Ns_cityassault

PashPash Join Date: 2003-06-22 Member: 17619Members
edited June 2004 in Mapping Forum
<div class="IPBDescription">Map idea</div> Ok... Marines touch down in a large gunship in the ruined part of a city. The ships too large to land in the streets so it lands just across the river on a crossroad near a destroyed building.

Basically the map will be at night under moonlight with a few street lights. From the GunShip (M-Start) marines cross a bridge then weive they way through the streets towards a badly damaged hospital (Aliens Hives).

In this map marines will have the advantage with fairly large open spaces, but aliens can leap out of doorways, windows and dark corners.

Bellow the streets is piping for water drainage, leading from the centre of the hospitals court yard to the river. With varius exits between.
In the ship marines can us the main flight consol to order in a mortar strike on the street every 3 or 4 mins. (bad for either side if your in the way).

My first design

Green - Doorways (entrances)
Red - Windows
Blue - underground drainage tunnel
«1

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    What are you going to do about skulks being able to climb on skyboxes?
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited October 2004
    Stop them from climbing on it.. im not exactly sure how..


    Updated design after i realised the gunship was slightly too large, about 250% <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
    So i decided just to put one on, This also shows where the res points will be.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    2 ideas for the layout of the street and how im going to split each area (Red) to keep the poly count low.

    Im thinking the top idea because its slightly longer and gives an extra corner to help reduce the poly count a little better.

    Oh yes and sorry for the shoddy pictures, I usually draw mine with pencil and paper but this one was a quick scrible in paint while i was at work :/
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the city idea itself is very nice, but i dont now if it'll play very well. but here's a suggestion: make it so that the actual fighting takes place indoors... i'm thinking about subway station (or whatever they have in the future), windowed walkways where you can see some of the damaged buildings outside, an indoor- docking bay or cargo hold of some kind, sewers, stuff like that. the point is that you get the "city feel" because of the details and buildings that you can see but can't reach. of course you could make some outdoor spots, but i suggest you try and keep the NS'y indoor-feel.

    hope that made sense.
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited June 2004
    I see what u mean, im trying to make a map like on dod, i havent really seen any maps like this for ns so i thought it'd be somthing to try, only needs to be simple anyway with it being so dark, most of the texturing will be mainly chared stone.

    Kinda hopeing som1 will help me make this one, ive started on m-start... Got the gunship made and the basic ground right across the bridge, with the water and sewer + 1 building and a very basic low lighting. Looks creepy...
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    I can't really see it fitting into the NS style. Plus, on the technical side of things, it'll be a wild beast to tame. Are you man enough for such a task?
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    im gonna try, allready a 1/4 of the way through and i love a good chalenge. Or an insane imposibilty <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited June 2004
    trying not to be rude

    theres a reason maps liek this aint in ns, coz they dont have a hope in hell of working like a decent ns map

    a fade wud be able to get from one side of them map to the other, in a matter of seconds, by blinking and alot of other things in a map like this, wud ruin the balance
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    The Layout reminds me of Siege off Counter_Strike.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    this is a wery good idea...
    i have been thinkign abut somthing similar, a colony or so
    city ns combat woud rock
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    did everyone just neglet to see my post, it might look good, but it wud play awfully
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    I dont know how good you are in mapping, but u could make a forcefield around the city to deal with the sky problem
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    nice idea... a force field. Well my mole morters will still fire into the map, their shots tunnel underground <!--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-->a fade wud be able to get from one side of them map to the other, in a matter of seconds, by blinking and alot of other things in a map like this, wud ruin the balance<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think im gonna have a problem with fades as kester says. I could put up a few arch ways, make it a little more dificult for them to manover. I may put a building in the middle, with the road going down, under then back up on the other side.

    Im ok at maping i have done a quick map (<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72065&hl=triplethreat' target='_blank'>co_triplethreat</a>) and im currently working on two other maps, one is outside and conveniently is using a force field <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> with a 3rd in planning. So im kinda wanting some help.

    I can do the basics, making the layout, doing a few tecnical models. But what i cant do is texturing and special effects at the moment. I have a basic understanding of lighting placement and levels and ive got the nak of doing things in the hardest posible way without thinking of just doing... say a box with a nice texture on it.

    The texturing on this map can be big and chunky without much detail. So that wont take up much leaving a lot more for building..
    Also can som1 tell me how to stop the water from glowing :/ its a nice bright blue at the moment? :/
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    another problem making this kidna mapp is thath we got no nice city textures in the ns wads
    we need a custom future city wad
    link annyone ?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Kester+Jun 24 2004, 11:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Jun 24 2004, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> did everyone just neglet to see my post, it might look good, but it wud play awfully <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then again marines will eventually have jetpacks, which will cause a big problem for fades. Also, because of the big open spaces, fades would be easy targets when they are blinking because many marines would have line of sight with him.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    my first thought:
    omg. CITY! its one of those "lets try to make cs maps for ns".

    but after reading some lines I realized a total different idea behind it.
    this idea COULD rock, if the whole is crafted well and with passion.

    but I dont think the skulks are the problem with this map because you can easyly block their movements by creating edges they cant walk on.
    the best way to stop ANY player to get "blocked" by the sky would be trigger_push with the ability to push any players down, so the rate should be higher than the rate, jetpacker, lerks, fades can ascent.

    but to make this map a "WOW!" it will need a lot of ideas to create believeable future-styled buildings.
    -> effort = rock
    -> no effort = uninteresting as many custom ns maps

    its up to you to show us what you are made off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> and Im shure you will find some skilled people that are willing to help you. like I said, the idea is interesting, the job is to fit it to ns...
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    NS maps aren't made to be open, plain and simple, skulks can wallwalk (could be prevented by trigger_push on the walls and sky to keep em from going building to building

    Also this doesn't make any sense at all, where can hives go? Why are there res nodes inside a city? Aliens could easily rush the marines every round because of the linearity of the map, the clear path to the base, etc. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited October 2004
    1/. The hives are in the large building at the far end. More on that in the picture below. They will all be fairly close together at that side of the map. Either that or i make the map really big and have 3 different areas for each hive. Which would take a while to build and even plan. But for now fairly simple.

    2/. Why are their res nodes in any maps. Especially ones on space ships?
    U can call then gas mains for all i care. What exactly is it supost to be pumping anyway?

    3/. This map is in the old city, ruined and chared. small fires burning, with large crater and damaged/destroyed buildings. Their will be lots of things to get in the way. The map can easily be extended. Giving corners, ledges and other unusual things.
    The whole atmosphere is going to be dark damp and spooky.

    4/. Im gonna make this map no matter what. Mainly because i want to. I do care if people play on it, but even if they dont its good practice for my other maps. And i wanna know if it could work.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Are where are the futuristic urban textures that fit the NS style going to come from? HL.wad?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    reference how it MIGHT look:

    <a href='http://tkraccoon.tripod.com/images/fcity1.jpg' target='_blank'>http://tkraccoon.tripod.com/images/fcity1.jpg</a>
    <a href='http://www.terragenesis.co.uk/boards/cityboard2FP.html' target='_blank'>http://www.terragenesis.co.uk/boards/cityboard2FP.html</a>
    <a href='http://www.studiosputnik.com/conceptart/pages/City%20Perspective.htm' target='_blank'>http://www.studiosputnik.com/conceptart/pa...Perspective.htm</a>
    <a href='http://redfaction.volitionwatch.com/screens/concept/industrial.jpg' target='_blank'>http://redfaction.volitionwatch.com/screen.../industrial.jpg</a>
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Hmm that industrial.jpg is nice concept art <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I hope you can do that map as on that picture <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Im thinking of doing a building with that in now

    Its pritty pssoible, ive allready tryed making the basics and its coming on well.
    It'll be one of the only buildings that hasnt been destroyed..
    So now it'll have a second indoor part along with another underground passageway that the train go down from the factory.

    Ill definatly post picture tonight on both the factory, m-start area and the gunship for u, (M-Start is running at about 600 w_polys at most)
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    Ok ive got my map uploaded. NOTE This is just a test. It has a CC and 4 Res thats all. This is not a playable version.

    I have build 1/4 of the maps basics. Im at work so ill be posting pictures later for u lazy ppl out their when i get home if i dont just start working on it straight away.

    <a href='http://www.iownallyourbase.com/hosting/hosting/ns_cityassault/ns_cityassault8_4.zip' target='_blank'>Download for co_cityassault8_4 Zip file (about 200kb)</a>
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited July 2004
    <span style='font-size:14pt;line-height:100%'><span style='color:red'>^^ DOWNLOAD ABOVE ^^</span></span>


    Bug i know about and are not helpfull to mention unless u know how to solve:

    1/ Hole in the roof of the gunship - Temparary gunship, vertex's screwed up when i rotated. Also its not finished yet.

    2/ Textures - Basic since im still building the map

    3/ Crates in the middle need organising, with diferent sizes.

    4/ building between ship and the river needs rooms.
  • SlimySlimy Join Date: 2004-05-04 Member: 28453Members
    Nice concept in paint <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • PashPash Join Date: 2003-06-22 Member: 17619Members
    edited October 2004
    Ouch this is a pritty old post now :/
    Being a bit slow with this. Well anyways... redesigned the map now that i know more about compiling and separating areas.

    Basically ive redone what id done before with this new design. The Dockyard with its bridges.
    I havent been able to compiled it yet, still got lots of areas to corner off and fill in. The poly count shouldnt be too high. If it is i can always remove some detail off the cranes and barges.

    Any Sugestions for layout would be most helpfull, especially Marine Start. All i can think of for that is a big field.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    New layout looks good hope you can finish this.
  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members
    The RT's seem to be on the alien side, hope the rines can get there.

    I like the idea of having it in a dock, meaning loads of overhanging ples, wires, cranes, fallen buildings will all impede movement of the fades and lerks. How about killfully using trigget_push on the forcefield in the sky. Also, u need a beastly particle effect so u can have steam/ mist oat the docks + in the sky so as to obscure vision., and this HAS to be a night map, so rines and aliens dont see for miles

    I would h8 to be in your shoes pash.. its a difficult map to take on, but if it works, good on yer!
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    It's such a pity that NS isn't in HL2 because this would work well in HL2 - being able to have much higher r_speeds etc. Along with models and so forth - it would be awesome..

    Don't know if this has been suggested - Have you thought of having a giant push entity on the tops of the level where the sky is ...and then you could have a giant particle system that could blow clouds over the entire level. Turn off collision and you've got your problem solved... Players wont be able to see that many of the sprites at once and if you have the cloud sprites big enough, you shouldn't need too many sprites for it to cover a large area...perhaps have multiple p.s. across the map... If you make it night-time you could have the lighting fade off towards the tops of the buildings so it gives the impression that they keep going up up up..

    Just a thought
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    <!--QuoteBegin-Pash+Jun 24 2004, 05:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pash @ Jun 24 2004, 05:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stop them from climbing on it.. im not exactly sure how..
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    how about an upper atmosphere of gas that is poisenous, thatll keep ppl from flying too high <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> make the whole lot a redish wasteland as well with derelict and half demolished buildings, good luck with it
Sign In or Register to comment.