NS2 Mapping Guidelines

BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
edited November 2010 in Mapping
<div class="IPBDescription">Updated: July 26th, 2010</div>Please use this topic to post feedback and questions on anything that is unclear or should be included in the official mapping guidelines.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->
The Mapping Guidelines can be found in your game directory: ...\Steam\steamapps\common\natural selection 2\Mapping Guidelines.pdf<!--sizec--></span><!--/sizec-->

Alternatively you can use the Mapping Guidelines shortcut in Launchpad.

<!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>There are a few things changed at the last minute that didn't make it into the latest version of the guidelines. See SgtBarlow's thread for more up-to-date info: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111301" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111301</a></b><!--sizec--></span><!--/sizec-->

Last official update: <b><a href="http://www.facebook.com/event.php?eid=157186360986673&ref=mf" target="_blank">Oct 27th, 2010</a></b>
<ul><li>Added table of contents.</li><li>Updated and added information for many entities that now use new trigger volumes instead of radiuses, such as ladders and location names.
<i>Note: The minimap_extents entity is now also a trigger volume which should be scaled to the size of your map. This was a last minute update so it didn't make it into this version of the guidelines.</i></li><li>Added info on how to set up power grid entities.</li><li>PathWaypoints now called AirWaypoints (MACs and drifters) and GroundWaypoints (everything else)</li><li>Added new instructions for generating minimaps.</li><li>Added some notes on shadows and optimizing.</li></ul>

<b>July 26th, 2010</b> (First Alpha release)
<ul><li>Lots of new information in last section (pp 14-15) for how to get your map to run properly in the NS2 game mode.</li><li>Added some info from forum posts regarding distances between rooms (pp 8).</li><li>Updated the antiquated tram layout example to something more concurrent with what is in the alpha.</li></ul>

Items for next update:
<ul><li></li></ul>
«1

Comments

  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Awesome, thanks a lot breadman.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks.

    Question about lighting:
    It seems that the offical maps use a lot of shadow casting lights even without creating fancy shadows in order to have player shadows at as much areas as possible.
    Is this one of the goals to have proper player shadows almost everywhere in a map?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I just hit up tram and.. well; there's a lot of omni's that light the surrounding area that are still false psyk0mAn. It's just about being smart.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited July 2010
    Not sure what you mean since this isn't about omnis (or where to put them), but considering tram's view distances and performance it's no surprise that there aren't as many true lights.

    I just noticed it in the two smaller maps that there are a lot of true lights that don't really cast interesting shadows but just seem to be there for the purpose of player shadows and I thought maybe uwe tries to cover as much space as possible in order to get player shadows everywhere (in addition to false omnis or the ambient_light).

    Edit: Ok, nvm. Just checked out the maps in the editor and it seems I've really underestimated the amount of true spot_lights used.
  • prevertmaximusprevertmaximus Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Question about lighting:
    It seems that the offical maps use a lot of shadow casting lights even without creating fancy shadows in order to have player shadows at as much areas as possible.
    Is this one of the goals to have proper player shadows almost everywhere in a map?<!--QuoteEnd--></div><!--QuoteEEnd-->



    Hey, just my input on the lighting, proformance and maybe FPS in genral, I've found that when you try to open the ns_tram map in the editor you can hardly move it at all, it's very laggy. So i copyed it and started to dismantle it. I found that the more the lights set to true ,you set to false the more moble the map becomes. There are alot of them. Which means the FPS and proformance goes up as well. I mean even when you put a few lights set to true, the editor starts to feel slower in that area. So why not since this is an alpha, and we are testing leave the lights set to false. This way we test the game and get to playing and bugs out . Then put the eye candy in later. Even if you want the lights to look good you can play with the settings abit and get them looking pretty good.



    Well that's my input for now ,i'll keep trying to look further. Maxiums
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    That is true. However all the physics entities and such add to this, a long with showing lots. Just use your layers, you will also find no matter what game it is, editor performance is generally 2 or 3x to up to 10x worse in editor than in-game, understandable as the editor is the rough and the game is the refined version of your creation.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    When can we expect the Particle systems to start working? I have a few areas that need particles such as water droplets, steam, and lightning. Anything being done in regards to that? I believe Thaldarin also is experiencing some difficulties with it as well.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Small vents are supposed to be at least 48x48 units wide and high according to the guidelines, while the skulk is 36x36.
    I have 40 wide vents that work, only height seems to be a problem even so the props with vent entrances are used (40 units high isn't enough).

    Will this be changed so that some day 40 units wide vents don't work anymore?
    And what's the problem with the height; is this related to the skulk's or ventprop's collision models?
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I noticed that the skulk is currently hovering off the ground a good few inches. Go in thirdperson and hav a ganders at the footing.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    I've noticed that as well Barlow. Also, when can we expect an update on the editor in lieu of particles, and other entities? We'd like to start making trams, elevators, custom doors, as well as other entities. <-- Major question!
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    I was wondering whether the "Getting Started" section should be updated slightly. For clarity, I will quote it here:
    <!--quoteo(post=0:date=:name=Mapping Guidelines)--><div class='quotetop'>QUOTE (Mapping Guidelines)</div><div class='quotemain'><!--quotec-->Install the map editor and environment artwork by running the installer.
    After starting it, paste in your game key (either Standard or Special Edition). If you never received your game key after buying it or have since lost it, you can go here to retrieve it. You may also want to join our Mapping mailing list to get infrequent but important news updates.<!--QuoteEnd--></div><!--QuoteEEnd-->
    First of all, there's no longer any installer. With everything on steam, actually getting NS2 + tools is pretty straight forward.

    What I would like to see was a few lines on how to get your level running in the game. Where to place the files, console commands and minimal entities. This is pretty obvious to most of us, but it's been asked on the forum quite a few times.

    Maybe something like:

    In order to get your level into NS2, a few basic things are needed. In order to walk around, the game needs to know where to spawn your player character. By default, you are spawned at coordinates (0, 0, 0). If this is outside your level, place an entity ('ready_room_start') somewhere in your map. You will spawn there in stead. See the entities section of this guide for more info on entities. Use the console command "map <map name>" to load up your map. You have to use the console as the create server dialogue will not update it's list of maps (yet). Natural Selection 2 then looks for a file named <map name>.level in the ns2/maps directory. Copy your level here before attempting to run it.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Question about the .level files, will there be added security for our maps so people don't load them up and try to decompile, or steal our work? I wouldn't want to see someone who spent months on a project go down the drain, because someone decided to take it apart, and steal things.
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    <!--quoteo(post=1793740:date=Aug 12 2010, 08:44 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Aug 12 2010, 08:44 PM) <a href="index.php?act=findpost&pid=1793740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Question about the .level files, will there be added security for our maps so people don't load them up and try to decompile, or steal our work? I wouldn't want to see someone who spent months on a project go down the drain, because someone decided to take it apart, and steal things.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href='index.php?showtopic=108288'>This</a> thread contains <a href='index.php?act=findpost&pid=1740872'>this</a> post:

    <!--quoteo(post=1740872:date=Nov 27 2009, 08:55 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Nov 27 2009, 08:55 PM) <a href="index.php?act=findpost&pid=1740872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's data in the level file that the editor needs but the game doesn't. I imagine we'll be releasing a tool (or maybe someone else will make one!) that will strip that data out so you can distribute your map without it easily being opened in the editor.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    If it isn't signed code, I guess someone would be able to create a tool that puts that data back in though <img src="http://members.home.nl/m.borgman/ns-forum/smileys/wtf.gif" border="0" class="linked-image" />
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    edited September 2010
    I would love to know if there is any tutorial or guide to learn how to use cinematic editor, I searched the entire forum and found nothing.
    In the game guide mension any help at all.
    Where I can learn to use it?

    Thanks!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1799872:date=Sep 26 2010, 02:02 PM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Sep 26 2010, 02:02 PM) <a href="index.php?act=findpost&pid=1799872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    I would love to know if there is any tutorial or guide to learn how to use cinematic editor, I searched the entire forum and found nothing.
    In the game guide mension any help at all.
    Where I can learn to use it?

    Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe our local <a href="http://ns2%20cinematic" target="_blank">youtubians</a> have some uploads? I only see tests there for now, someone could make a few <i>*nudge nudge*</i>
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    <!--quoteo(post=1799906:date=Sep 26 2010, 07:20 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 26 2010, 07:20 PM) <a href="index.php?act=findpost&pid=1799906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe our local <a href="http://ns2%20cinematic" target="_blank">youtubians</a> have some uploads? I only see tests there for now, someone could make a few <i>*nudge nudge*</i><!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for the reply but .. There is nothing in youtbe! Increhible is no documentation or guides to use the cinematic editor. It must be that is an alpha and will have to wait for that.
    It's a shame such a good tool and not knowing how to use it, but I saw test events are making but do not explain how to apply them to maps.
    Anyway thanks, and hopefully some guidance in the future ....
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    I'll probably do some cin. editor tutorials at some point, but likely not til after beta. There are some pretty heavy bugs now so half the tutorial would be me saying "and don't do this because..."
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    <!--quoteo(post=1800045:date=Sep 27 2010, 11:26 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Sep 27 2010, 11:26 PM) <a href="index.php?act=findpost&pid=1800045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll probably do some cin. editor tutorials at some point, but likely not til after beta. There are some pretty heavy bugs now so half the tutorial would be me saying "and don't do this because..."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bredman Thanks for your reply.
    I really prefer a "do not do this because" no idea how to use what already works in the editor, I understand it's frustrating that when they take out the beta must correct or redo the tutorial but ... Also I would love a "do not do this because" because now I have nothing.
    Greetings.
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    I was looking through the list of entities today, and I realized that I didn't know what half of them are for.
    I then looked in the mapping guidelines and realized that, well, it only describes the entities I know about.

    So I would suggest that the mapping guidelines contained a list of all the available entities, along with a short description of each. I.e:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->minimap_extends
        Used to center and size the minimap. Set each radius to cover your level; only
        readyroom should be outside.<!--c2--></div><!--ec2-->

    Maybe a bit more elaborate, but I hope you get the gist of it.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    <!--quoteo(post=1800445:date=Oct 1 2010, 03:38 PM:name=Private)--><div class='quotetop'>QUOTE (Private @ Oct 1 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1800445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was looking through the list of entities today, and I realized that I didn't know what half of them are for.
    I then looked in the mapping guidelines and realized that, well, it only describes the entities I know about.

    So I would suggest that the mapping guidelines contained a list of all the available entities, along with a short description of each. I.e:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->minimap_extends
        Used to center and size the minimap. Set each radius to cover your level; only
        readyroom should be outside.<!--c2--></div><!--ec2-->

    Maybe a bit more elaborate, but I hope you get the gist of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited November 2010
    EDIT: Was there a way to build the mini-map before?

    I somehow misread this "New, better process for generating minimap", so is it a tool for the editor or a process to follow in the game engine or file editing?

    Edit: Got my answer in mapping sub-forum.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Maybe this has been asked before.
    Will Masc be able to navigate stair props or do i need to add collision geometry for them to do so.?

    I realize this is still early on but i noticed they pass through small objects at a slower speed but get stuck on large objects and pass right through stairs as apposed to following the way-point up them.

    Also, do they need to be within an active power grid to Deploy the assault.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    Would it be possible to make the resolution the minimap is exported as. Just to create larger versions of the overview? For screenshot purposes.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    BUMP

    I am awaiting this answer too. Maybe it will be in the player map or a larger commander optional toggled map as when structures are down (and i will quote my other post) "it looks like a green blob being attacked by red circles".

    Maybe if your playing on a 52" monitor it will be okay but.....

    Would be sweet to have the option use a dual monitor setup for this while commanding/playing too.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Any updates so far?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1842986:date=Apr 28 2011, 05:57 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Apr 28 2011, 05:57 PM) <a href="index.php?act=findpost&pid=1842986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Any updates so far?<!--QuoteEnd--></div><!--QuoteEEnd-->
    As far as I can tell, since build160 there haven't been any changes regarding map requirements
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1842990:date=Apr 28 2011, 02:21 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 28 2011, 02:21 PM) <a href="index.php?act=findpost&pid=1842990"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I can tell, since build160 there haven't been any changes regarding map requirements<!--QuoteEnd--></div><!--QuoteEEnd-->
    Despite the fact that even Tram does not follow the Mapping Guidelines (First RT takes 9 seconds to run to; suggested time is 15.)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1843063:date=Apr 29 2011, 12:42 AM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Apr 29 2011, 12:42 AM) <a href="index.php?act=findpost&pid=1843063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Despite the fact that even Tram does not follow the Mapping Guidelines (First RT takes 9 seconds to run to; suggested time is 15.)<!--QuoteEnd--></div><!--QuoteEEnd-->Map requirements as in entities needed for a full map ;)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1843074:date=Apr 28 2011, 06:38 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 28 2011, 06:38 PM) <a href="index.php?act=findpost&pid=1843074"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map requirements as in entities needed for a full map ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd actually like to see the map requirements dropped to a bare minimum of an overall map entity to give the general info about the map and at least one spawn location. I have quite a few ideas about potential maps that don't require things such as the readyroom, tech/res nodes, both marine and alien sides, minimaps, etc. Being able to make those things optional would be extremely helpful to me.
Sign In or Register to comment.