Map

Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
<div class="IPBDescription">Am I good at it?</div> OK I drew part of a map in activity class. It has one hive, a few nodes, and the marine start. I was wondering of I should try to make this or just give up on mapping. Remember that this is my first map ever. Oh and that box with a diagonal line through it is an elevator.
map.jpg 72.4K

Comments

  • QBManQBMan Join Date: 2003-04-09 Member: 15339Members
    We have the same problem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Maybe you can draw plans for me? Have you noticed my post?
    To me the plan looks good but its too small. But you got good ideas!
    If you want to make plans for me post back!
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    First map ever a NS map ? Thats pretty courageous. Good luck
    Your plan is a bit too large (or too empty) but what i see is that your hive access is alone as i think there should be 2 entrances at least. And already 6 nodes for this small part of a map is much too much.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Hey Buddy, i encourage people to map but.... How to break this to you...

    You're NEVER gonna make a good NS map if you don't have any experience in ampping first. I've been mapping now for four or five years and my NS map still gives me problems.

    You gotta learn all the basic limitations and powers of the engine, the entities, the textures, etc...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I started mapping with 3 really crappy but detailed readyrooms till I knew the basics.
    My first map is for NS and I have seen lots of different problems, still seeing new ones...Right now hitting the max-map-clipnodes, even with XP-s tools (-cliptype precise), plane-limit is at 150% (without optplns.exe), finding leaks and other errors is horrible, some bugs need 4 days to find the reason... but i like that challenge. )
    Some people like the crap that I produced in the last 5 months of learning how to map, the map is now basicly complete (just has an enormous lack of detail)and ready for betatesting.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Well I may not make it, I could give someone else these plans. But I'll fix the entrance issue. Now should I make a path that comes from the nearby node, or should one come from the hallways leading north?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    hmm looks awfully small.
    and where are the other hives?
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    I think you should ask yourself that. Does that.. make any sense? I mean it in the kindest way, that the cool thing as a mapper is to decide for yourself where things will go. Pick one now, and run with it. Complete the layout, and then take a deep breath, and go over it again.. imagine the fight taking place, marines spawn here, they'll run there, meet aliens, etc etc. If you see potential basic problems then it's a matter of spending the time fixing until you like it.

    Running on your own internal NS simulator is obviously not an exact science. That's why you at some point should buid the map as simple as humanly possible, and test out how the level flows. That's when you get to put numbers on how many seconds to each hive, can nodes be capped by running for 5 seconds from the spawn, etc etc. And slowly you'll see the level clicking together, you can start adding details and such. Baby steps though, first thing is getting the layout done on paper.. and as for where the routes should go.. well.. ask yourself that..

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I don't really have a mapper's instinct. That's what I'm trying to get by hearing other's opinions and studying the layout of other maps. And this is uncompleted. That is why there is only one hive. I'll post a revised version tomorrow.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Yes, one of the best tricks as a mapper to make a good layout, is simply to put in all the hallways and rooms made out of simple boxes and lights in them and do a quick compile and run around. You'll get a good feeling of how the map handles and what needs to be changed right at the REAL start of the mapping process.
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