Starting Maps Now A Waste?

N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
<div class="IPBDescription">Out of curiosity!</div> Well, again, after playing NS and reliving its glory (this happens to me a lot it seems) I was wondering if we should even remotely consider starting maps at this point. NS: Source is on its way, or at least future upgrades are, and starting maps at this point (since they take so freaking long) might be considered a waste of time?

Who knows. At any rate, I've got [the itch] to start a small combat map for the simple joy of bringing back my old days of mapping... so tedious, yet so fun!

Think we should start, or leave the idea for rest and wait for NS: Source?

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I'd hardly stop mapping due to the possible threat of NS Source, which may or may not happen, and certainly won't surface soon.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Ya, and we're semiplaning to release official NS forums comunity map packs at some point after the NS 3.1 release anyways, so it isn't like you won't have any chance at all of official exposure if you start now.

    Worst case scenario your map just ends up the best layout you could possibly have to base an NS:S map off of.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I have an unreleased map that I work on the odd time, if i dont get it released any time soon i'm just gonna wait till ns:s_
    Also it will hardly be a waste of time, you'll get better the more you map anyways._
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited April 2005
    <!--QuoteBegin-AUX Recoup+Apr 10 2005, 07:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AUX Recoup @ Apr 10 2005, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think we should start, or leave the idea for rest and wait for NS: Source? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    waiting? what does this word mean?

    seriously, you dont get better while waiting...
    and ns: source it nothing I would rely on 100%

    <!--QuoteBegin-Swiftspear+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ya, and we're semiplaning to release official NS forums comunity map packs at some point after the NS 3.1 release anyways, so it isn't like you won't have any chance at all of official exposure if you start now.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    shure <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    How much trouble will it be to port maps to work with Source? I've been working on a ns_ map for a little while now, and while it's not much to look at yet, people like the layout...

    I think his question is, "Would I be better off working with Hammer 3.5 and porting it, or using Hammer 4.0 so my map can be ready if/when source is done?"


    Of course with the Source SDK you wouldn't have NS entities or textures yet...
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Source mapping sucks, k?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-monopolowa+Apr 11 2005, 12:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monopolowa @ Apr 11 2005, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think his question is, "Would I be better off working with Hammer 3.5 and porting it, or using Hammer 4.0 so my map can be ready if/when source is done?" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    cant imagine to work with vhe 4.0 nayways because the texture tools are completelymessed up <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    You can port your map's architecture over to Hammer Source, but not the textures. The basis of what the map IS will be present, but just not the textures. Gotta only retexture and it should work.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    you can port the map geometry and texturing over, just not the entities. you actually have to delete the entities and make new ones, or they will just turn up black in-game and be rotated at wierd angles.

    the texture porting is not hard, you just have to use vtex and vtf2tga to extract the textures from the wad and turn them into source materials. the only problem with the textures that you have to do wierd things to get textures to be transparent.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Anyhow, I asked mainly because I wanna get back into mapping, and a friend and myself will probably work towards that goal together. He's good at what he does, and so am I. Maybe we can get it done, maybe not.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Does it matter if there is going to be a new version on source or what not? I will map anyways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    * removes all objects from the room, scales it up and listens to Kouji San's echo reverborate...

    (quoted for truth)

    Yeah I've just retaken to my longterm WIP, ns_solace. I've started my first Hiveroom (Gospel Generator) and I'm planning to finish it with full lighting and post some sexy screens. I have some questions that I need to ask in the help forums though (I'll do that tomoz).

    If any part of my map's are of a high enough standard by the time NS Source arrives, I will take those sections and improve the rest.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2005
    If you ask me its all the more reason to map even harder. This time, considering mapping for HL is a lot easier than mapping for source, should ideally be spent exploring different gameplay ideas in maps so that they can be tested/proved to be good ideas or bad ones, and thus Source maps will have a headstart in terms of more varied gameplay and ideas. At this present rate, maps for Source will basically just be the same crop of maps we have now but with better graphics. Think of all the potential gameplay and design uniquities which have not been explored so far!
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I should have thought as much. Thanks for the advice, folks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
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