Ns2_Auralius wip

deathsticksdeathsticks Join Date: 2012-09-30 Member: 161112Members
<div class="IPBDescription">Strike cruiser themed Ns2 map.</div>Ok so I've set myself a project over the next few months to build a high quality NS2 map.
<i>
Titled Auralius, this TSF strike cruiser originally designed for human conflicts was on route to be refitted to better deal with the kharaa threat however during a slight detour to investigate a distress signal a foreign object has collided with the bow of the ship and the logistics crew has severed all communication</i>

I've been doing a bit of sketching and this is my layout so far. What are your thoughts?
My layout is designed to give both teams access to an early tech point with fighting focused around the center of the map in a line. Commanders will have to ensure the two major routes along the line of the ship are well defended while watching for flanking outmaneuver from either team, both ends of the map have significantly defensible positions.
Also i have yet to draw in the power nodes woops ^^
<img src="http://25.media.tumblr.com/tumblr_mcy39m5FsN1qcbhjeo1_1280.jpg" border="0" class="linked-image" />

Comments

  • DarkBlueArtDarkBlueArt Join Date: 2012-09-16 Member: 159584Members
    Hi there

    I like the idea of actually having a real spaceship to use for the layout. Most others just pretend to be a spaceship, but location and places feel kind of odd placed.
    The only problem 2 problems I might think of:

    1. Six techpoints seems a bit high for me. The problem is, with so many techpoints there will not be any real fight around them. Asm when you lose one, there are more than enough to fall back. But I found the low number of resource nods interesting.

    2. The long, long, long hallways and corridors at the side of the ship will surely cause you some trouble. The game does not allow great view distances. And great distances favore marines with long-range weapons. So unless you want to stuck them over and over with crates, they might get a problem.

    I am planning a map right now by myself, so I know that a proper layout is hard to pull off. But the map needs to be good before you put too much afford into nice looking rooms and then recognize that the layout does not work...

    so long
  • deathsticksdeathsticks Join Date: 2012-09-30 Member: 161112Members
    Hey thanks for the reply.
    I posted it on here for exactly the purpose of getting some feed back before i got into making the map itself. i can see your point about the 6 tech points so i bought remove one from the side and replace it with a Resource node to focus combat along one side of the map while leaving the other side more for flanking etc.

    also i can see the point with the long hallways. if i cut them up into smaller hallways with vents etc going into the rooms do you think that would work better? so instead of long hallways essentially have a line of U shape corridors in and out of the rooms, maybe doing them up to both be ship design and damaged doors etc, and i might make the larger sides smaller in length wise, or split them up into 3 tall rooms with doorways between giving a good place for lurk play.

    Any other thoughts?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited November 2012
    <!--quoteo(post=2010805:date=Nov 5 2012, 07:45 AM:name=deathsticks)--><div class='quotetop'>QUOTE (deathsticks @ Nov 5 2012, 07:45 AM) <a href="index.php?act=findpost&pid=2010805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also i can see the point with the long hallways. if i cut them up into smaller hallways with vents etc going into the rooms do you think that would work better? so instead of long hallways essentially have a line of U shape corridors in and out of the rooms, maybe doing them up to both be ship design and damaged doors etc, and i might make the larger sides smaller in length wise, or split them up into 3 tall rooms with doorways between giving a good place for lurk play.

    Any other thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like your map idea but currently there are alot of problems I think with RT + Tech placements.
    An idea I had that you could use to fix this would be by taking inspiration from Submarines and having "flood control" compartment doors.
    If you were to place them at regular intervals down your long corridors having some work and some jammed it would cause players to have to navigate the length of the ship by crossing through the rooms/other corridors instead of just walking the entire length using 1 corridor.

    Obviously this could be fluffed that the doors to certain corridors have been sealed due to hull breaches.
    I think you need to try and give each RT at least 2 points of entry that is usable by both teams (remember the aliens will have to cyst to them) and then a third vent/corridor access if possible and also ensure that your RT's are not easily snipeable down long corridors.

    I initially did not want to reply to this thread because I <b>really</b> like your theme but I think the map layout has some basic flaws that need to be addressed. Hopefully I haven't been too negative and I do hope that you carry on working on this map! :)

    Finally... Have you considered putting a dropship in the "Cargo" room in the centre of the ship? :P
    Perhaps some huge doors on the floor to allow the drop ship to be "dropped"? :D
    I honestly think that would be an awesome concept for a distinct and aesthetic room in your map!
  • duvelduvel Join Date: 2004-02-09 Member: 26318Members, Constellation, Reinforced - Shadow
    your strike cruiser looks a bit like Battlestar Galactica :)

    best of luck with that, i'm creating one too :)
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    The theme sounds very cool. Though I have to second what the others say. I'd recommend just focusing on game play and stop trying to build a layout that conforms to any structural limitations of your map setting.
    Look at all the official maps. See what spaces and shapes they use, and don't use. The developers have probably tried most things, so if they aren't using it, it probably doesn't work. That goes for the long corridors. aliens don't really have any weapons that are effective at range and marines rely on it!
    Also the layout is very narrow, most of the official ones are more of a square preventing a front line from developing.
    That said, I'd always encourage experimentation. If balanced by the map as a whole i'm sure long ranges and narrow design could work in certain instances.
    Also symmetry might be easier to make, but its going be repetitive, boring and hard to navigate.
    good luck and i look forward to seeing where this map goes!
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