New Mapping Guidelines!

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
In case you guys don't read the front page news, here's the summary. There are new mapping guidelines, written by XP-Cagey. Check them out!

<a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>http://www.natural-selection.org/Mapping_G...Guidelines.html</a>

-Charlie
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Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2003
    Nice, I'll have to read them, it's nice to see this updated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    nj <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    [Edit] Wow, it's A LOT easier to read now, this will help the new mappers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    wow thats lots of text, but good structured.
    nice done XP.
    The secret room in my map will honor you.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Forgive me, but what's with the 4MB texture limit? Surely in this day and age of 128MB cards, with 256MB cards on the way, NS should at the very least be able to take advantage of the space on ancient 16MB cards like the older TNTs or VooDoo 3!

    I don't think any modern card sold today by the major companies even has less than 64MB... What's with the bias towards 8MB cards? Isn't Half-Life's horrible texture support bad enough without setting extremely low limits on getting around those low-res low-depth textures by using a greater variety?
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    waaaaah , CaGeY VERY VERY VERY nice job ! w00t !

    btw : check my register date and my post count <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    Im even fine with 2-3mb of textures.
    simple reason:
    Lower texture limit = more scaled textures = less w_poly = better performance for low-end.

    now how do I see how much texture memory all the stuff needs that is not in TEXINFO?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Oh, hey. That's much better. Nice one Cagey.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin--Ollj+Apr 14 2003, 08:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 14 2003, 08:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im even fine with 2-3mb of textures.
    simple reason:
    Lower texture limit = more scaled textures = less w_poly = better performance for low-end.

    now how do I see how much texture memory all the stuff needs that is not in TEXINFO? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Better performance on low end? I'm sorry, I don't consider voodoo 1 or Riva cards to be low end, I consider them to be ANCIENT.

    Heck, 4MB is not even taking advantage of a Voodoo 2!
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Nice updates. 'Bout time, too.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    By low end, he means software mode. For old machines with no 3D acceleration at all. Guspaz this discusion has been done to death, do a search.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    question:
    When i want to customize my minimap.spr with custom colors what colors should I avoid (are reserved for blibs)?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    Fantastic job, Cagey. I<b>t</b> needed to be done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    edited April 2003
    You needed to be done, eh? Not sure that belongs in this forum...

    *wink*

    Very nice update, that should cut down on some of the hassle of new mappers trying to figure out what's expected of them.. myself included.. *grin* but now stop writing english and get back to writing that magical C that we all love you for! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    (ah, the wonders of being a coder.. this is why I'm on vacation)

    -tal

    [Edit: the forum's wink emoticon looks like he's about to puke...]
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wonderful job, XP.

    Has a ton of info, <b>and</b> looks good! :)
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Very nicely done, I really like the little graphics here and there.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited April 2003
    Thanks everybody <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    One quick thing to point out -- now that there's a table of contents, almost any part of the guidelines can be referenced directly. The format for any link is #Section_Title where spaces have been replaced with underscores and all other characters have been preserved.

    This also works for any entity, such as <a href='http://www.natural-selection.org/Mapping_Guidelines.html#func_weldable' target='_blank'>func_weldable</a>. If someone new needs a quick reference and you want to send them to the guide, you can target the section they should be reading directly.
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    edited April 2003
    <!--QuoteBegin--Guspaz+Apr 14 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Apr 14 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forgive me, but what's with the 4MB texture limit? Surely in this day and age of 128MB cards, with 256MB cards on the way, NS should at the very least be able to take advantage of the space on ancient 16MB cards like the older TNTs or VooDoo 3!

    I don't think any modern card sold today by the major companies even has less than 64MB... What's with the bias towards 8MB cards? Isn't Half-Life's horrible texture support bad enough without setting extremely low limits on getting around those low-res low-depth textures by using a greater variety? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Since Flayra originally wanted to support software mode, I doubt he would want to upp the requirements of NS to 16 or 32MB cards we use nowdays. Half-life has lots of people playing it on ancient machine because, well, helf-life <i>itself</i> is ancient. I can't see why anyone would code a mod for half-life without its community being a factor. Since much of that community have ancient machines, I don't see why you'd want to cut them out of a mod. If you wanted to make your mod for the high-end cards of today, why not make a mod based off of Quake 3? Or NOLF2? Or Unreal 2003? Or even the Serious engine... now that's a sweet little engine for a 1/2 priced game.

    EDIT: Less than 400 entities... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Ok then.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    sweet.
    informative and good looking.

    Nice to see those nice descriptions of the entities.
    A suggestion from me would be to put a small linkt to a example under every entity-description, so newbie mappers can understand them more easily
    (something like "Let's say we want a small steam comming from a vent everytime this door is shutting down, we do the following... bla bla bla" ... maybe not that complex examples)
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    CLean, clear and organized...very nice and very usefull
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I know people who play NS in software mode.
    It crashes sometimes, but it's non the less playable.
    And the lack of pop-up menu has been filled with my own personnal commandmenu, with all the same stuff.

    But guys.. don't think that 4 mb of map textures = 4mb off your video card...

    Those 4mb of map textures go through a HELLUVA lot processes before getting to your screen, and all of it... is EXPONENTIAL.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--Calantus+Apr 15 2003, 10:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Calantus @ Apr 15 2003, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: Less than 400 entities... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Ok then. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The 400 entity limit doesn't include info_team_start, info_player_start, info_location and light entities that are either unnamed or not dynamic.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    About the entity-limit, texture-limit, and all the other things we have to keep track of.. I theorize that a program that would scan the .bsp and highlight if you're breaking certain things would infact be pretty handy?
    Just a small utility that runs at some point that, if it detects one or more limits have been broken, halts the compiling and displays it to the user. Or to a log. Or, whatever, point is it'd do some errorchecking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It could go further than that, into some more general information, such as showing with certainty just what wads the .bsp is dependent on, what texture is used most, etc. etc.

    It's the errorchecking I'd really like to see though. All in all it'd be information available already, just collected and analyzed centrally.


    Just a thought. Haven't searched on this either so maybe it's been suggested a thousand times already.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    edited April 2003
    <!--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-->fewer than 400 entities used on the map (info_player_start, info_team_start, and info_location entities don't count towards this cap)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ok so... my map has a lot more than that ... because for example each door uses 1 multi manager 2 sounds 2 doors and one switch and all the light overlays and whatnot

    I have 620+ entities without all the starting locations and my map isn't even finished yet <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--gaggle+Apr 15 2003, 03:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gaggle @ Apr 15 2003, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just a small utility that runs at some point that, if it detects one or more limits have been broken, halts the compiling and displays it to the user. Or to a log. Or, whatever, point is it'd do some errorchecking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sounds reasonable--added to my to consider list. I believe there is already a planned release from the NS dev team for a tool to detect the entity count, but I'm not sure of an ETA. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    excellent work cagey! if i mapped i would have a joygasm.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    This is a nice and badly needed document, as there are many new NS maps coming out that aren't even close to ready for playtesting. Actually, I'm surprised that Flayra or other moderators haven't webbed this thread yet.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--HoundDawg+Apr 15 2003, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Apr 15 2003, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is a nice and badly needed document, as there are many new NS maps coming out that aren't even close to ready for playtesting. Actually, I'm surprised that Flayra or other moderators haven't webbed this thread yet. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The URL to the Mapping Guidelines is linked in one of the webbed threads, don't need to web it twice
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Someone so has to make ns_yellow now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Hm, seem to be nice. I think a few senseless ACCESIBLE rooms would be cool to see in more maps as well, or semi hidden resource nozzles (ala freight elevator heh)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I've added links to the Quick Start Guide to take advantage of the new bookmarks in the Guidelines.
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