![]() |


|
|
#32 (permalink) | |
|
Join Date: Jul 2005
Age: 21
Posts: 483
|
Re: TGNS Map Making Team
Quote:
The map may show a slight alien bias to adjust for the automatic one hive lock down. Keep in mind though, instead of getting a third hive aliens are getting a movement rush to the marine base. All marines would really have to do to lock down the aliens would be relocate to the empty hive. Beacon = hive rush with no phase gates needed. If the aliens do take that hive after a relocation oc placement would be a nessecity. Once again, small games. If you think small games it makes more sense. I will have plenty of time for testing/balancing. |
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#33 (permalink) |
|
Join Date: Jun 2005
Location: Annandale, VA
Age: 22
Posts: 132
|
Re: TGNS Map Making Team
A full-sized NS map takes alot of time and effort to make. I'll gladly help out if we do a community map. Someone could make a detailed design, and assign people to do different parts. We could then edit it to make the feel consistent.
I'm ok with trying to do a map with a hive in MS, but is it possible to prevent it from being the starting hive? A good first step would be a drawing of the layout, and atmosphere description. |
|
|
|
|
|
#35 (permalink) |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,107
|
Re: TGNS Map Making Team
Kudos to Mom for showing all those links, otherwise I'd be lost.
I'm sorry, I'd really love to work by making a map. But I just don't know how to go from setting up my Hammer Editor, coupled in the Source Software Developement Kit, to making it work with NS maps. I'll try to experiment on my own and figure it out, but if there was a strict "How to setup Hammer for NS" with the current Hammer version, it would save me alot of time and grief. I try my best to be at my geekiest, but this is one technical problem that should be solved all in one tutorial, with all the stupid questions answered for those with the damaged geeky egos. If this really takes off, I'd be willing to lend some of my bandwidth from my website to host pictures and the map itself when it gets done. -Sirusblk
__________________
|
|
|
|
|
|
#36 (permalink) | |
|
Join Date: May 2005
Age: 24
Posts: 2,749
|
Re: TGNS Map Making Team
Quote:
Code:
(rest of the map) | | | | -----I I------- | | | Marine | | Start I--- | Here (seige) | | (range) | ---------------- | | | | | ----I I----- | | | RT Hive | | | --------------- |
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#37 (permalink) |
|
Join Date: Jun 2006
Location: Boulder, CO
Posts: 68
|
Re: TGNS Map Making Team
i like kero's idea, however, make it so that aliens have more than one way in/out of that hive (vents and such) and that the marines cant actually get into the hive, perhaps a weldable off of MS that allows you to get in siege range, but it's a very long weldable so if aliens happened to start off in that hive, they have time to move out and do stuff before they're insta-sieged, or simply make it so that the siege area to that hive doesnt open until like 5:00 or so.
__________________
Never underestimate the power of human stupidity. - Lazarus Long |
|
|
|
|
|
#39 (permalink) |
|
Join Date: Jul 2005
Age: 21
Posts: 483
|
Re: TGNS Map Making Team
I was considering that approach kero. The only problem I see is limiting the usefulness of the movement rush. I figured at any rate the aliens would need easy vent access to the hive just so they could drop it (most gorges have trouble running in to MS).
If I make it in a vent only area where marines require sieges to destroy it then I think it might become a bit too powerful as a base rushing tool. I guess as long as the aliens wait until they have the second hive up I don't mind but the question should never come up "do we drop the second hive or go for the movement rush" unless the aliens are losing and the second hive is already locked down or something. I might do something like that only where there are some holes in the walls marines can shoot the hive through. |
|
|
|
|
|
#40 (permalink) |
|
Join Date: May 2005
Age: 24
Posts: 2,749
|
Re: TGNS Map Making Team
Well certainly, add some vents, but my ability to draw details was limited by my choice of graphics.
![]() I would have a ceiling-exit vent right next to the hive, with a small room a short ways back to allow an alien to access the room from the vent and go Gorge in safety right there. Make it big enough to drop some chambers in even. Then connect that vent out to the main map somewhere that cant be easily blocked. While you're at it, add a second smaller vent to connect the Hiveroom to Marine start, for easier skulk access to the backside of the seiges. |
|
|
|
| Sponsored links | |
|
|
|
|
|
#41 (permalink) |
|
Join Date: Jul 2005
Age: 21
Posts: 483
|
Re: TGNS Map Making Team
Word of advice to anyone setting up Hammer, the site mom linked tells you how to set up hammer for compiling. Don't use hammer for compiling. I use a program called 'batch compiler' and recommend it to anyone who compiles maps.
Also, it's a good idea to compile after your first room and get a feel for the size. It's very sad if you create something in hammer and the dimensions are not what you were expecting. |
|
|
|
|
|
#42 (permalink) | |
|
Join Date: Jan 2005
Location: TN
Age: 22
Posts: 789
|
Re: TGNS Map Making Team
Wow, interests sure sparked.
I'm currently learning, but I'm probably a bit farther ahead of everyone here. I know the basics, and how to set Hammer up and everything. I'm going to host a TS session for a beginning tutorial on map making soon. I need dates and times available. I'm thinking... today is Tuesday. Thursday at 5PM central? Quote:
The list of things that are required for the map to run is here: http://www.unknownworlds.com/portfol...info_join_team I believe the guidelines listed under required entities have to be in the map before the map will actually be playable. I'm not sure that the map won't run without those entities. As far as the Teamspeak session goes, you're going to need two files downloaded to be ready for the session. The first file is Hammer which is located here: http://collective.valve-erc.com/index.php?go=hammer The second file is ZHLT, which is located here: www.zhlt.info (you want the 32 bit file unless you're running the new 64 bit processors). With those two files downloaded you'll be ready for my beginner's tutorial on Hammer. We'll set everything up, create a room and a few objects, apply textures, and make a few entities. The entire session could last an hour at the most. Give me feedback. -Mom
__________________
Yer Mom /O> To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n Last edited by Yer Mom; 09-06-2006 at 02:23 AM. |
|
|
|
|
|
|
#45 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
|
Re: TGNS Map Making Team
You and seven of your closest friends join marines. Adj goes lerk. Problem solved.
__________________
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
|
|
|
| Sponsored links | |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| The Age of the Recon Squad Part I. | Rick_the_new_guy | Battlefield 2 - Tactics and Missions Discussion | 21 | 06-02-2006 08:28 PM |
| BF2 HANDBOOK, chapter 1: Team structure | mare_cccp | Battlefield 2 - Tactics and Missions Discussion | 6 | 09-08-2005 05:38 AM |
| Tactical Gamer : Professional Counter-Strike (PCS) FAQ | Apophis | Counter-Strike - Official Rules, Announcements and SOPs. | 0 | 11-14-2004 11:31 AM |
| SOP (Leadership) - S.M.E.A.C. | Badger | Ghost Recon - Official Rules, Announcements and SOP's | 0 | 05-15-2003 02:19 PM |

