Ns_roughneck

KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
<div class="IPBDescription">New map layout - comments & pointers plz</div>Hey,
I'm just starting to map for Natural Selection and I was just wondering what you guys think of this layout for a map. I'm still working of a background story at the moment.

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    seems a little small for my liking. Theres only really 1 room between the marine spawn and the hive - I can't imagine that taking more than 10 seconds to walk from marine spawn to any hive. You might want to add an extra room or two to each path...
  • 10RoUNdTOmMYgUN10RoUNdTOmMYgUN Join Date: 2002-05-03 Member: 572Members
    I agree , very small , has me thinking of cs_speedball. Also all the resource nodes are but a room apart from marine spawn , each other , and alien spawns. Could be a cool change of pace though , as I said cs_speedball , it was total fun.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    What you need, I think, are some rooms which are just rooms, with you'know nothing much in.  You could have architexture, or big pipes, but no resource nodes or hives, just some space to pace things abit.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    It's not too small, it's just overconnected. You might want to move that bottom hive out a bit though. There should also be 2 MS exits max (not counting vents).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    3 of the marine start entrances duplicate the remaining 2, there is no benifit gained from having this extra routes.

    The lowest hive is only 1 room away from the marine start,  that is just too close.

    The hives are connected to each other too closely, marines hould have to got back to about halfway across the map to get to the next hive, so that travelling time between hives is the same as travelling time between the MS and a hive room.

    It looks like it has the right balance of hallways to rooms, they just need to be connected better.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    Right, total reworking i guess...

    Actually the map is only about 128 units from the edge of the map boundaries on each side - most of the corridoors are 256 units wide.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    Hey guys,
    how about this layout instead- it takes up just over half the VHE grid.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    The hive rooms seem pretty close to resource nodes, and there are alot of very short corridors.  Have you considered vents, weldables and other important stuff?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The righthand 2 hive seem too close together (only seperated by 1 resource node room).  

    The long straight hallway juest bellow the marine spawn (leading most of the way across the map) will probably lead to monsterous r_speeds.

    Again you have redundant hallways between some areas.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    You might want to try something like this:

    edit: I know that some hives are closer to the ms than others, that can easily be changed with a few tweaks, this is just a guideline that you can follow if you want since IMO over connected maps are easy to get lost in and favour aliens too much.



    <!--EDIT|Ekaj|Oct. 25 2002,18:21-->
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    Hey, thanks for the layout thing. I knocked this up last night though but your's seems better:
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Think of visibility, from the marine spawn across horizontally to the room with a resource node in, then again onto another resource node room, wpolys could get dangerously high.  Position the entrances to rooms slightly more 'unaligned' so you cannot see down an entire corridor and through the next room.
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
    what do u use to make those map overviews?
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    Too many hallways. Aliens will be able to slaughter marines.

    You need to make the map memorable and easy to learn.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    I just make the rooms and corridoors in VHE, do a top-down view in the 3d view then add a key in Fireworks.
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
    <!--QuoteBegin--KingNic+Oct. 26 2002,13:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KingNic @ Oct. 26 2002,13:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I just make the rooms and corridoors in VHE, do a top-down view in the 3d view then add a key in Fireworks.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    and vhe is?
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <a href="http://www.valve-erc.com" target="_blank">Valve Hammer Editor</a>
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
    o thats vhe lol.. i tried to become good at mapping but i only know how to mkae a room and other square shapes cuz i cant find any tutorials that help me
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