Ns_mine

FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
edited April 2003 in Mapping Forum
<div class="IPBDescription">my map on paper</div> heres what im thinking for my map. its just the marine start and double res node near it.
im planning on having the marines spawn take an elevator ride down and have to fight their way into the comm chair and quickly into the double res node. ill put some vent entrances in the mine and their should be tons of tension and those HOLY CRAP moments, when a skulk leaps at your face and takes a huge chomp.

if you cant follow it just ask questions. i also have the marine start kinda mapped out. ive been mapping for a long time just never released any maps.

comments are GREATLY appreciated

Comments

  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    edited April 2003
    hmm it decided not to attach the image after i previewed. oh well
    heres the marine start.

    this first picture is very very beta.
    1.JPG 117.8K
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    edited April 2003
    Heres what the double node room looks like
    by the way i inverted the colors so it didnt blind you. if you dont like it just open it in paint and hit ctrl + i.
    also i kinda like it. i live in a backwards world where paper is black and pencils are white, and the lines on lined paper are red.

    edit: the closed off areas are elevated areas and the two circles with a circle in them are res nodes. but im sure you figured that out
    2.JPG 100.8K
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by the way i inverted the colors so it didnt blind you. if you dont like it just open it in paint and hit ctrl + i.
    also i kinda like it. i live in a backwards world where paper is black and pencils are white, and the lines on lined paper are red.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually, the inverted color thing looks <i>really</i> sweet. Looks very professional. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As for the layout, is the only way to and from the marine base through the double-node room? The 'huge high roof room' in the first pic appears to have a corridor leading away from it, but there's still the possible game-dominating chokepoint in the double-node room.

    The marines would have an easy time of getting tech quickly if they can hold 3 nodes without any real difficulty or unreasonable expense.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    that's innovative, making the marine start have to be a fight to get to... hmm, nice idea!
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    edited April 2003
    <b>edit:</b>sycophant: i havent started on that part of the map, i just started and just wanted to make sure i was heading in the right direction. also the double node room will be heck to hold not to mention there will probably already be camping skulks in it when they arrive.

    well it would basically be a rush for both teams the whole game. i mean sure marines have three nodes, but the gorg can just run around without any fear but he knows he must be fast. and as i said its just the begginning. that and the skulks could decide to camp the double res node and force the marines to take to the other route. i havent really thought up the layout except for the marine start and the double node. notice i made it so lerks should have a harder time spamming the res nodes with spikes. the things that say "weld" on them mean you can weld the nearest vent shut. also the center of the double node is raised. i used light colored lines to signify that and lerks will be able fly in there very easily. the vents up there will be "lerk friendly" meaning theyll bee level to the cieling so you dont get stuck and get shot in the back by some noob marine. :-)

    i love the idea of ridding an elevator right into the fray as well. itll make short games some times but itll be different almost every time. i want to have a map with tons of tension and fear. im thinking about having a gore and non-gore version. because i think a general rule would be the gorier the scarier, it will of course be tasteful.

    also im setting it up so that the comm chair and res node are sealed off until some time after the elevator goes all the way down.

    the cieling will generally be low and most everything will be compact besides huge areas where they actually hit a resource area. so that means skulks will love this map. and marines may have to go hmg/ha. im even going to have some parts where skulks can come from below by chomping open the floor. now that would scare the crap out of me. i might use a random thing to change the map every time as well so it still keeps interesting for experienced players. mostly vents id think. just to keep marines guessing where they'll be. i mean the marines are just being sent there somehow i doubt there suppose to know the entire area already, besides allows me for more suspense. yay.

    trust me this map will probably look horrible but ill make sure the game play is terrific. actually the architecture will most likely be extremely unique but im not guaranteeing anything.

    also i would really apprectiate ideas and anything that you particularily loved in any map. i need some inspiration. thanks for your comments guys. im also glad to see that your very acceptant of new people. ns does have as good of a community as i thought.

    hehe another PS. i need to know any major gameplay changes for NS like now so i can make my map to suit the new changes. be kinda stupid if i designed the whole map based after 1.04 build times and the such. for now ill just get the general layout.


    one more thing: im going to need help with the new sprite system in ns eventually but not now. also how does max planes work? if i were to have a very large map with walls that mostly align with eachother would i be able to be make a bigger map than if i didnt
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->edit:sycophant: i havent started on that part of the map, i just started and just wanted to make sure i was heading in the right direction.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Heh, maybe I shouldn't be so critical with a preliminary sketch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The layout for the double-node room looks really good. It's appears nice and open, but has several places to dodge into.
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    im designing it so the nodes are hard to spam (if youll notice there is no direct line between the entrances and nodes, a few of the vents do but they can be welded shut) but its easy to kill people. easier said than done. ill map out a rough within a week. ill go draw now. maybe i can work on the hive after the high cieling room. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    hey man at least your commenting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    If i were you i wouldnt make one room in hammer/worldcraft before you have the entire map sketched out on paper. I just started on my map and i have been messing around with the layout for a few weeks. If I started on my map 2 weeks ago, i could have thrown much of my allready created rooms away.

    Also i wouldnt care too much about trying to "balance" ns 1.04 since it will change every 2 months or so. So "giving" marines easy acces to resources might be a bad idea later on, allthough they will always be less mobile and thus have a harder time defending more areas/nodes.

    Looks great with inverted colors btw.

    And i really cant judge a map by its layout.

    And on a side note: Many people will tell you by looking at your layout that marines can siege some hive easily from a side room. They will tell you that shouldnt be possible. Offcourse it should be possible to siege a hive from a location behind a wall! Diversion in tactics is what makes a map fun.
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    yeah thats why i kinda want some info on 1.1 before i actually put it into worldcraft. for now ill just finish the layout and i have to scrap the double node room then so be it. ideally for the entire length of my map there will be close combat fighting almost the entire time.

    from what i understand arent you suppose to be able to siege a hive from a room near the hive? seems like what the devs have been suggesting.


    i made the layout of the start room because i wanted to get distance and travel times in. but im thinking thats irrevelant right now, so ill just stick with my trusty black paper and white pencil.
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