Maplayout For Ns Map

CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
edited January 2003 in Mapping Forum
<div class="IPBDescription">I'm not a mapper but take a look :)</div> hi,
<b>far</b> from the <a href='http://modguide.ngz-network.de/forum/wbboard/board.php?boardid=126' target='_blank'>Natural-Selection.de forums</a> (see the original thread <a href='http://modguide.ngz-network.de/forum/wbboard/thread.php?threadid=947&boardid=512&styleid=4' target='_blank'>here</a> - warning it's in German <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ) posted a pic at the mapping forums there.

that's it:

<img src='http://www.av802.artmotion.ch/zone23.jpg' border='0' alt='user posted image'>

it was originally thought of some kind of "blackmesa research lab" environment.

that's his 2nd version:

<img src='http://www.av802.artmotion.ch/zone23b.jpg' border='0' alt='user posted image'>

so I took both of them and made <b>my</b> version of his "map" and added all 3 hives and the marine spawn. here it is:

<img src='http://mitglied.lycos.de/estaransrealm/pics/maplayout-final2.gif' border='0' alt='user posted image'>

now some things I need to say about this overview for better understanding what I meant:

the train is crashed but you can go in it and so get into the "mine" where one of the hives is located (like the tram at ns_bast).

on the other side of the railway there is a blocked tunnel, so that you can't get to the north-west of the map.

the rine start is located in the middle of the map (it's kind of "ns_nothing" style).

the door south of the eastern ventilator is weldable - but only from the "hive-side" of the map, so that the rines can't get there to easily.


_
<u>|X|</u>

the x-marked boxes (see above) are energy columns just like the one at triad gen at ns_eclipse.

the <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->FFFF<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> style parts of the maps are stairs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

the map is still empty on some parts and there could be more doors/vents/weldables but imo these things could be added even better inside hammer editor. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

that's it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

sorry for my poor English, but German is my 1st language <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
«1

Comments

  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    no other comments, yet...?

    is it so bad? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • r3men4ntr3men4nt Join Date: 2002-11-10 Member: 8103Members
    no its pretty good I for one like it alot i would realy like to see that map be made
  • DriftwoodDriftwood Join Date: 2002-11-11 Member: 8245Members
    <!--QuoteBegin--CaptainPanaka+Jan 22 2003, 07:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Jan 22 2003, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->no other comments, yet...?

    is it so bad? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Patience. Isn't it early morning in States? Guess you can expect more feedback when there are more people online.

    Personally it looks rather nice. Tram however is probably a bit too large.
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    looks very nice except the railroad is fricken huge.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin---Driftwood-+Jan 22 2003, 02:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Driftwood- @ Jan 22 2003, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Patience. Isn't it early morning in States? Guess you can expect more feedback when there are more people online.

    Personally it looks rather nice. Tram however is probably a bit too large.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    uh.... right... didn't thought of that point <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    the tram... yup maybe but the small part north-west of the tram and south-west of the tunnel should be blocked.

    so it's "just" 3 of 4 parts of the tram that are accessable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    ya and maybe parts of the tram could have lots of hanging vine-type texture theat can be pass through but not seen through very well. Like in the ventilation hive on ns_hera against the wall. Know what I mean? That way you can balance an alien death trap (the long tram) to a point where they would atleats hae a chance. It wouldn't make sense to put cargo boxes an a tram line.
  • FooshieFooshie Join Date: 2002-11-01 Member: 2820Members
    Hive relocating would be most benificial on this map because none of the hives connect easily to the other hives.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    only problem I see is that the marine spawn (what I think is the MS anyway) looks extreamly close to the botton right hive.

    perhaps one or two more rooms between each hive?

    otherwise, looks fun .. ^_^
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Silver Fox+Jan 22 2003, 12:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Jan 22 2003, 12:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->only problem I see is that the marine spawn (what I think is the MS anyway) looks extreamly close to the botton right hive.

    perhaps one or two more rooms between each hive?

    otherwise, looks fun .. ^_^<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree, maybe you could make "S" turn hallways like near cargo on ns_nothing. That way you can extend walking distance without stretching the map out.

    <img src='http://damagenetworks.gotdns.com/nothing.gif' border='0' alt='user posted image'>
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    what program did you use to make the plan of the map?
  • RinglordCayRinglordCay Join Date: 2003-01-06 Member: 11942Members
    hrhr, i have ttalked with panaka in the irc and i have read the german forum so i know it was made with <b>PAINT</b>

    the idea with the S-Turns are very good becouse more rommes between the hives and the map will explode or can only played with 32 ppl <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--RinglordCay+Jan 22 2003, 10:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RinglordCay @ Jan 22 2003, 10:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hrhr, i have ttalked with panaka in the irc and i have read the german forum so i know it was made with <b>PAINT</b>

    [...]<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    uh... no you got that wrong. far (the guy who did the 1st version) used paint (iirc).

    <b>I</b> used PSP. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->


    and @Silver Fox:

    the hive to the right is only accessable If someone weldet the door south of the big vent. and it's <b>only</b> weldable from the "hive-side" of the map!

    the only problem would be sieges... so I think I'll add some more rooms there.

    think I'll post a "new" version soon, so stay tuned. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    newest version of the overview:

    <img src='http://mitglied.lycos.de/estaransrealm/pics/maplayout-final3.gif' border='0' alt='user posted image'>

    tweaked the ways to the hive on the left and to the right.

    added a door like the one on ns_bast (don't know what it's called in English but in German it's a "Drehtüre" <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> - must be something like a "spinning-door" <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )

    feedback plz <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    ns maps should have 5-8 Ressources.
    Doors and moving stuff does not block the visibility calculation - long straight corridoors or other straight lines are bad for R_speeds.
    marines can too easy cut the aliens way from one hive tho another in early game, vents at map borders needed.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    From the crashed tram, going left will not be used, because there is nothing over there. It's a dead end, just like the "Airlock" room on Nancy. So really, it could be removed (blocked off) and save the mapper some work.

    What are the rooms that sortof look like flowers? The best ASCII representation I can make is

    /()\
    d*D
    \()/

    See what I'm talking about? What are those?

    Also, the name of the turning door on bast is Airlock. It is often called "the spinning door" by people who haven't memorized the official room names (just like Atmospheric Processing used to be called "snow room" for a while)... but Airlock is the real name.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    imo take the tramline out, or make it shorter
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Ollj+Jan 23 2003, 05:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jan 23 2003, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ns maps should have 5-8 Ressources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actual numbers:

    Nothing - 12
    Bast - 10
    Tanith - 10
    Caged - 9
    Eclipse - 9
    Hera - 9
    Nancy - 9


    Since both teams need to start with a node close by, there must be 4 (1 marine start + 3 hives) that are tied to start points.... 5 nodes total would mean only a single node away from a start. I know that the mapper's guidelines say 5-8 total, but in practice there are 5-8 in addition to the 4 at start points to total 9-12 on the official maps.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    i personally prefere 11. that way theres enough resources to allow game flow + a scrap at double node
  • d$kd$k Join Date: 2003-01-12 Member: 12227Members
    Is someone mapping this one yet ?
    Because i want to do it for you.
    I just got my readyroom ready.
    Contact me dsk_g_crew@hotmail.com
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    edited January 2003
    made an update and cut away all not necessary parts for mapping and tweaked here and there some parts. here it is:

    <img src='http://mitglied.lycos.de/estaransrealm/pics/maplayout-final4.gif' border='0' alt='user posted image'>

    btw:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are the rooms that sortof look like flowers? The best ASCII representation I can make is

    /()\
    d*D
    \()/

    See what I'm talking about? What are those?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    these are the hive-locs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> - if I got it right <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • PinkyPinky Join Date: 2002-11-07 Member: 7540Members
    Thats a really great layout, very well done.
    One thing that just really stands out, in the lower right corner, there is a hallway shaped like "2" and it just seems really bad, and a waste of time to go all the way around that area.
    Surely you can come up with a better idea than that.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Pinky+Jan 24 2003, 07:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pinky @ Jan 24 2003, 07:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...there is a hallway shaped like "2"...

    Surely you can come up with a better idea than that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is one of those cases where you can't please all the people all the time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    That S-curve (or 2-curve since it faces that way) was added because other people felt the bottom right hive was too close to the marine spawn--adding the switchbacks was done to increase the walking time without having to move the hive.

    I haven't really gotten a sense of scale for the map from the drawing, but I'd also be very careful to check that a siege that has line-of-sight back to the marine spawn can't attack the bottom right hive... if one can, the marines will be able to control that hive just by getting a siege at base.

    I personally like the layout--as far as I understand it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    the range for the siege is aprox. from the CC to the vent south of it. not 100% but nearly - just to give you a small point of the dimension of the map. (bad English, huh? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> )

    btw: I think I'll take the res nozzle east of the CC and put it back near the marine spawn. and also I'll add a "double-res" somewhere in the map. maybe near the tram... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    hi,
    here goes the atm newest version of the overview - this time with a small description of some parts of the map:

    <img src='http://mitglied.lycos.de/estaransrealm/pics/maplayout-desc.gif' border='0' alt='user posted image'>

    added a double res near the tram and put the start nozzle of the marines back near the CC.

    changed some minor things, too.

    enjoy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    (sorry for the bad image quality but I had to resize the original pic to get the comments under it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
  • Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
    edited January 2003
    This map is going to be good when someone makes it.... It is made all the better by watching it grow...

    Good luck with it I shall keep looking in to see it develope..

    Faded Tiger

    (I have taken a copy of picture and may have a go at mapping parts of it myself although I am not very good it will be good practice for me and may inspire a map of my own. Please don't expect to see any of my maps finished as I get very little time and time mapping is not time playing.. Hard choices)
  • G-ZeuZG-ZeuZ Join Date: 2003-01-26 Member: 12744Members
    looks like a really nice layout, I see 1 problem with the map, the marines can controle the dual recourses spot from thair base with a siege, keeping the alines out of the loop.

    and another thing, shoulden it be a german mapper that did this ? since the layout is from there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--G-ZeuZ+Jan 26 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (G-ZeuZ @ Jan 26 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->looks like a really nice layout, I see 1 problem with the map, the marines can controle the dual recourses spot from thair base with a siege, keeping the alines out of the loop.

    and another thing, shoulden it be a german mapper that did this ? since the layout is from there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    uh the siege range isn't that much. so it's ok. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    and btw: <b>I am</b> german, but no mapper. but here are quite a lot talented mappers that are not from Germany or speak German. That's why I wanted to share this "overview-map" with the NS community.

    but iirc a German mapper is already trying to remapp this overview. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--CaptainPanaka+Jan 23 2003, 09:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Jan 23 2003, 09:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> newest version of the overview:

    <img src='http://mitglied.lycos.de/estaransrealm/pics/maplayout-final3.gif' border='0' alt='user posted image'>

    tweaked the ways to the hive on the left and to the right.

    added a door like the one on ns_bast (don't know what it's called in English but in German it's a "Drehtüre" <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> - must be something like a "spinning-door" <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )

    feedback plz <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I like this, hope to see a final version sometime soon that I could perhaps convince my friend to run on his server. It would be kind of interesting to see some actual Black Mesa refrences in the map to <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • foolfool Join Date: 2003-01-18 Member: 12447Members
    <!--QuoteBegin---fool-+Jan 22 2003, 03:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-fool- @ Jan 22 2003, 03:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks very nice except the railroad is fricken huge. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    still.


    also theres some pointless doors. like in the middle of a hallway. you could make the lighting vary dark in the middle of the hall instead, it blocks visibility with something not so random.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Xzilen+Jan 28 2003, 10:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Jan 28 2003, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like this, hope to see a final version sometime soon that I could perhaps convince my friend to run on his server. It would be kind of interesting to see some actual Black Mesa refrences in the map to <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    uh btw:

    the atm newest version can be found <a href='http://mitglied.lycos.de/estaransrealm/pics/maplayout-desc.gif' target='_blank'>here</a> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.