It also seems like map makers go out of their way to keep arcs from being useful, to keep arcs from hitting a hive through a wall, despite that being exactly their intended purpose.
Side note... ns2_temple's new layout is very compressed, like tram.
As you said, intended use is fun. Tram is a great example as mention.
Yes, that example is of course an OP usage of arcs, and I certainly wasn't advocating that.
What time zone you be living in @BeigeAlert ?
CST. It's 8:20am right now.
That's a lot of res for each tech point.
Just some old official ideas, back when NS2 was originally a 5 to 6 tech point game, and tech points were not synonymous with having a res node.