Map Ideas
Cleric_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.
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
- 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
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-->
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.
[edit: must have been sleeping]
Anyways, as long the the outdoor area isn't a predominant part of the map, it seems fine.
Did Flayra relax the rules about outside areas and sky brushes?
And yeah the biodome is in origin.
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-->
Make it like you get pushed down a bit, make multiple func_pushes, from low to high value.
I mean, flying along the skybox is just as good as bouncing along the skybox ... till adrenaline or fuel run out.
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.
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*
amckern
Thank you, but why didn't anyone came up with this 1st?
I mean, I was thinking of it a long time ago...