Will there be ported versions of NS maps?
Andos
Join Date: 2003-10-17 Member: 21742Members
It would really be a shame if none of the existing maps we all know and love wouldn't get converted to NS2 and updated. I know some of the mappers that made official maps aren't around around anymore so what will happen to them? <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
Will there be remakes of them / will Flayra try to contact the original developers to see what their opinion is on it? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Will there be remakes of them / will Flayra try to contact the original developers to see what their opinion is on it? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Comments
Just port: <b>Tanith</b>, <b>eclipse</b>, <b>veil</b>, metal and nothing, that'd be cool.
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In my opinition those (bolded) maps are just what I <b>do not</b> want to see in NS2. They all are too bright, too simple (just cubic corridors without any hiding places for skulks), not enough vertical differences, not enough dynamic elements like weldables... They are just boring to play (althought they are well balanced).
What I'd like to see is quite the opposite: maps with dark areas, weldables, complex map structures, many levels, lots of vents, tunnels, hiding places for skulks, pipes, basements full of water, maps so large that you can easily get lost there (if not looking the map) even after you have played the map for a few hours.
Just my 2 cents.
- Garo
If the lighting needs to be changed, thats relatively easy to do.
Could also put in some design flourishes to make em less boxy.
However I think they really should essentially do what they did to CS Source what they will to NS Source
In my opinition those (bolded) maps are just what I <b>do not</b> want to see in NS2. They all are too bright, too simple (just cubic corridors without any hiding places for skulks), not enough vertical differences, not enough dynamic elements like weldables... They are just boring to play (althought they are well balanced).
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i only care about balance (ok the look of the maps count too) veil is the most balanced map i know for aliens its based on teamwork i <b>do</b> want to see veil in NS2
KungFuSquirrel made Eclipse, one of my favorite maps, have a look how he made it look in the Doom3 engine:
<b>Eclipse Redux:</b> <a href="http://www.button-masher.net/content.php?i=537" target="_blank">http://www.button-masher.net/content.php?i=537</a>
Personally, I'd like to see them all, except siege maps ported over. Or at least give some kind of naming scheme to them, for example, ns_siege_<name>. Recently played on a server that ran ns_space_cow_ranch.
Which turned out to be a siege map.
Which then resulted in me leaving the server.
And lighting settings are easily evaded, by the "gamma 3, brightness 3" people. It's ridiculous that someone can bypass a strategic feature of a map by 2 little commands. Thank god for Source, and it's lower tolerance of lightshifting...
very nice map.....
However, I'm amazed anyone can map for doom 3. I've never seen a more difficult, moody and obstructive editor.
Getting back on topic, I think porting maps would be cool. It strikes me as inevitable that the original maps would be re-made from pretty much nothing but the original as blueprint. I like all the original maps, some before they were adapted and changed.
NS wasn't meant to be played in the dark, that would unbalance the game towards aliens so much...
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But NS2 can set the record straight. The HL1 Engine is way to weird when using dark areas and dynamic lights. But HL2 can do some amazing things with lights, so perhaps darkish maps can be achieved. --> for example: dyninf infests an area turning off lights, marines kill the dyninf turning the lights back on. Should give some nice RTS elements in some areas...
Anyway, not porting the official maps is going to be frowned upon by the gaming gods! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
prahps these maps could be ported and added too with lvls and or exspansive size, who knows half hte corridors in veil may not yeld acess to the next bigest kharaa doors may need tobe raised and the current veil could end up being the size of bio dom on the new maps, but then whats the point of 6v6 when maps get that big,
new game mod? co, classic, offical seige, invasion?, assult?
great port over on the doom 3 engine, some one tell him we are useing source
well we dont know if its going to be structural in door or massive out door with forts
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Actually, we know. To quote Flayra: "1/3 same, 1/3 similar. 1/3 new"
Don't expect huge outdoor environments. (as they would hugely impact gameplay and would not fit into his rule of thumb)
I hope that the classics will get ported to NS2. We just don't know if the "1/3 new" will include features that require big map changes. (like more dynamic hive placement or multiple marine starting locations)
IMHO the HL2 engine is amazing, but it still looks a little rough in the edges so you loose that 'smooth' feeling many modern engines has.
Also I'm a bit sad that Valve hasn't done more to provide better tools to ease the creation of materials. I wish they made a full-blown material editor with were you can see the changes you make to it in a realtime 3D view.
It really frustrates me how I have to make changes in photoshop, edit some text files, drag and drop files into some command-line exe files, copy paste some files, compile and run a test-map and finally rebuild cubemaps in order to see if my material looks right. It just sucks.. Sorry <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
> "1/3 same, 1/3 similar. 1/3 new"
In the beginning I hope they keep close to the NS gameplay style and then in public betas try out some wild ideas to see how it works out.
Hera, caged, nancy, nothing, tanith, eclipse!!!! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Old good memories...
I used to play these on my Celeron 400, fps 10 ftw! Usually i was gorge, due to lack of framerate...
I would be very happy, to see those maps in NS2! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
It's not that I dislike the originals, in fact I love them, but I've played them all a million times - keep the gameplay and let's see some new scenery.
It could be possible to simply copy the brushes used to create the map into Hammer. Then adding more detail, retexturing them (both are essential) and as you said adding effects, which make use of the source engine.
This would in essence be the same map, only better looking while being able to use the source engine to the max. So I guess if it would happen it wouldn't be a simple port of the ns1 map...
However since we still have no real idea what NS2 is going to be like (2/3 different/new additions). Designing or recreating maps would be a futile thing to do <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
--> We still don't even have a official texture set to work with yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
All olschool maps should be converted...
Hera, caged, nancy, nothing, tanith, eclipse!!!! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
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You forgot one, heh.
NS wasn't meant to be played in the dark, that would unbalance the game towards aliens so much...
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and i will say this to you good sir.
Having maps that are always so freaking bright favor the marine side!!!
I bet you never thought about that >.>
I only play marines, but i personally love dark maps myself. It gives the game a more realistic and creepy/scary feel to it.
Yeah we need some cool ns2 texture-pack, would be fun to make some high detailed ns2 map.
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maybe start a contest.
And hopefully the amount of light will get back to the roots <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
This is going to be NS2, not NS:Source, so expect something new. I'm pretty sure that if old school maps don't make it into the release, it won't be long for the community to create its custom content and recreate the maps they liked. Hell, maybe the new maps will be so good you won't want to play the old ones!
@Mendasp: bast FTW!