sizes, distances, travel times

taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
I'm trying to finalize the rough positioning and layout for my map. The guidelines have very specific measurements for route widths (which can be extrapolated to judge room sizes), but have less specifics about room spacing.

So, about how long should a marine have to jog (from marine start, by the shortest route) to reach the first expansion res node? The nearest expansion tech? The furthest expansion tech? The enemy starting hive? What's a good upper bound on the worst-case route (between the two furthest rooms, clear across the map)?

I recall 20-30 seconds being a guideline for MS->hive and hive->hive in NS1, but I'm not sure what an appropriate spacing is for NS2. They've said maps should generally be smaller, but we've also gone from 4 base rooms to maybe 6 tech points, and they can't all be equidistant from eachother.

Editor-wise, what's a reasonable bounding box for the entire layout? IIRC, the pre-alpha test maps fit into about a 3500-unit square box, but are probably much smaller than a full map; is 6000 a better box? 8000?

Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1768007:date=Apr 20 2010, 11:29 AM:name=taleden)--><div class='quotetop'>QUOTE (taleden @ Apr 20 2010, 11:29 AM) <a href="index.php?act=findpost&pid=1768007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm trying to finalize the rough positioning and layout for my map. The guidelines have very specific measurements for route widths (which can be extrapolated to judge room sizes), but have less specifics about room spacing.

    So, about how long should a marine have to jog (from marine start, by the shortest route) to reach the first expansion res node? The nearest expansion tech? The furthest expansion tech? The enemy starting hive? What's a good upper bound on the worst-case route (between the two furthest rooms, clear across the map)?

    I recall 20-30 seconds being a guideline for MS->hive and hive->hive in NS1, but I'm not sure what an appropriate spacing is for NS2. They've said maps should generally be smaller, but we've also gone from 4 base rooms to maybe 6 tech points, and they can't all be equidistant from eachother.

    Editor-wise, what's a reasonable bounding box for the entire layout? IIRC, the pre-alpha test maps fit into about a 3500-unit square box, but are probably much smaller than a full map; is 6000 a better box? 8000?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's no concrete answer for this and it doesn't look like we'll be getting one soon, it's been asked many times in the past. I'm personally following a 20-25 second interval between tech nodes. It seems to be right.

    Also, remember, marines can sprint now. This changes things in terms of travel time.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    to heck with the rules! go random!
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    edited April 2010
    Due to the smaller map sizes and greater number of tech points (assume NS1 had 4 tech points - MS and 3 hives, NS2 maps have 5 or 6) the travel times between them range from about 15-22 seconds (walking not sprinting) in the maps we are currently working on. Here are some numbers from a couple of the maps being worked on internally:

    Map 1 - 5 Techpoints:
    MS->1st RT = 1400, ~15 sec
    MS->1st exp = 1400, ~12 sec
    MS->2nd exp = 2000, ~21 sec
    MS->AS = 3500, ~26 sec

    Map 2 - 6 Techpoints:
    MS->1st RT = 1100, ~9 sec
    MS->1st exp = 1600, ~16 sec
    MS->2nd exp = 2200, ~18 sec
    MS->AS = 6000, ~54 sec

    Both maps are near symmetrical so the travel times are about the same for the alien side. I'll be sure and add this info next time the guidelines are updated.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1768037:date=Apr 20 2010, 03:50 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Apr 20 2010, 03:50 PM) <a href="index.php?act=findpost&pid=1768037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Due to the smaller map sizes and greater number of tech points (assume NS1 had 4 tech points - MS and 3 hives, NS2 maps have 5 or 6) the travel times between them range from about 15-22 seconds (walking not sprinting) in the maps we are currently working on. Here are some numbers from a couple of the maps being worked on internally:

    Map 1 - 5 Techpoints:
    MS->1st RT = 1400, ~15 sec
    MS->1st exp = 1400, ~12 sec
    MS->2nd exp = 2000, ~21 sec
    MS->AS = 3500, ~26 sec

    Map 2 - 6 Techpoints:
    MS->1st RT = 1100, ~9 sec
    MS->1st exp = 1600, ~16 sec
    MS->2nd exp = 2200, ~18 sec
    MS->AS = 6000, ~54 sec

    Both maps are near symmetrical so the travel times are about the same for the alien side. I'll be sure and add this info next time the guidelines are updated.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you for this information Breadman, it's absolutely vital.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    edited April 2010
    <!--quoteo(post=1768008:date=Apr 20 2010, 11:01 AM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 20 2010, 11:01 AM) <a href="index.php?act=findpost&pid=1768008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm personally following a 20-25 second interval between tech nodes. It seems to be right.

    Also, remember, marines can sprint now. This changes things in terms of travel time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, really? I'm like the opposite. It's just a short corridor to the next major room. The PDF said no more giant hallways so I may have taken it a bit extreme.

    <!--quoteo(post=1768037:date=Apr 20 2010, 02:50 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Apr 20 2010, 02:50 PM) <a href="index.php?act=findpost&pid=1768037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both maps are near symmetrical so the travel times are about the same for the alien side. I'll be sure and add this info next time the guidelines are updated.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So, the aliens should have the same distance? I made my alien side slightly longer due to the speed of them. Is this just from the actual point, or to the room with the point in it?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I think by giant hallways it meant like labrynths that branch off hallway to another hallway.

    I intepreted it as Room -> Hallway -> Room and not Room -> Hallway -> Hallway Crossroads to Hallways -> Rooms etc.
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    edited April 2010
    <!--quoteo(post=1768064:date=Apr 20 2010, 05:31 PM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Apr 20 2010, 05:31 PM) <a href="index.php?act=findpost&pid=1768064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, the aliens should have the same distance? I made my alien side slightly longer due to the speed of them. Is this just from the actual point, or to the room with the point in it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, it should be about the same for each side. The intention is to balance both sides equally, i.e. sprinting. I measured to the center of each room.

    <!--quoteo(post=1768186:date=Apr 21 2010, 01:43 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 21 2010, 01:43 PM) <a href="index.php?act=findpost&pid=1768186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think by giant hallways it meant like labrynths that branch off hallway to another hallway.

    I intepreted it as Room -> Hallway -> Room and not Room -> Hallway -> Hallway Crossroads to Hallways -> Rooms etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thaldarin has the right idea. If you have a hallway just make sure it goes somewhere. Long hallways are alright as long as there is good reason for it to be long, just don't make a long hallway for the sake of it being a long hallway.
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    edited April 2010
    Kind of off-topic but, what is the maximum number of resource nodes for a map? In the guides layouts are shown with roughly 8 but would having 10-12 nodes in a larger map be acceptable or would it make the teams resource bloated<b>?</b>
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    nobody know? or is my question really that dumb?
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--quoteo(post=1768335:date=Apr 22 2010, 05:54 PM:name=Razor)--><div class='quotetop'>QUOTE (Razor @ Apr 22 2010, 05:54 PM) <a href="index.php?act=findpost&pid=1768335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kind of off-topic but, what is the maximum number of resource nodes for a map? In the guides layouts are shown with roughly 8 but would having 10-12 nodes in a larger map be acceptable or would it make the teams resource bloated<b>?</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    It probably depends a lot on the final gameplay balance: how much various tech costs, how fast res comes in from each node, whether one team scales up much faster than the other beyond X res nodes, etc. Presumably none of those things have been finalized yet since they're still in the pre-alpha phase, so at this point there probably is no authoritative answer.

    The guidelines say ~9 max nodes on a map, so I expect they'll fine-tune the final game balance with that number in mind. Of course you're free to make any kind of map you want, but if you're hoping to have your map considered for "official"-ness, I'd stick to the guideline to be on the safe side.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Those travel times are really helping, but is it possible to see some more ns2 layouts maybe or something else that helps?
    The layout in the mapping guidelines is kinda helping and confusing at the same time.

    I know that most of the layouts are hypothetical until you are really able to playtest them, but it just adds so much uncertainty, when you try to get a proper layout done on your own!?
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    Theres nothing wrong in having 10-12 res nodes.
    I enjoy playing the larger maps, and the divirsity it gives... Keep em guesing :)
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    <!--quoteo(post=1768311:date=Apr 22 2010, 01:37 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Apr 22 2010, 01:37 PM) <a href="index.php?act=findpost&pid=1768311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... Long hallways are alright as long as there is good reason for it to be long, just don't make a long hallway for the sake of it being a long hallway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good, I was thinking of a layout that would place 2 tech spots relatively close to each origin spawns then another at the central chokepoint and a strategic one in a more remote position with long access routes from MS, AS but shorter from the dreaded "double res" room and main choke point. That would be the top left. *layout is not to scale, it is a quick sketch.
    <img src="http://img62.imageshack.us/img62/6729/ns2vulturedesign.png" border="0" class="linked-image" />


    I am actually starting from that room and will branch out to the other areas.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    See now that looks like an overly elaborate silly diagram. Just use straight lines, same thickness, simple boxes and simple circles. Simple is better.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    He might be trying an ns2_lucid :D
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    <!--quoteo(post=1773396:date=Jun 5 2010, 01:58 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jun 5 2010, 01:58 AM) <a href="index.php?act=findpost&pid=1773396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->See now that looks like an overly elaborate silly diagram. Just use straight lines, same thickness, simple boxes and simple circles. Simple is better.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Probably fair enough, but assuming that the corridors wouldn't all be straight and long then the probably isn't misleading, nor is it entirely confusing, so what's the harm?
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    looks to me like a sketch.. but done in PS? no harm there.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    You want the first teck point and a resnode in the starting location...
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    <!--quoteo(post=1773408:date=Jun 5 2010, 04:51 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Jun 5 2010, 04:51 AM) <a href="index.php?act=findpost&pid=1773408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks to me like a sketch.. but done in PS? no harm there.<!--QuoteEnd--></div><!--QuoteEEnd-->

    partly right, it was actually done in some GNU illustrator clone called Inkscape.
    And no it isnt to scale. It is just a sketch for pathing and room placement.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1773386:date=Jun 4 2010, 09:08 PM:name=Pstrangler)--><div class='quotetop'>QUOTE (Pstrangler @ Jun 4 2010, 09:08 PM) <a href="index.php?act=findpost&pid=1773386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good, I was thinking of a layout that would place 2 tech spots relatively close to each origin spawns then another at the central chokepoint and a strategic one in a more remote position with long access routes from MS, AS but shorter from the dreaded "double res" room and main choke point. That would be the top left. *layout is not to scale, it is a quick sketch.
    <img src="http://img62.imageshack.us/img62/6729/ns2vulturedesign.png" border="0" class="linked-image" />


    I am actually starting from that room and will branch out to the other areas.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You have too many tech points if you ask me. They only need three to hit the max, and you start on one. You don't even have to fight the other team to hit the cap and you'll have two empty points.
  • PstranglerPstrangler Join Date: 2003-09-25 Member: 21198Members
    <!--quoteo(post=1773728:date=Jun 7 2010, 04:43 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Jun 7 2010, 04:43 AM) <a href="index.php?act=findpost&pid=1773728"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have too many tech points if you ask me. They only need three to hit the max, and you start on one. You don't even have to fight the other team to hit the cap and you'll have two empty points.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You may be right.

    Might axe the ones closest to intitial spawns and tighten all up.
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    If the red pentagons are tech points as well as the green then yeah, probably more than you need. It would be a map where you are almost guaranteed to always have level 3 tech, I dunno, might be interesting...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I said overly elaborate and silly because the middle tech point is a massive crossroads.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    Well, you could go and go for a 5 tech point battle map.

    Merge the spawns with the nearby techpoints, axe the lowest tech point, re-distribute the resource nodes (i'm thinking...7 for heavy fighting?) and you'll have a map where both sides are pretty entrenched, but they can choose to go for the 3rd techpoint, or assault the opposiing sides tech point directly via the left flank. The resources won't be high enough to stay at the 2nd tech point, so there should be constant skirmishes all over the place.

    would go great on some sort of desolate planet with little life or something. Harsh fighting on what little there is to find etc.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    You could always use your kazillion tech point map to a probably upcoming xmenu mod for ns2 classic.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    <!--quoteo(post=1774204:date=Jun 10 2010, 12:35 AM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Jun 10 2010, 12:35 AM) <a href="index.php?act=findpost&pid=1774204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the red pentagons are tech points as well as the green then yeah, probably more than you need. It would be a map where you are almost guaranteed to always have level 3 tech, I dunno, might be interesting...<!--QuoteEnd--></div><!--QuoteEEnd-->

    No siege maps in NS2 please.
  • ctoon6ctoon6 Join Date: 2007-06-15 Member: 61256Members
    <!--quoteo(post=1774857:date=Jun 15 2010, 05:30 AM:name=Donner & Blitzen)--><div class='quotetop'>QUOTE (Donner & Blitzen @ Jun 15 2010, 05:30 AM) <a href="index.php?act=findpost&pid=1774857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No siege maps in NS2 please.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Siege maps are the best kind :)

    However I am not sure if it would work or not in ns2.
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