Map plan - need suggestions

KauKau Join Date: 2002-06-22 Member: 809Members
I made an overview thing of a map I'm planning to make for NS. I am begging for suggestions and constructive criticism. I want this to be a smaller, more fast-paced NS map. If you wanna out-do yourself, you can add change/add things (please use blue) and then upload your version somewhere to visually show your suggestions. Thanks!

<img src="http://www.elute.net/kau/images/ns_map1_overview.GIF" border="0">

Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Seems like a few r_speeds hot spots could occur in these areas, also whats the background of the map? location etc

    <img src="http://csnation.counter-strike.net/barney/personal/ns_map1_overview2.gif" border="0">
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hmm.. the hives have only one entrance... thats bad, its too easy to defend... you need more ways
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, more entries to the hives, it is small, but i think maybe a little too small as it wont take marines too long to run from their spawn, to hive, to hive, to hive.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    If I were you I would have tried to start over by drawing it by hand nicely if you don't especially love paint. It looks sort of messy right now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    forgive me, but is this map set in rock or some tunnel place? cause it sorta looks like one of the tunnel levels from red faction (well reminds me anyway)... I think you are gonna have to rethink some of the pathways and make more provision for limiting r_speeds cause you've got some rooms which can see half the map..
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    sorry for not using blue for my changes, but they would just not have made any sense, then..
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Gah!  Ok, now we're just getting a bit too complicated for a "small, fast-paced map".  That beast (steve's rendition) looks as if it could give Bast a run for it's money in terms of complexity.  I don't think the map needs to be <b>that</b> drastically altered, but some changes are needed.

    1)  If this is a spaceship of some kind (and I assume it is because there are vents) then what's with it's sporadic layout?  They way it's drawn now it looks to be some kind of cavern system.  I'm not too clear on what's happening here

    2)  If this is a spacecraft and not a cavern system, then keep in mind that every room should have a purpose (adds immersion and a sense of realism to your map).  If the map is designed in such a way that random corridors are strewn about haphazardly, it will detract from the overall experience your map delivers

    3)  You need to add resource nodes, and if it's a spaceship, you need to add weldables.

    4)  Avoid making it so that the hives are too easily defendable, else the marines won't have a chance.

    Well that about sums it up for now.  Keep in mind that even on the smaller maps, there should be a 25-35 second running time between marine spawn and the nearest alien hive, to prevent shameless rushes and alien ownage.  Hope it works out for ya!

    <edit> Spelling, grammar, etc. </edit>
  • KauKau Join Date: 2002-06-22 Member: 809Members
    Thanks for the input, I drew this at 2:30 AM...so yeah. Sometime tonight I'll redraw it perty-like and fix stuff.
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    my only suggestion is, unless ur an expert or fairly good mapper make it easier, bending halls like that often causes: leaks, unsmooth surfaces (makes bobs fall as far as i still kno), and sum other errors (which im not sure is true but it gives my post more meaning ) but if ur good go ahead and try
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    !??! what high !?!?

    Short, face-paced maps like the one he started out with will just not work for NS.

    Why?

    Becuase,  there was almost no alien vents and <b>only way way into the hive</b>!!  Just look at your last two ponits you made...

    <!--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-->3)  You need to add resource nodes, and if it's a spaceship, you need to add weldables.

    4)  Avoid making it so that the hives are too easily defendable, else the marines won't have a chance"<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    If you want to achive this then you are going to have to addon to the map layout, duh.  Look at my changes -- this in no way would give 'bast a run for its money.'  What it would do, however, is make the gameplay more intense by adding little ways that make rooms more accessible. I ask you -- what is more intense Situation A which is "I need help in this room! move help help" "Ummmm, sorry, there is no way over there.  I would have to down a long hallway and up another to get to you -- have fun dying" or Situation B which is "I need help in this romo! Move! Help help!" "Roger that, we are coming in through this tunnel that combinds are two areas!"  I think sit. B is.  A map layout as simple as what this guy had it would just not play well.  IE - first one to set up turrents holds that area for a very, very long time.
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Wrong steve, the way you drew included a plethora of unneeded corridors, hallways, or what-have-yous and as a result just increased the complexity of the map far past what a "small, fast-paced" map would ever need to be.  I agree that there need to be more entries into the hive areas in order to create more of a challenge for the aliens and easier for the marines, but what you did in terms of altering the layout is <b>way</b> too overkill.  Something between your version and the original version would probably be ideal.  It all goes back to what the mapper initially wants however.  He says he wants to keep the map small, and the bottom line is that what you drew was certainly not small.
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