NS2 Mapping Guidelines
BreadMan
Join Date: 2002-12-15 Member: 10854Members, Retired Developer
<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>
<!--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>
Comments
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?
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.
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
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?
<!--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.
<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-->
In the game guide mension any help at all.
Where I can learn to use it?
Thanks!
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>
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 ....
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.
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.
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.
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.
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.
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.
As far as I can tell, since build160 there haven't been any changes regarding map requirements
Despite the fact that even Tram does not follow the Mapping Guidelines (First RT takes 9 seconds to run to; suggested time is 15.)
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.