Map ambience and additions

Sgt_Bilko1Sgt_Bilko1 Join Date: 2002-02-02 Member: 150Members
<div class="IPBDescription">Some things i haven't seen a lot of</div>Here are a few things I have not seen a lot of in NS maps that I think could really add to the atmosphere.

<b>+</b> Mechanisms that are tied in to multiple parts of the map -I know half-life did this quite a bit, where they would tie some sort of themed mechanical parts/machines/moving/pipes into multiple parts of the map. For instance, seeing a pipe sticking out of a wall, and on the other side seeing it continue then go into the floor, than if you're below that floor level you see it sticking down through the ceiling in the same spot. That sort of thing. Don't get me wrong, I’ve seen tons of pipes in NS maps <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->, just haven't noticed any organized like this.

Another example, have a "blast furnace" in the "basement" of a map with pipes leading out from it all throughout the map to specific points that vent particle "gas" in regular intervals.

<b>+</b> Deep deep pits or extremely high ceilings. - There are a few maps that have these in small areas but you never see it as a regular theme, really lets you feel like you're something small that's a part of something larger. I love looking up to see a giant fan twirling through a grate in the ceiling high above, extremely Sci-fi like.

<b>+</b> Levels that give you an "I'm really indoors" feel and not a "I'm in a mystery world of tunnels" feel. I know a few include windows to the outside world, or skylights, or an outdoor area or two that you can't access but look at.

<b>+</b> Marine starts that look like you actually just arrived there, crashed dropship, broken down transport, large set of "I've just been welded shut" doors, things like that.

<b>+</b> A marine start that looks like a bunker or a premade base, there are a few who have characteristics like this, but most resemble functional rooms rather than an established base. Bast is really the only map that comes to mind instantly when thinking established base.

<b>+</b> An NS map that’s more strait forward, where you have less of a confusing tunnel design and more of a “I can go here or I can go there” de_dust counter-strike feel. I know some people might shun this idea, but it really hasn’t been done yet and might prove interesting to experiment with. The map would have to be bigger than de_dust of course but I only use that as an example for being “strait forward”

<b>+</b> More weldable destructive items like in this image, this is a really cool feature. <img src="http://www.natural-selection.org/iB_html/uploads/post-12-04438-1.jpg" border="0">

*edited to get image to display*



<!--EDIT|Greedo386|Oct. 08 2002,14:15-->

Comments

  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Bilko, if you knew what NS was about, and mapping is about you might understand. The great effect of weldable items from exterior is a one off just to make one map look better, it works on this map. If we put it on any other map, like eclipse or caged it would totally distort the atmosphere and gameplay.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    I would venture a guess that he does know what NS is about, considering his group is "playtester".
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--Sgt. Bilko+Oct. 08 2002,14:19--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Sgt. Bilko @ Oct. 08 2002,14:19)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><b>+</b> Deep deep pits or extremely high ceilings. - There are a few maps that have these in small areas but you never see it as a regular theme, really lets you feel like you're something small that's a part of something larger. I love looking up to see a giant fan twirling through a grate in the ceiling high above, extremely Sci-fi like.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I love Greedo's new lost screenshots (only two.. get working Greedo.. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> ) becuase one of them is just that.  A resrouce node on a platform then a large pit.  Mmm, lost = pwnage.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I encourage everyone to include at LEAST 5 weldables in your maps.  They make the game INCREDIBLY dynamic.  Hera has tons of welds, mostly for vents and such, but some INCREDIBLY impacting ones, like the cargo/ms door, and the reception doors.  Everyone should REALLY include welds, whether they be welds to vents, or welds to area's on accessible by welding, for a resource node (those are really cool).  It REALLY changes the game.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    The thing about weld-access-only resource nodes is that they're impossible to reach for the aliens, until the marines decide to open it.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Caged does well with this - it has a node that can be reached by welding *or* a vent.
  • Sgt_Bilko1Sgt_Bilko1 Join Date: 2002-02-02 Member: 150Members
    Angel -  I don't really get what you are trying to say, if you never knew what something played like in the first place how would you know that any addition would be a distortion? Distorted referring to the creation of negative elements in the map design that are not athletically pleasing or gameplay feasible. Maybe you thought I meant add those features to all the NS maps out there? They are just ideas for the future.

    No need to be insulting there big guy, after beta testing since about the NSPT2 build I'd say I know what NS is about.

    Cyanide – I couldn’t agree more, weldables have certainly made Hera an amazingly dynamic map, and I’ve had many a close call while frantically trying to weld a door shut, or using them as strategic barriers to keep aliens out and secure an area. This is a really unique part of NS and I certainly back this encouragement.



    <!--EDIT|Sgt. Bilko|Oct. 09 2002,10:42-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I know that my experiences as a playtester and my opinions on how NS plays and looks best are what led me to restart my map.  I've already got plans to include many of the suggestions you pointed out, Bilko, and I have, in fact, added a <a href="http://pages.cthome.net/mrolek/lost02.jpg" target="_blank">'deep chasm' room</a>, as Steve pointed out above, which covers two points: big pit and window.  And I've also already added a <a href="http://pages.cthome.net/mrolek/lost04.jpg" target="_blank">windowed hallway</a> and a windowed overlook in a hive room.  I hadn't given too much thought to how I'll be implementing welds, though I'm fairly certain it will be a mix of Bast and Hera, i.e. a few weldable vents near the marine spawn that can be opened by an alien that makes its way to the button.  I still do have a large amount of level left to work on things, so we'll see.

    I'm committed to doing things right this time around.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I have to say, I really enjoy seeing rooms that are so tall that you can't help but crane your neck and say "Wow!" to yourself.  Bast's refinery hive room is probably a perfect example of this.  But the big problem with doing that is that your r_speeds can get out of control pretty easily if you're not careful.  Nevertheless, expert mappers generally do have a handle on this, either by limiting the amount of brush detail or scaling up the textures slightly.

    Welders are awesome too, dynamically being able to change the structure of a map is just one of the things that makes NS great.  But I definitely like to see the func_weldables used in innovative ways, like the famous laser strike in NS_Tanith (the image that Bilko posted), and the computer consoles that control vent access in NS_Hera.  Just being able to open or close a door is cool enough, but there's so much more potential than limiting yourself to that.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    /me off-topics

    Nice pics Greeds!!!

    /me on-topics
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Yeah, I was gonna have some of that stuff in my map. In fact, I had a kind of "pipe theme" where the same pipe would appear wherever there was a resource.


    But then I changed the layout. And then I restarted completely four times after not being happy with the marine spawns. And now I don't think I even like the map's name much.

    Yeah, my map is pretty confused. But I've got some ideas....
  • Sgt_Bilko1Sgt_Bilko1 Join Date: 2002-02-02 Member: 150Members
    If you have the machine for it and the time to download, go grab Americas Army and play a few of the indoor "facility" type maps they have. They are EXTREMELY big on realism as far as room organization, pipes, lights, doors, ladders, windows....and all those goodies. While I don't think NS maps should focus on realism it provides a good visual example of what I'm talking about.

    If you want some ideas on large scale indoor structures go grab a copy of unreal 2003, even if it's just for a few days and you bring it back. There are some seriously amazing map designs in that game and they are all sc-fi oriented, I highly suggest just taking a look at them if you have the time and money.

    Vynn - love the "pipes where you see resources" idea. I think you coudl really go somewhere with that. Gigantic steaming pipes next to all the resource nodes would really be an original design in the NS realm.

    Greedo - Uh, hum, *drools*. Nice screenies.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Maybe in some future version the lvl5 Onos(?) could brake down weldable doors by ramming into them repeadetly? Or maybe he can already do that.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    It's called a func_breakabe with a high health value.
    <b><span style='color:lightblue'>*static*</span></b>



    <!--EDIT|Moleculor|Oct. 11 2002,11:05-->
  • Sgt_Bilko1Sgt_Bilko1 Join Date: 2002-02-02 Member: 150Members
    Well, the whole idea behind weldables is to make a permanent change to the gameplay flow of a map, either a neutral change (making a wall explode) or in favor of the marines (shutting off some vents).

    lvl5's are already extremely powerful, allowing them to break welds would make them even more deadly, and believe me - once you see the power of the lvl5 and get run down by one you'll not only have to change your pants, but you will be glad they can't break them.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    I am a *HUGE* supporter of pretty much everything bilko's mentioned here. The rooms with really high ceilings or bottomless pits just SCREAM "sci-fi!" ... that or "hey there's gonna be a skulk hiding on the wall somewhere" <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    Plus, I really enjoyed learning a bit more about what the Devs have done with the "weldables" concept in this thread. Sounds like it'll be really cool; the ability to physically alter a map and change gameplay in a very tangible way sounds REALLY sweet.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    So, I guess my question is if Bilko is talking about maps he's seen posted in the Mapping forum, or in PT's? Becuase all the official maps cover just about every one of his concerns 10 times over...
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--QuoteBegin--MonsieurEvil+Oct. 11 2002,15:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (MonsieurEvil @ Oct. 11 2002,15:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->So, I guess my question is if Bilko is talking about maps he's seen posted in the Mapping forum, or in PT's? Becuase all the official maps cover just about every one of his concerns 10 times over...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Not all of the maps have very many welds, look at nothing or nancy, however i encourage EVERYONE to add as many sci-fi things in as possible, and tons of welds!
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    more weldables = better

    seriously tho, i'd want as many as possible, vents (grates), doors, etc.
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