Mapping Guidelines
kingmob
Join Date: 2002-11-01 Member: 3650Members, Constellation
<div class="IPBDescription">Did i miss them...</div>Is it going to be three hives again?
Are there going to be ready rooms?
Can we see a crappy map that is sized right?
just a generic map with all the necessities. no texturing.
just to get the general size.
until then its just experimentation.
a good map will require some planning.
BTW nifty editor so far.
Are there going to be ready rooms?
Can we see a crappy map that is sized right?
just a generic map with all the necessities. no texturing.
just to get the general size.
until then its just experimentation.
a good map will require some planning.
BTW nifty editor so far.
Comments
indeed, and all the new features that are in NS2.
Then again it's a Pre-Alpha tool, so loads of bugs, errors, crashes etc. But they where quick to updated it!.
Best thing to do is treat the level editor as a tech release, and think of ideas of how to make your level visually appealing. Once the guidelines are released, then everyone is safe to go ahead and begin mapping out their levels.
<img src="http://img163.imageshack.us/img163/337/ns2powergridnumbered.jpg" border="0" class="linked-image" />
now edkrst why did you choose 6 to 8 as far as tech points versus resource towers.
now edkrst why did you choose 6 to 8 as far as tech points versus resource towers.<!--QuoteEnd--></div><!--QuoteEEnd-->
6 tech points because each side needs to claim one tech point in order to advance up to the their next technology tier. It's a safe assumption that the aliens will again have 3 tier / hive points and so it's likely the marine's will also have 3 tiers to their technology which totals 6 tech points. Resource towers depend on the size of your map, however, the developers have stated there will be significantly less random hallways and that nearly every room should have a purpose (ie: tech point or resource point) and a landmark of some sort.
Yep. The editor isn't complete enough to actually build full map with yet, your better off just experimenting with rooms/hallways.
Rule of thumb: make hallways wide enough for at least 2 Onoses to pass each other without squeezing. And Vents for two skulks/Lerks to pass.
now edkrst why did you choose 6 to 8 as far as tech points versus resource towers.<!--QuoteEnd--></div><!--QuoteEEnd-->
FYI, that map isn't mine. It comes from this post: <a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">http://www.unknownworlds.com/ns2/news/2009...wer_grid_design</a>.
Additionally: THIS. IS. ALPHA. We are not supposed to be making our NS2 maps, or even trying to make pretty screenshots. We are testing the editor, giving feedback, and helping Unknown Worlds improve it. That's the goal of this alpha, so it becomes silly to expect something beyond that. (Like mapping guidelines.)
Because I realized that making a "map" is a complete waste of time, since I do not know how big... anything is.
It was a real blow to the face when I realized that all the hallways I made probably wouldn't fit an onos. I was working for 9 hours on it.
This isn't even Spart... alpha. It's pre-alpha. I think pretty screenshots is possibly the most you could do with the editor at this point, which also serves to test out and give feedback on the features of the editor, since you will be learning all of the ins and outs while you make your pointless rooms and hallways.
Because I realized that making a "map" is a complete waste of time, since I do not know how big... anything is.
It was a real blow to the face when I realized that all the hallways I made probably wouldn't fit an onos. I was working for 9 hours on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
The point right now is to test the editor, to learn how to use the editor, and to get familiar with the props/materials available, not to craft a playable map before we even know how big an Onos is or how many res points are needed.
Yes, that is what the point of my post was.
I guess it depends upon the style of play and feel you want with your map. At the moment we have no clue the power of the different tech levels. If tech lvl 3 Aliens can wtfpwn tech lvl 2 marines, then maybe not allowing another slot for marines, in this example, to get to tech 3 to duke it out might be a bad idea. As it would ultimately lead to a game ending very quickly (also depending upon how fast you can "tech up" after capturing said areas)
So, I would say design your map upon how YOU want it to be played. After we find out more details you can adjust it accordingly.
I like longer, harder fought battles that depend upon skill of the players rather than advancements in tech. If that means giving both sides the opportunity to get tech 3, then so be it. Same to be said for an all out brawl for that tech 3. There is still so much to learn about this game for us to properly create maps that will not only be fun, but fair as well.
Rule of thumb: make hallways wide enough for at least 2 Onoses to pass each other without squeezing. And Vents for two skulks/Lerks to pass.<!--QuoteEnd--></div><!--QuoteEEnd-->
From a design standpoint, I completely disagree.
While you don't want to limit your players and make it unfun, having areas where a specific player type/class is more vulnerable is important. Plus with some of the proposed abilities of the Onos (namely the Bone Shield) having him take up 90% of the hallway would be an important aspect. After all if a marine can easily flank the onos everywhere, it becomes pointless.
Conversely you would want sections where an Onos wouldn't want to be alone, like large rooms where the marines can easily flank/gun him down before he can get in range.