Ns2_temp
Annihilatorza
Join Date: 2007-01-07 Member: 59490Members
<div class="IPBDescription">Not got a proper name yet.</div>Hey Guys
This is what I have come up for a layout for my map so far, I know if needs refinement and some of passages are 2 straight.
Please give some construtive critism please and what else could be added or removed.
Thx
Annihilator
<img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp.png" border="0" class="linked-image" />[/img]
This is what I have come up for a layout for my map so far, I know if needs refinement and some of passages are 2 straight.
Please give some construtive critism please and what else could be added or removed.
Thx
Annihilator
<img src="http://i1213.photobucket.com/albums/cc478/Annihilatorza/ns2_temp.png" border="0" class="linked-image" />[/img]
Comments
PS: I'm new to mapping for this game so take what I say with a grain of salt.
The NS2 mapping guidelines (<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Basic_Mapping_Guidelines" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...ping_Guidelines</a>), which I recommed you to read if you haven't, encourage room based layouts and every room should generally have a purpose (tech point, res node, ..). Also are those oneway corridors? They could be problematic gameplay / implementation wise.
Also feel free to join #nsmapping @ gamesurge . There are a bunch of mappers idling there from time to time, even if it has been a little quiet as of late.
edit: linked to mapping guidelines in ns2 wiki
Well, I'm not sure how much of this sketch is scaling to the real map you're going to create. But things like that are worth keeping in mind. Also Aliens are not a fan of that very long hallway north of their main hive
That corner not going to be that close to the hive.
It's late or I would continue... t__t
As for openness it's hard to say as i can't see the scale of what you have in mind. I like the 6 tech point layout but after seeing how summit is being played i am starting to lean at 5 as most of those games usually never use more than 3 between both teams and the other 2 are simply there for strategic planning. Overall For a rough draft it looks like a go in my opinion. Lay the basic rooms and worry about vents later as a balance element.
Here is a updated version guys, I have spaced it out a bit more and made the passages less complex.
Also the arrows are not one way corridors, It is a passage that has two different heights to it, if that makes sense.
A reminder from the guidelines:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marine start is assumed to be at the bottom with the alien start somewhere near the top or sides.<!--QuoteEnd--></div><!--QuoteEEnd-->
so you might want to see to that.
I will follow the progress, you got a good start.
Unless you have some specific reason for the marines to be north on the map ofc.
What do you need help with? I can try if I know how =)
Okay in the current layout of the map far left room is Fusion Reactor Room, Then Middle is Air Circulation and far right is Water Reclamation.
Comming from the marine spawn the passage to the right is called Rock Bridge, passage to the left is called The Green house.
I have come up with a name that I think is quite appropriate, NS2_daimos which is the greek god of Terror.