Map ideas for NS2.

PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
Hey guys,

I just thought I'd make a topic on the subject of the maps for NS2. What kind of map ideas would you guys like to see? I was thinking that taking the fight to the Kharaa home world (Apologies if there isn't one, I'm not to up-to-date on the NS backstory <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />) and instead of having aliens fighting in the TSA's territory (Spaceships, planetary colonies etc); have the marines fight in the <i>aliens</i> home territory. Or perhaps a heavily infested colony with more alien 'creep' than actual metalwork.

The possibilities with displacements are endless. You could even have a wider, more open map with HL2 episode 2's upcoming source engine modifications to allow for open, exterior maps. Though I don't think this'd be viable with marines having long range weaponry.

Anyway, post what maps you'd like to see in NS2 here!
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Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Hmm, I thought it'd be best in the General Discussion forum, as that's all it is: Discussion about possible NS2 maps. I thought the mapping forum was about showing off maps, and asking mapping questions? Oh well no problem <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    I'm coqueting with a idea of map situated on spaceship crashsite. I was plannig to create sequel to ns_Hulk situated after crash of Ucc Cerebus
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I have begun working on the basics of a new map for NS2. Waiting for information from the NS2TR before i actaully start making it, but i have made a static layout for now, trying to get the map as balanced as possible before starting.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I wish we had more info for you now about mapping for NS2, but I can assure we're working to get you a mapping build and info ASAP, just like we did with the NSTR for NS.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1573982:date=Nov 6 2006, 11:49 AM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Nov 6 2006, 11:49 AM) [snapback]1573982[/snapback]</div><div class='quotemain'><!--quotec--> I wish we had more info for you now about mapping for NS2, but I can assure we're working to get you a mapping build and info ASAP, just like we did with the NSTR for NS. <!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice, I can't wait to see how it turns out.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    once its avaiable ill be well building a map straight away, might even rebuild my ns_colony map, altho i had originally loads of plans for maps but never really could do them to limitations, source and ns will be so much joy i cant wait, if a good texture and model set is done ill be well stuck in <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It will indeed give us the freedome we never had in hl1. Whats the max wpoly r_speeds actually of hl2 arround 10k or something? Just imagin the details we can get in there. And, and... Oh and the customisation modelers can also go and create objects or details to use in maps without the killing the performance (runtime entities)... perhaps bringing mappers and modelers together. ns1 they are kind of seperated :/
  • NayNay Join Date: 2002-06-09 Member: 741Members
    it dosnt quite work that way in hl2 and its not r_speeds, and because theres more to be done with hints and portals it should be better, hl2 engine is brilliant, i am kinda looking forward to working with advanced soundscapes, the atompshere with sounds we`ll be able to do will be absolutey stunning
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Ah alright, have only started hl2 hammer one time and then closed it because I didn't know what to do without ns textures... Should be fun going from knowing most stuff in hl1 from starting over in hl2 mapping (I might need to start already though) <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Source mapping is quite a bit different, it relies more on prop models. That could be seen as a positive factor as we don't have to manually design every single thing in a map; but then again, one could see it as a negative factor, as it severely limits your creative ideas. Afterall, for non-modellers, you can only work with what you're given.

    But then again, the amount of detail you can get with these props is outstanding, take Nuclear Dawn for example. I've playtested the latest incarnation of the Russian map and wow, it really makes you think what could be done for NS2.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Its very hard to know how to map for NS2 with such little information released. For example will the game play be over a huge scale involving transport vehicles to cover large distances? will it be indoors or outdoors? just remember this isn't going to be a direct port of NS1 on the source engine.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited November 2006
    <!--quoteo(post=1574118:date=Nov 6 2006, 11:35 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Nov 6 2006, 11:35 PM) [snapback]1574118[/snapback]</div><div class='quotemain'><!--quotec-->
    Source mapping is quite a bit different, it relies more on prop models. That could be seen as a positive factor as we don't have to manually design every single thing in a map; but then again, one could see it as a negative factor, as it severely limits your creative ideas. Afterall, for non-modellers, you can only work with what you're given.

    But then again, the amount of detail you can get with these props is outstanding, take Nuclear Dawn for example. I've playtested the latest incarnation of the Russian map and wow, it really makes you think what could be done for NS2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->Take <a href="http://www.littlelostpoly.co.uk/nucleardawn.htm" target="_blank">this video</a>, for example. The problem with reliance on props is that they add so much time to the development cycle of a map. Imo people should go with brush-based entity prefabs where their props are gonna be just to give a rough idea of size and scale and then get modellers to make set pieces for their map once the gameplay has been proven on it. It would be <i>fantastic</i>, though, if the team made a set of standard 'set piece' models that mappers could use in their maps, though.

    Vehicles? That means a lot of work in terms of concepting new art, making it, adding animations, etc. I doubt NS2 will have vehicles. My assumption is that it will build as much as possible on existing artwork, seeking permission where neccessary. I get the impression it will still be a case of quite claustrophobic environments because they'll be using the existing classes, which are mainly close combat.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    You still have to keep these factors in mind, I was just giving a really poor example. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Imagine Khaara biomass carefully modelled with displacements + nice texture with shaders... tasty
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1574314:date=Nov 7 2006, 01:38 PM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Nov 7 2006, 01:38 PM) [snapback]1574314[/snapback]</div><div class='quotemain'><!--quotec-->
    Imagine Khaara biomass carefully modelled with displacements + nice texture with shaders... tasty
    <!--QuoteEnd--></div><!--QuoteEEnd-->I can't wait to see Phong effect on Gorge-hide to give a slimy, shiny effect. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Am i correct in thinking that as mappers we are quite limited in our design options? Whereas before in HL it was all about using brushes to create wonderfully sculpted scenery, this has all been blown out of the water, and we are now required to make flat boxes and stick some props and moddelled geometry in it to make it look nice.

    I mean, that's what they do in CS:S... <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />

    Does anyone play the source mod Hidden? The map called origin is very much a NS2 style map, i keep playing it imagining there are skulks running up the walls and around the corners..

    When i'm not dying from the hidden of course..
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1574411:date=Nov 7 2006, 06:48 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Nov 7 2006, 06:48 PM) [snapback]1574411[/snapback]</div><div class='quotemain'><!--quotec-->
    Am i correct in thinking that as mappers we are quite limited in our design options? Whereas before in HL it was all about using brushes to create wonderfully sculpted scenery, this has all been blown out of the water, and we are now required to make flat boxes and stick some props and moddelled geometry in it to make it look nice.

    I mean, that's what they do in CS:S... <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />

    Does anyone play the source mod Hidden? The map called origin is very much a NS2 style map, i keep playing it imagining there are skulks running up the walls and around the corners..

    When i'm not dying from the hidden of course..
    <!--QuoteEnd--></div><!--QuoteEEnd-->I think I know the one you mean, and yes it does look VERY NS. Maybe Flayra should throw some monies at The Hidden's texture artist to license some of his textures.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--quoteo(post=1574411:date=Nov 7 2006, 07:48 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Nov 7 2006, 07:48 PM) [snapback]1574411[/snapback]</div><div class='quotemain'><!--quotec-->
    ... we are now required to make flat boxes and stick some props and moddelled geometry in it to make it look nice.<!--QuoteEnd--></div><!--QuoteEEnd-->

    U still should fill that box detailed brushwork turned to func_detail. At least I do it this way. I created small test map for CSS to teach myself with source and props I use mainly for lightposts and details. Carefull balance between brushwork and props is the right way, I think.

    Maybe we could start thread like "Post your Source maps" just for practice. You know, be prepared when NS2TR will be unleashed <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1574127:date=Nov 6 2006, 07:04 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Nov 6 2006, 07:04 PM) [snapback]1574127[/snapback]</div><div class='quotemain'><!--quotec--> Its very hard to know how to map for NS2 with such little information released. For example will the game play be over a huge scale involving transport vehicles to cover large distances? will it be indoors or outdoors? just remember this isn't going to be a direct port of NS1 on the source engine. <!--QuoteEnd--></div><!--QuoteEEnd-->

    Im thinking that when NSTR2 gets released. Someone will give us mappers some hints on how to make and layout our maps, So when the actual game comes out we wont have to remake them from the start.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    i am sure that everything will run in time similar to the original ns build years ago
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    <!--quoteo(post=1574314:date=Nov 7 2006, 01:38 PM:name=Rendy_CZech)--><div class='quotetop'>QUOTE(Rendy_CZech @ Nov 7 2006, 01:38 PM) [snapback]1574314[/snapback]</div><div class='quotemain'><!--quotec-->
    Imagine Khaara biomass carefully modelled with displacements + nice texture with shaders... tasty
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah, I saw <a href="http://img521.imageshack.us/my.php?image=vortigauntback1ax2.jpg" target="_blank">this screenshot of a slightly worked over vort</a> over on HL2world in <a href="http://www.hl2world.com/bbs/1-vt46068.html?postdays=0&postorder=asc&start=0" target="_blank">this rather amazing thread</a>. It just made me think how awesome NS2 might be =D Hopefully there will be all sorts of neato things to work with
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited November 2006
    WoW,

    You can picture how good the fade could look from that shot just there...

    It left me drooling..

    I have made a post in the modelling forums requesting some help creating sourcified versions of the traditional NS models, so we can place them in our practice maps.

    <a href="http://www.unknownworlds.com/forums/index.php?s=982933906901718144&showtopic=98499" target="_blank">Here is the post in the Modelling Forum</a>
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i wonder.. r we getting a whole new texture/material set for ns2.. or conversions.. or a combination?
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    pretty sure it will be a whole new set, I suppose we might be getting remakes of some of the original textures though. I obviously dont know for sure though! Either way I have already started making a set of custom textures and props for my own map <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • NayNay Join Date: 2002-06-09 Member: 741Members
    i think they`ll do a few of the originals but mainly focus on a completely new look ( more advanced )
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    curious, when you say more advanced Nay, do you mean the theme of the textures or the technical aspects of them. As in are you thinking that NS2's theme will be much less of the gritty worn out look and more futuristic and smooth in nature. Sort of nothing vs Eclipse? or do you mean technically as in the textures for source are going to be more advanced as in they will be using spec, normal, parallax and env maps?
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    Hey guys, not really my neck of the woods in here but if any of you mappers are looking for some prop models for your NS2/Source maps, give me a holler I'd be glad to help you out. As an aside, mapping isn't dissimilar from modelling, they're both pretty easy to pick up if you know the other - I can probably help you guys out with learning too if you want.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    For those who havent really gotten into Source mapping, there are quite a few things to keep in mind, mostly stuff like func_detail. Given that we dont know how the command view will work yet and what "dynamic" levels really are per say I think that NS mapping will not be a very good techinical guide for NS2 mapping <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    (dont forget that we'll have to build our vent systems around a flamethrower <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
  • NayNay Join Date: 2002-06-09 Member: 741Members
    <!--quoteo(post=1574901:date=Nov 8 2006, 11:16 PM:name=CarbonI4)--><div class='quotetop'>QUOTE(CarbonI4 @ Nov 8 2006, 11:16 PM) [snapback]1574901[/snapback]</div><div class='quotemain'><!--quotec-->
    curious, when you say more advanced Nay, do you mean the theme of the textures or the technical aspects of them. As in are you thinking that NS2's theme will be much less of the gritty worn out look and more futuristic and smooth in nature. Sort of nothing vs Eclipse? or do you mean technically as in the textures for source are going to be more advanced as in they will be using spec, normal, parallax and env maps?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    a bit of all really m8, but i guess a bigger range will be in like, a set that looks clean and computerised and then a set maybe that looks more worn, and because textures are now bigger in dimensions more detail will be easier to get onto the textures and like you said normal maps etc will make them look more realistic
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