Simple Mapping
Snik
Join Date: 2003-03-15 Member: 14541Members
<div class="IPBDescription">Whys nothing simple anymore?</div> Altho ive mapped b4 its never been on a large scale.
I need to no how to atach switches to doors + lifts,
its been buggin me 4 years + does any1 no where i can find
a proper ns guide as the included ones tell me nothin i need to no 8)
I need to no how to atach switches to doors + lifts,
its been buggin me 4 years + does any1 no where i can find
a proper ns guide as the included ones tell me nothin i need to no 8)
Comments
so the best tutorial is off <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The simplest way to make an elevator is a door that moves down with a high "lip" (additional distance) and the "toggle flag".
Any other way just needs more entities (BAAD) and can be tricky to fix.
To controll a door (including an elevator-door) just give that door a name and create a func_buton that has its "target" set to this name. Set the "dont move" flag too.
Any entity that has a name is klickable by the commander (normally), it it has no name the comm can build on it (normally)
Simple doors in NS dont open automatically if someone is near it (like in other mods).
I've been mapping off and on for about 3 years now, andwith the knowledge gained from that, I even think some of the NS specific things are a bit "under-explained". This is partly due to half of the features that were in the NSTR, not being in the final build. If you read the Newbie Guide to Particle Systems, barely any of it works due to much of it being cut from the Beta.
tells you a bunch of stuff in the tuts.
<a href='http://nsworld.ns-central.co.uk/mappingguide/mappingguide.php' target='_blank'>http://nsworld.ns-central.co.uk/mappinggui...appingguide.php</a>
has a list of ns ents
Also you have to name the door something in the name field example "door1"
in the target field on the button put door1
You use the button door 1 opens
I didn't want to get too waffly and clog the entity listing with too much detail, but prehaps some entity specific monologes/tutorials/examples could be linked in.
And NS as got to be the hardest mod to map for.
Newbies should really just start like everyone else and make an HLDM or even a CS map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
NSTR ^
If it's a required part of an NS map the quick start guide should cover it. If it doesn't tell me and i'll add it (eventually).
It looks like i'll be making an example map to go with the guide, composed of 1 readyroom, 1 hive room and 1 marine start area. If anyone can think of neat demonstation uses for func_seethrough_door , trigger random or MP3audio I'd really like to know.
"hatchling" etc.?
"hatchling" etc.? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i believe it is more posts
But HLDM and CS suck! All games suck! NS is my drug!
And NS as got to be the hardest mod to map for.
Newbies should really just start like everyone else and make an HLDM or even a CS map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Its really not any harder than any other mod. You have to master the basics before you can map confidently for any mod, and it doesnt matter which mod you start with. All mods need the basics...learn to use solid brushes to form your world, learn to place entities that make your map run, learn to place lights, learn to make a door, a window, a grate, water and breakable objects. Figure these things out, then learn to map with r_speeds in mind, special textures and entities and triggers and so on. Only once you learn these things are you ready to start serious mapping and you can learn those things from any mod. It certianly not going to make mapping for CS any easier if you start with NS and vice versa. They both have thier own rules and restrictions to take into account. A good map cant be made for any mod without at least intermediate mapping experience...and the really good ones come from those with that knowledge and the creativity and artistry to place you in an immersive environment. The only difference between NS and any other mod is that there cant be any over/under areas. Any one can place a hive entity, or a hostage rescue zone, or a func_resource...placing them in the right spots is an artistic skill that isnt exclusive to the NS fgd. Besides, thats like telling people "If you dont play CS or HLDM you arent supposed to map!"
Your first 10-20 maps are garbage no matter where you start...so start with NS, if thats what you want to play.
Plus, you have to take into consideration of the commander.. that alone is a big task
Plus, you have to take into consideration of the commander.. that alone is a big task <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Getting the atmosphere right is an artistic talent...nothing you can get from learning to map. Its a helluvalot harder to get the atmosphere right in DoD because weve seen the enviroments in real life. There is historical accuracy to live up to. NS takes place in imaginary environments...the atmosphere is whatever you want it to be...it just has to look interesting to the player. Invoking any kind of emotion or feeling is artistry and has nothing to do with learning to map. Besides atmosphere is all just preference and opinion. Imo, Bast is the most atmospheric NS map, but eclipse is the most fun. Commander mode is not so big an undertaking. Once you learn how to edit entity properties and run commands from console your done. Both skills you need to map for other mods. No over/under mapping is the only difference between NS and other mods...thats really not that hard to do. All mods require that you place and edit entities, and I dont see any reason to beleive that NS entities are any harder to deal with.
The fact that a person "learns" (wich breaks down to"makes several crappy maps before he understands the tools") in CS makes it a moot point. This idea that NS is so much harder than anything else would mean your skill would be sub par once going to NS anyway.
Besides all of this, this is a far more nurturing community than a new mapper will find anywhere else, we are especially polite for a Half Life community <i>on top</i> of having many exellent mappers that frequent these forums. Questions are answered quickly and thoughtfully... and that alone make learning to map with NS far easier than any other mod.
We all need to stop with the whole "Were too good for noobs" attitude, because thats all it really is. Eletism. Theres no point in crippling the community in anyway, even if it means not turning away the noobs. Why would anyone come back when we tell them "you arent good enough for us...come back when your better".
This is a good point...but once you realize the map is crap you wont finish it anyway.
The Sewage Basin in echo is the only thing I had done before I officially started my "map cycle" less than 3 weeks ago...and In all honesty I'd say Ive only got about a month of work left before release if this momentum keeps up.
I may be a little bias ;P but I think Ive crammed about as much atmosphere into that map as Ive seen in any of the NS maps exept maybe Bast.