don't neglect map design re: balancing

HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
So the GL and flamer are getting a lot of hate from alien players, and rightfully so. However, as UWE tweaks the stats and effects of these weapons, I hope they consider the effects of MAP DESIGN on the relative strengths of these weapons. On feature lacking in these two test maps that are strongly balanced level geometry. If skulks had more places to lie in wait or to flank behind marines with GL/flamer, the power of these weapons would be greatly diminshed. Right now the test maps force the aliens into a mainly frontal assault, which is suicide.

So please UWE - direct level designers to allow skulks to be better counters to higher tech through movement. Some key methods:

<ul><li>high ceilings</li><li>hidey holes that have to be explicitly checked (i.e., aren't in most efficient movement path)</li><li>vents that let skulks hit chokepoints from behind</li><li>wall geometry that allows efficient skulk vertical AND horizontal movement but is broken up enough to provide cover</li><li>atmospheric entities like steam, fog, or haze</li></ul>

PS - 156 was a great milestone! Thank you!

Comments

  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    +1 but I think I would phrase it more as "Remember when balancing these weapons that we aren't going to be placing rockdown or junction at Release, so don't balance for those maps!"
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    ...So you're saying that leveldesigners should redesign their map for (almost) every new patch?
    Since more often than not, a new element is introduced or core abilities are fixed/tweaked - which means gameplay changes alot ofc.

    Creating maps take up alot of time, and i know my eyes would start to bleed if i'd be stuck with the same (finished!) map for months, just editing and editing.

    Sorry, i understand your point and it would be lovely if it worked out, but sadly its far from being practical.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--quoteo(post=1809365:date=Nov 23 2010, 03:30 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Nov 23 2010, 03:30 PM) <a href="index.php?act=findpost&pid=1809365"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...So you're saying that leveldesigners should redesign their map for (almost) every new patch?

    Sorry, i understand your point and it would be lovely if it worked out, but sadly its far from being practical.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you misunderstood me. My point was that current test maps are not properly designed for maximum skulk maneuverability. As a result, it may cause the "over-nerfing" of marine weapons since they are being tested only in head-on attack situations. Maps should be designed for skulks BEFORE weapons stats/effects are tweaked.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Three options spring to mind:

    A) The game will be balanced around what levels are available.
    B) Each level will see plenty of revision as the game continues to evolve in complexity.
    C) A combination of both.

    In my opinion, there really is no choice than C. Redesigning a level isn't always the most fun thing to do, and I know UWE has their plate full, but it seems inevitable as more content is continually added to the game. Sgt. Barlow may be cursing and shaking his fist at the heavens long before we see the end of Beta. (If he isn't doing it already.)

    I will echo your point about the vents, though. They were your bread and butter in NS1 as a skulk, but I can't recall using a single one since NS2 went into Alpha. They seem to have taken a back seat to just leaping around from the start. Maybe this is just the way things are intended for NS2, with vents truly being purely secondary routes. We can't know until the dev team starts fleshing the game out more towards what they have envisioned, and they can't know what will work until they've had a chance to test, and test, and test, and test.

    This is exactly why I encourage people to enjoy the Alpha and Beta phases. This dynamic state doesn't last long, and it's a very fun process to watch. Not only that, but you can learn a good deal from following the development of a game like NS2.
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Haha, I was just about to make a thread regarding mapping. :)

    I really thing that the maps should be bigger in general. Right now It's narrow hallway after hallway, with narrow rooms with boxes. I'd really like to get larger rooms, hallways and maps in general, with more than one way to reach a hive/cc-exp (I know that there are more than one way, but.. hm, how should I put this.. Not as "good" as the way hive-access was in ns1. This might just be because of the extremely tiny maps. I mean, just thing of ns_hera(iirc), with the way to one hive was through a long hallway, with a "fence" at the cieling that the aliens could use to walk on. If you'd implement such a fence on one of the existing maps.. well, there isn't enough space.

    ps. please don't remove leap-bug ^_________^
  • BitPonBitPon Join Date: 2010-11-20 Member: 75104Members
    I also belive creating good, well-balanced maps for this game will be a lot of hard work. The only way to succeed will be by lots and lots and lots of testing. But it is still way to early to do anything about this right now. We don't even really know how the game will actually be played in the future. What sort of tactics will there be? I'm sure that the classic shotgun-rush will make it's reapperance, how well will that work on certain maps? Perhaps we will see something some sort of early proxy-armory tactic and surely skulk-rushes will be practiced in the future. What other kinds of opening gambits will there be? And how well will they work on certain maps? what kind of defensive strategies will be used to counter theese? What kind of mid to late-game tactics will be popular? We pretty much have to wait and see. Once balancing issues is more about things like "I think it the shotgun tech should take a few seconds less to finish so rines can properly defend against skulk-rushes on smaller maps" we can start to get an idea of how maps should be balanced.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    edited November 2010
    <!--quoteo(post=1809423:date=Nov 23 2010, 03:27 PM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Nov 23 2010, 03:27 PM) <a href="index.php?act=findpost&pid=1809423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Three options spring to mind:

    A) The game will be balanced around what levels are available.
    B) Each level will see plenty of revision as the game continues to evolve in complexity.
    C) A combination of both.

    In my opinion, there really is no choice than C. Redesigning a level isn't always the most fun thing to do, and I know UWE has their plate full, but it seems inevitable as more content is continually added to the game. Sgt. Barlow may be cursing and shaking his fist at the heavens long before we see the end of Beta. (If he isn't doing it already.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Too true. The map and the units' qualities both affect balance. Both of them will change together before good balance is reached. It's two variables affecting one, so solving for that one will be tough.

    A good thing about this is different maps will reveal units' qualities' imbalances.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Another problem is that as a skulk its much harder to stick to walls and climb than in NS1. Back then you could hold a button and would never fall down so it was easy to climb in all directions. Now though skulks are usually seen running on the floor like the humans :(
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Good points by all, I'll just add that Rockdown and Junction are not 'official' maps in the sense that they were designed for engine testing, not play, and have since been appropriated for play to complement Tram. Tram is much more indicative of size and format of coming NS2 maps.

    It might pay to take a look at the mapping guidelines and see if you think any of your points have been missed there, so they can be added if appropriate.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    imo Let them focus on getting the lag and server crashes out of the way first and then w'll worry about game balancing.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    edited November 2010
    <!--quoteo(post=1809336:date=Nov 23 2010, 07:03 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Nov 23 2010, 07:03 PM) <a href="index.php?act=findpost&pid=1809336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now the test maps force the aliens into a mainly frontal assault, which is suicide.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Rockdown and Junction were just combat maps we made aeons ago to quickly test combat while the main ns2 maps were being produced, so that's why they force you into a frontal confrontation. But we decided to include them with some alterations for people to play with and they certainly don't represent anything in terms for final ns2 map design. I even purposely made rockdown's marine start huge to test framerates and vision culling.

    /typo
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--quoteo(post=1809735:date=Nov 24 2010, 05:50 AM:name=project_demon)--><div class='quotetop'>QUOTE (project_demon @ Nov 24 2010, 05:50 AM) <a href="index.php?act=findpost&pid=1809735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->imo Let them focus on getting the lag and server crashes out of the way first and then w'll worry about game balancing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So are you implying that the level designers are responsible for coding the game engine?
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--quoteo(post=1809783:date=Nov 24 2010, 09:57 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Nov 24 2010, 09:57 AM) <a href="index.php?act=findpost&pid=1809783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rockdown and Junction were just combat maps we made aeons ago to quickly test combat while the main ns2 maps were being produced, so that's why they force you into a frontal confrontation. But we decided to include them with some alterations for people to play with and they certainly don't represent anything in terms for final ns2 map design. I even purposely made rockdown's marine start huge to test framerates and vision culling.

    /typo<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for the reply! The post was just as much for testers as it was for UWE.
  • JimBob_UKJimBob_UK Join Date: 2010-04-09 Member: 71233Members
    I imagine level design isn't the main concern at the moment as a lot of bugs need squashing. But just like ns1 I expect all ns2 levels will receive updates in the future.
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