More open maps

WafflepantsWafflepants Join Date: 2013-01-03 Member: 177205Members
The maps are all just corridors. It would be awesome if there were maps like on an alien planet or something where the map is more open and has some variety. At the moment the maps are just different arrangements of tunnels and it gets a bit boring.

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Open maps are bad for aliens. They just get shot. Skulks also don't have any ceilings to walk on.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    So skulks, gorges, fades and oni can get mown down from 500 metres by the marines, and the only viable tactic for aliens is to go all-lerk...

    They're mainly corridors for a reason!
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Some areas similar to lava falls and cargo aren't too bad... I suppose.

    Strangely, cargo is really marine biased while lava falls is really alien biased. An area with a bit of balance could prove quite fun and new perhaps.
  • WafflepantsWafflepants Join Date: 2013-01-03 Member: 177205Members
    <!--quoteo(post=2055168:date=Jan 3 2013, 12:34 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Jan 3 2013, 12:34 AM) <a href="index.php?act=findpost&pid=2055168"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Open maps are bad for aliens. They just get shot. Skulks also don't have any ceilings to walk on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What i mean is that you could have it set in like an alien jungle or something where there would be trees to climb on or something. What NS2 really needs is a change of scenery.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    <!--quoteo(post=2055200:date=Jan 3 2013, 05:39 AM:name=Wafflepants)--><div class='quotetop'>QUOTE (Wafflepants @ Jan 3 2013, 05:39 AM) <a href="index.php?act=findpost&pid=2055200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What i mean is that you could have it set in like an alien jungle or something where there would be trees to climb on or something. What NS2 really needs is a change of scenery.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Is that what NS2 really needs? Jungle maps?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=2055237:date=Jan 3 2013, 11:03 AM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Jan 3 2013, 11:03 AM) <a href="index.php?act=findpost&pid=2055237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is that what NS2 really needs? Jungle maps?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Jungle maps and a high tech alien race that hunts for trophies. Sounds like a working concept already.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    that can go invisible?
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    if it bleeds, we can kill it?
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    There are some good people hard at work on such things. Take a look in the mapping forum... One of the brilliant things about a game that allows it is community maps.

    for example I'm looking forward to Outpost being released.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123190&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a>
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    Open areas are bad design IMO. I hate it when I see skulks walking on invisible ceilings in "Landing pad" or "Courtyard"
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    We would love to move NS2 towards more open maps, but as discussed in here already, there are many gameplay problems that are associated with that. So, it won't be something we try out anytime soon, but it is something we are thinking about and would like to do eventually, as part of the next big evolution of the game.

    --Cory
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Concerning big rooms, you could simply strew the whole room with vents and holes, or tile the floor with flipping floor pads that flip around when you bite them. (Yeah, don't ask me why such things would exist in the lore... Nanites, maybe?)
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--quoteo(post=2055200:date=Jan 3 2013, 04:39 AM:name=Wafflepants)--><div class='quotetop'>QUOTE (Wafflepants @ Jan 3 2013, 04:39 AM) <a href="index.php?act=findpost&pid=2055200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What i mean is that you could have it set in like an alien jungle or something where there would be trees to climb on or something. What NS2 really needs is a change of scenery.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So a jungle map that has so many trees and over hanging branches that it looks like a corridor?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Hehe my GF is currently modelling me 2 trees, 2 bushes and grass props so I can continue on ns2_<strike>biodome</strike>(Something similar)...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    I have an outdoor spawn.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't think a true outdoor map(i.e. Battlefield style or something) will ever work in NS2 without an entirely new set of gameplay rules. I think a partial-outdoor map like Agora( <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125749" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125749</a> ) could work well though. The main issue with it is that the power mechanic doesn't play that well in open sunlight - see Crevice in Summit.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    If you really want to see a map make it and see if people like playing on it. I used to make maps all the time for Half-life and a billion of the mods it had. The map editor for NS2 is a little clunky the last time I tried it but I guess if you get the hang of it, it isn't that bad.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    i'd be worried about the frame hit from foliage.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    <!--quoteo(post=2055200:date=Jan 3 2013, 02:39 AM:name=Wafflepants)--><div class='quotetop'>QUOTE (Wafflepants @ Jan 3 2013, 02:39 AM) <a href="index.php?act=findpost&pid=2055200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What i mean is that you could have it set in like an alien jungle or something where there would be trees to climb on or something. What NS2 really needs is a change of scenery.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Inb4 requiring quadruple overclocked latest generation intel processors for 10 fps.
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    edited January 2013
    Think of how bad people are at aiming straight down hallways? Imagine if they had to look up. Jesus Christ.

    Watch a battle in crevice.
  • MattmysterMattmyster Join Date: 2012-12-20 Member: 175669Members
    This post probably belongs in the mapping section (or suggestions). But for open maps - what if the biomass ha a physical presence?

    Meaning that you could upgrade cysts to product walls, tunnels or spires (maybe destroy cysts to bring down these structures). FPS may go through the roof if it was all destructible.

    I'm just throwing ideas into the mix, a big room would have marine advantage with power on, alien advantage with biomass.

    I'd really like to see more variation in the maps (I like how the human tech merges with the geographical structures of the cave and how the biomass changes it still) - Next stop, Unknown Worlds Forums > Creation > Mapping.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    <!--quoteo(post=2055526:date=Jan 3 2013, 04:01 PM:name=Brad_R)--><div class='quotetop'>QUOTE (Brad_R @ Jan 3 2013, 04:01 PM) <a href="index.php?act=findpost&pid=2055526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think of how bad people are at aiming straight down hallways? Imagine if they had to look up. Jesus Christ.

    Watch a battle in crevice.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem with crevice is..... as a marine, it is way too hard to see an alien up there .... without some sort texture modification. Whereas it is much easier to see a marine on the ground as an alien being up there.
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