A Few Questions

GGGWolfmanGGGWolfman Join Date: 2003-03-03 Member: 14263Members
<div class="IPBDescription">??</div> Ok, Im new to NS mapping but have been HL mapping since it came out. So, here are a few questions:

1) If I make an NS map, what chance do I have of it being included as an official map? Im not expecting it to be easy to do, but im wondering if its even possible at this point in time??

2) Everyone seems to have this thing about outdoor maps - but what counts as outdoors? Can small portions of the map be outside (eg an underground room with caved in roof)? Would this reduce the chances of making the map official?

3) Whats the deal with comm mode? How should you take into account apart from not making rooms-over-rooms? I cant see how some maps were scrapped because they didnt check if they were suitable for comm-ing?

If someone could answer these, then thx a lot! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

-wolfman

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    hopefully you read all the liks posted in the webbed threads on top of this forum.
    They help much.

    1) Map submition to become 1.1 oficials ended Mid Febuary. We all wait for 1.1 and expect many bugfixes for NS mapping .fgd`s , the lerk flying model ... All this will affect further mapping.
    Flay prefers for oficial maps:
    - Small maps with much atmosphere
    - Gameplay, ballancing and a good feeling
    - Good server performance (<500 entities (exluding light) )
    - Must run in Software mode without quality or huge performance loss. (r_speeds <700 (<1000 in comm mode) , 4mb texture limit ... , no GL-only effects)
    - maps with normal gameplay (no fun maps that change the regular "secure 3 hives" gameplay drastically)

    2) Outdoor just means that the map has huge open areas were you can fly really high.
    Making a room (no matter if covered with Sky or Walls) with a volume ~4 times as big as in an oficial map just gives Flying,wallclimbing and fall-dammage-immune units a too big advantage.
    Marine turrets get ineffective because of range.
    Aliens can stack towers to the heaven.
    e.g: The Refinery Hive (as largest room in NS) already causes a small ballance problem.
    Just dont make rooms larger than the refinery hive.

    3) Its essential that the commander can see every floor without scrolling much.
    The command view should be high enough to overwiew each squared room completely.
    There is that old idea:
    make the room between 2 floors (above each other) func seetrough and make a toggleable visible wall for the commander. (comm can toggle doors and such by clickingon them). Never again heared of that idea, its bad for r_speeds, too.
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