Mapping Idea

NefariousNSPNefariousNSP Join Date: 2003-02-05 Member: 13148Members
<div class="IPBDescription">Indoor, BUT OUTDOOR</div> Alright, i've been thinking awhile how to give this game a planetside feel, rather than floating research facility, space station, or deep underground refinery feel which is what it seems to have. All of it very indoor. My new idea is this: A mine. Give it a real earthy feel. Underground in a treacherous cavern. I could imagine all the awesome possibilities for underground rivers, elevators, and cool tramways. It would definately be multi-leveled to get the right feel, though that shouldn't be a problem as long as no rooms are overlapping. There would be some facilities on the top level, which could be somewhat out of the ground. This is where scientists could do there research, and the marines start would be located here, just at the entrace which is locked down. There would be a few facilities in this area and then a gigantic elevator, which would lead to maybe 3 different cavernous floors (none overlapping though) each one would intertwine and eventualy lead to hives or res nodes.

This is just an idea i'm tossing around that i'd love to see implemented into the game. Just imagine walking through a large underground cavern, filled with lakes of dark ominous water, with dripping sounds falling from stalactites to the floor. At the current moment I can't map, but maybe someone who is experienced enough at this thing could give it a shot.

Comments

  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    Hmm, seems very unique, and a mine...I like it
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Really nice how you describe my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I have a mine, deep elevators, a refinery, Facilities, 3 levels (upper level open on top), Marine spawn is at entrance...

    Guess I need to release my map faster before ppl think its a ripoff.

    btw EVERYONE wants a mine.
  • RozdowerRozdower Join Date: 2002-12-06 Member: 10514Members
    the level i am working on now was going to be underwater, like a deep sea research facility, with water outside the windows, but it got too laggy with all hte func_water.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    Many people are working on mine maps including yours truly
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    (One of) the first rules of mapping: If you think it sounds cool, go for it.

    Just watch out for detailed rock structures consuming your planes and clipnode count, and be careful of making your level vary too much vertically--remember, the commander needs to be able to see everything without having to squint at his units far down in the distance.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Two quick caveats:

    1) With the requisite size and average complexity of NS maps, organic architecture (e.g. mine shafts) is going to eat up your available planes/etc very quickly.

    2) Multilevel is good, but make sure it works for the commander - height changes that are too extreme will make the marines fill his view in one room and barely selectable in another.
  • LNXSilverhawkLNXSilverhawk Join Date: 2003-03-03 Member: 14242Members, Constellation
    well im being original... im making my map to be a space ship... you have to trun off the engines.. which diverts power to lights and security... but teh thing is.... you have to go to EACH area and weld a number of objects to get it to all activate. and im osrry but im not going to say anymore, cos i dont want to divulge further info and give too many ideas away.. not yet anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • tbZBeAsttbZBeAst Join Date: 2003-01-26 Member: 12755Members
    Ditto for an underground map....
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I was thinking of doing an underground map for my next ns map. But judging by how many people are doing them, I think I'll do something else first
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Just make it seem more underground than it is.

    Have an elevator where the doors close and there's a jolt and humming noise... and you wind up going down like 3 feet in 5 seconds <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> .
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited April 2003
    The fact that you need to encase your levels in something that players can't move through (be it water, rock, the vacuum of space, or other) puts some definite parameters around what environments you're likely to see out the windows of official maps.

    People have solid boundaries (mines), liquid boundaries (undersea stations), gas boundaries (Tanith), and vacuums to choose from. From there, you pick the kind of solid/liquid/gas/lack-of-all-three you want to use. If the choice is too hospitable (surface of a landmass or sea), you can toss in an environmental factor (extreme temperatures or extreme atmospheric pH, for instance) to explain why people don't walk outside. Even using that additional parameter, you're going to see variations on a theme rather than unique concepts.

    If somebody said they were creating a research station buried under a billion metric tons of whipped cream, that'd be a new idea (if nonsensical) solely because the specific composition of the barrier has changed--it's still submerged in a liquid.

    It's important to remember that no matter where you place a level (I'd eventually like to do 3 maps set in space/a volcanically active mountain range/underwater in that order), the fundamental limitations stated above apply. Don't be surprised or upset if you see your idea somewhere else; other items like architectural themes (arcs & hexagons for my first map, ns_janus) and texturing themes can give at least as much character to a map as what's visible outside the windows.

    EDIT: bad spellchecker replacement fixed
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Nice. The idea has been thought about before but it's a good one nonetheless. Ns_shaft (Ekaj's map), for example is set in a mine, and that's been around for a looong time, despite going through several restarts and design styles.

    But as coil said you really need to watch your planes and r_speeds when working with rocks, so it's not a completely good idea to have a complex NS level that's -completely- rocks. A nice thing to have would be the normal hi-tech grungy corridors and rooms of NS interdispersed with rocks sticking out of walls or small mined areas that haven't been built into yet.

    But yeah, don't go -too- overboard with the multi-leveled idea. As good as it is, you don't want the commander being forced to view the proceedings on the bottom level with a magnifying glass <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Grizzly_TankGrizzly_Tank Join Date: 2003-03-13 Member: 14472Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    the second thing a tryed to mapp fore ns , was a mine

    i werent a very good mapper by then so it never became anything more then some tunnels and more files on the hard drive <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    anyways... it realy is a good ide , go fore it my swet gorgs !!! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    edited April 2003
    wow there are lots of mine maps. this doesnt look good for me. and i thought i had an orginal idea. oh well it still will be a very unique map. mine will scare the pants off you. hehe. also mine wont have any rocks in it except maybe through a window, because i dont think there would be sufficient atmosphere in that kind of area. but my map will still look like a cave. hahaha im crazy. i need to get this map done and into 1.1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    edit: in retrospect using the words mine and mine in a sentence was a bad idea.
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