Mapping Guidelines Updated

CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">not caught up, but getting there</div> I've updated the Mapping Guidelines by taking care of glaringly obvious problems (like the section on HLTV Overviews, which 3.0 maps don't use) and fixing a few smaller problems:
<ul><li>Bumped NS version to 3.0 (formerly referred to as 2.1).</li><li>Revised entity limit to 275 under the Resource Limits section. </li><li>Updated the HLTV Overview section to note that overview files aren't used by NS 3.0 and removed related document links. </li><li>Updated Official Submission Deadlines with latest status and note that source is required from the author for any official map. </li><li>Added a separate NS:Combat subsection to Required Entities. </li><li>Updated the picture in The Minimap Sprite to match current minimap style. </li><li>Updated File Naming Standards with combat map naming standard. </li><li>Added team_armory to the entity list. </li><li>Updated team_command entity with new "starts built" flag. </li><li>Edited note for team_hive. </li><li>Made spelling and grammar tweaks. </li><li>Retitled information added in v2.1.5 as "command char placement", "hive placement", and "starting nozzle placement". </li><li>Removed indent from paragraphs containing subheader titles. </li><li>Revalidated 4.01 HTML Transitional.</li></ul>Remaining changes to be made are listed under "Known Issues" underneath the changelog. I hope to get to updating/correcting the Mapping Forum FAQ this weekend. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited February 2004
    Good job XP-Cagey. Good to know that you're there keeping us straight on the guidelines.

    Edit: Just reread your post, feel free to lookover the guide I wrote in the newbie mapping forum on setting up hammer for Steam NS. It might be of some use to you. Of course you can also just make your own since you're more learned on mapping concepts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I know this is an entirely wrong place for this question but with the "start built" flag are we seeing the beginnings of a possible two-way random base map where both marines and aliens start in one of X possible locations? Granted the maps would be huge but that would be an interesting strategy element.

    Other than that, good work. I wish I put as much effort into mapping as you do, i'd have finished more than one something by now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    i was wondering, is it possible to make a sliding action in hammer where it shows your brush and then you have the transparency amount to scroll left and right?
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Cagey, under the Combat entity requirements, it says 1 team_hives. Perhaps you should change that to just say 1 team_hive. Makes more sense, eh?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    <!--QuoteBegin-BlackPlague+Feb 7 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Feb 7 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i was wondering, is it possible to make a sliding action in hammer where it shows your brush and then you have the transparency amount to scroll left and right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, it isn't. The closest solution I can come up with is to create a test room with a sample entity and take screenshots of the various transparency levels. It's not perfect but it is something.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    edited February 2004
    The forum faq could use a go-through as well at some point. Much of it is quite out-of-date as well.

    Edit: BTW, good work as always Cagey!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2004
    <!--QuoteBegin-The Cheat+Feb 7 2004, 01:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Feb 7 2004, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cagey, under the Combat entity requirements, it says 1 team_hives. Perhaps you should change that to just say 1 team_hive. Makes more sense, eh? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thanks for the catch - I made the correction <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I know this is an entirely wrong place for this question but with the "start built" flag are we seeing the beginnings of a possible two-way random base map where both marines and aliens start in one of X possible locations? Granted the maps would be huge but that would be an interesting strategy element.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think that truly randomized maps would probably need to have a "remove for remainder of round" entity that replaced killtargets in order to function correctly; otherwise you'll still have items floating around the map that shouldn't be there.

    The current system of killing entities wasn't designed for round-based mods--once an item is gone, it's gone forever. You could currently have a randomized map that changes its configuration on load and then stays the same for every round until it is reloaded...

    EDIT: the phrase "reloaded again" was brought to you by the department of redundancy department.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2004
    Found two broken links from the Table of Contents Cagey:

    <b>Add Gameplay Related Sounds</b>
         link:
         #Add_Gameplay_Related_Sounds
         header name:
         Add_Sound_Gameplay_Related_Sounds <span style='color:gray'><--typo <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> ?</span>

    The <b>Appendix B: Counting Entites </b>
         link:
         #Appendix_B__Counting_Entities
         header name:
         Appendix_B__Runtime_Entities

    GreetzZz Kouji San
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Kouji San+Feb 7 2004, 10:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Feb 7 2004, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Found two broken links from the Table of Contents Cagey: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Doh!

    Fixed 'em - thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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