Map Ideas

Cleric_EpochCleric_Epoch Join Date: 2003-06-26 Member: 17714Members, Constellation
Just a couple of ideas for new maps probably been said already.

1) A collapsible floor made out of wood or weak metal above a hive room. Imagine a lone marine walking down a corridor, a skulk drops of the celling and leaps at him. An intense gun fight begins and a few stray bullets hit the floor making it collapse and the marine and skulk fall through into a hive below and continue the fight.

2) Outdoor spaces. Maybe a Research station where a res node is in a shack outside of the main complex. Having to get to it would be like jurrasic park style (1st one where the have to turn on the backup power generator), Lerks in the trees, is there a fade in that bush? Or OCs hidden in with the local flora.

3) AvP stlye aliens in test tubes (Skulks, Lerks and gorges, maybe Fades too) in darkly lit rooms with flickring lights and cracked and broken tubes. (Dunno if possible use the tubes the face crabs where in)

4) Doors like the ones in the begining of HL that only 1 side can open, because the other is all broken and battered.

5) I know there is talk of this but, Parts of the ship where the gravity is different, maybe in a cargo bay where the walls have been munched by an onos or dissolve by bile so the room is depressurised.

Let me know if any mappers r making maps like this. I would be more then happy to test them out.

Comments

  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    - The floor idea would be more of an irratation because people would soon learn about it and it would loose its novelty. Unless you found some way to keep it interesting

    - Outdoor spaces are hard to do while keeping the ns mapping theme. I'm not a mapper but i know that it's hard to do anything JP jungle style.

    - For the tubes you could use models and have cracks and all.

    - sure

    - i think it'd be glitchy and cheezy after a while
  • LonixLonix Join Date: 2003-01-27 Member: 12811Members
    1. Collapsible floors..hmm first off a fight between a skulk and a Marine usually lasts a whole 2-5 secs depending on who saw who first and distance between them. Considering that hives need to be in pretty large rooms since they take up a quite a bit of space...u fall through the floor the Marine is likely to die when he hits the floor.

    2. If you new to this forum ill help you out here. Outdoors are pretty much a nono for natural-selection mapping due to the skybox..u lerk u will just fly up and hit the top same with jetpack marines. Would probably be a fun map and to be honest i think most people are sick of seeing those.

    3. Hmm not a bad idea.....need Alien models tho

    4. 'Am currently putting in my map busted up Double doors where one is working..other kinda....munched up'

    5. Not sure if you can change gravity currently in ns but if u depressurised a cargo room...means theres no air in there so i wouldnt want to go in <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Some of these aren't possible with the HL/NS engine limits. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    3) NS mapping guidelines outline that maps shouldn't be about fear factor and flickering light bulbs with blood splattered against the wall. It should be about uh.. 'lush sci fi environments' or something to that effect. Basically organic broken/ dilapidated stuff isn't looked upon nicely.

    2) Outside areas don't work right because of lerks and jetpackers. They'll eventually hit the sky which is kinda silly. The bush thing could work quite well, I imagine if some low epoly bush model could be made, then modest 'greenhouse' sections could be created with a really jungle like feel with out being too out side.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    edited August 2003
    I believe the closest we've ever gotten to an 'outdoor' level would be the biodome area in ns_<b>origin</b>.
    [edit: must have been sleeping]
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Isn't that ns_origin?
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I've seen the "outdoors" idea being a big deal here in the past, with people fighting over whether or not it's good form. However, two of the official maps now have outdoor areas, ns_hera and ns_tanith. Both of them are near marine start. It's obvious in the new version of Hera (the Marine res node is outside) but in Tanith most people don't even notice that the "room" outside Marine Start actually has a sky brush for a roof and is thus "outdoors." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Anyways, as long the the outdoor area isn't a predominant part of the map, it seems fine.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Yeah, as much as I really enjoy the outside of hera I still can't figure out why it changed.
    Did Flayra relax the rules about outside areas and sky brushes?

    And yeah the biodome is in origin.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    If Lerks hit the skybox you could always make the sky higher <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Let's say you can fly all the 200 m of a Half-Life level up and as soon as you are there the world under you disappears because the mapper set a max view distance of 180 m. And honestly... 90% of the games out there have 'invisible borders'. When you can't fly or climb and face one of these strange oversized cliffs around the level you surely wont notice it that much, but in every game without these unrealistic level borders or flying abilities they either have invisible walls (Wargasm, Operation Flashpoint, Age Of Empires) or the level is continuous so you get back into it on the other side (Fury3, Enemy nations, Civilisation). Sometimes invisible walls are made more obvious by drawing them on a minimap or becoming visible as a force field or something when you crash against them. I would not mind outside areas, just keep the action away from the borders. It's annoying when you want to fly around a marine base as Lerk and splash against the sky box. So these levels would be a tad smaller than usual.
    The more important stuff is visibility. You surely don't want to build mountains in your map that reach all the way up to the skybox and have a base of 2 m? so they don't take to much level area. So use lot's of entities for the details cause they become totally invisible at a certain distance (commander x-y-view range * 2.1).
    You should also consider to create a bunch of 'walls' or whatever that are a bit higher than the player can jump and then put a func_illusionary on top of them with its bottom face texture as hint. This way you go sure everything behind the walls is invisible from the other side. So you get extremly low r_speeds on the ground and extremly high r_speeds in the air. If you hate high r_speeds move the sky down to where the hint texture would be, but that is kinda annoying for jps and lerks i guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Couldn't you just put a func_push at the top of the skybox wich blows you down a bit so you won't hit the skybox.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    This wont help the people who hate flying against skyboxes, but it might be better then nothing. Good idea.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited August 2003
    Why won't it? It's basicly a limit of the height. But then faked.

    Make it like you get pushed down a bit, make multiple func_pushes, from low to high value.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I guess one will be enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . What I meant is the guys who are against outdoor levels hate *every* form of limit set by the sky box <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> . They are like "Uh, it's the Half-Life engine. You can't fly around the whole planet as a Lerk. It's sooo unrealistic.". Or aren't they?
    I mean, flying along the skybox is just as good as bouncing along the skybox ... till adrenaline or fuel run out.
  • 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
    <!--QuoteBegin--chubbysteve+Aug 22 2003, 10:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chubbysteve @ Aug 22 2003, 10:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, as much as I really enjoy the outside of hera I still can't figure out why it changed.
    Did Flayra relax the rules about outside areas and sky brushes?

    And yeah the biodome is in origin. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Small outdoor areas have always been acceptable in terms of NS mapping and it's guidelines.

    The outdoor part of Hera was originally accessible but in 1.x's version it had to be closed off due to performance issues.
  • RuuRuu Join Date: 2003-05-18 Member: 16442Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> hmm.. this might be enuff worse but maybe have an area before the skybox that damages the player a little, just enuff to discourage him/her. probly only be lerks able to get that high safely anyway and it's easy enuff to get healed.

    a new idea would be a map where some areas have weak hulls that depressurise (spelling). few too many stray shots could break a wall and Push actions pull everyone inside the room or close enuff through the gap to instant splatter death until an alarm goes off and airlock doors close the room off. then the room is instant death to those still in there.

    could make a little more risky but more complex and little misshaps and suicide smashings close off bits of the map. *shrug*
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited August 2003
    Hurting players a little near the skybox is lame, it will make the map look lame too.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    A func_push in front of the sky brush, however, is really good idea. Instead of them bumping an invisible wall, there's a more subtle height limit. You may bow before the genius. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    no 1 said anything to me about edan - and thats a very large out doors map

    amckern
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    *clicksonlinkinsignature*
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--Erias+Aug 23 2003, 10:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Aug 23 2003, 10:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You may bow before the genius. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thank you, but why didn't anyone came up with this 1st?
    I mean, I was thinking of it a long time ago...
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