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Natural Selection - Map Development Discussion on the development of new maps for Natural Selection.

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Old 09-06-2006, 08:02 PM   #61 (permalink)
 
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Re: TGNS Map Making Team

yeah it is pretty ridiculously hard, the basic co map i made took a lot more effort than i thought it would
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Old 09-06-2006, 08:32 PM   #62 (permalink)
 
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Re: TGNS Map Making Team

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Originally Posted by Curlydave View Post
As for textures and consistency, that can be straghtened out after we finish the geometry and have a working map. I usually don't bother with textures until the basic layout is done.
Well the textures we want to use may also inspire more of a theme for the map. You can have a really nice looking collection of brush entities that simply don't work with some texture schemes.

It's probably not that important though.
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Old 09-06-2006, 09:47 PM   #63 (permalink)
 
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Re: TGNS Map Making Team

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Well the textures we want to use may also inspire more of a theme for the map. You can have a really nice looking collection of brush entities that simply don't work with some texture schemes.

It's probably not that important though.
Everyone should start by adding ns.wad, ns2.wad, and all of the default map wads (eg: ns_lost.wad) to hammer. They're all in the root NS directory.
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Old 09-06-2006, 10:44 PM   #64 (permalink)
 
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Re: TGNS Map Making Team

I'm late to the game as usual, but I'll say that this sounds like a great, if not almost overly abitious project.

I've never even considered attempting mapmaking before, but if I can I'll likely sit in tomorrow.
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Old 09-06-2006, 11:15 PM   #65 (permalink)
 
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Re: TGNS Map Making Team

Okay, I'm building the lobby of the factory complex now. I've got the beginning of it started, but it'll take me a few days work to finish the entire lobby. Once I'm done with that I'll save the .map and see if I can't get it sent out to everyone wanting to work on the map.

I'm still VERY new to this myself, but I can teach everyone enough to get them started and interested enough to learn more thru playing around. It seems like Irish and Curly have a better understanding of the more complex things than I do. I want this to be a community effort, but it is entirely up to the community how much they contribute.

-Mom
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Old 09-07-2006, 12:12 AM   #66 (permalink)
 
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Re: TGNS Map Making Team

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Okay, I'm building the lobby of the factory complex now. I've got the beginning of it started, but it'll take me a few days work to finish the entire lobby. Once I'm done with that I'll save the .map and see if I can't get it sent out to everyone wanting to work on the map.

I'm still VERY new to this myself, but I can teach everyone enough to get them started and interested enough to learn more thru playing around. It seems like Irish and Curly have a better understanding of the more complex things than I do. I want this to be a community effort, but it is entirely up to the community how much they contribute.

-Mom
If you havn't already, plan out and draw an overhead layout of the entire map in MSpaint or something similar. (and post it here) It can be changed as appropriate while mapping, but this is a good first step for making an organized map.
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Old 09-07-2006, 12:56 AM   #67 (permalink)
 
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Re: TGNS Map Making Team

I plan to tomorrow, Curly. Give me TIME man!

-Mom
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Old 09-07-2006, 01:27 AM   #68 (permalink)
 
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Re: TGNS Map Making Team

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Last call for objections to TGNS Map Making Teamspeak session dated Thursday, September 7th, 2006 at 5:00 PM CENTRAL time.
I might come, have to see what comes up.
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Old 09-07-2006, 01:30 AM   #69 (permalink)
 
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Re: TGNS Map Making Team

http://prophotohost.com/uploads/161f2418f3.jpg

That's the layout of the map. Not too sure how well you'll be able to see that, but I'm guessing you can save it from the website and zoom in on it if you need to.

That's a VERY rough layout. The middle will be the double, and it's going to be the cafeteria. I'll be making most of the cafeteria, and I plan on it to be a VERY large room. The red is the vent layout and is actually more rough than the map itself. The vent system is definately going to be very complex.

The entire map is going to have catwalks and steam pipes for skulks to hide on (maybe in), etc.

The picture I have in my head is hard to explain, but it works. I dunno, we'll figure it out.

-Mom
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Old 09-07-2006, 01:40 AM   #70 (permalink)
 
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Re: TGNS Map Making Team

Can I make one of the hallways or something. We need some emergency lights in those things and some retinal scanners in the middle of nowhere.
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Old 09-07-2006, 02:32 AM   #71 (permalink)
 
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Re: TGNS Map Making Team

Okay... I just figured out how to compile and run the map I've been working on. It works alright, but something doesn't make sense to me.

I've made two rooms. I've got a ready room (sort've) and a regular room. The regular room is about half as tall as the ready room, and twice as wide. When I load the map and run it, the ready room resembles a seige map room and is absurdly tall, and the regular room is close to normal size.

I think it's because of the way I textured the regular room, but I'll figure it out. I've figured out a lot more today.

I still need help with entities. I can't figure out doors, but I can do info_ entities easily. I can do glass, but I need input on the see-through. I've set everything up so that the glass should be see through, but when I load the map, I can't see through it. Does the texture matter? I'm sure most of the rest of the entities are easy to use, but doors are confusing the piss out of me.

If anyone has any input and has MSN, or wants to get in on the nightly work (done around 11 PM central time) that me and xtc have been doing, throw your MSN on here, or just tell me your interested and I'll sit in teamspeak at night.

It's also 12:34 AM right now, which means it's too late for people to object to the time of the teamspeak session. If you can't make it, or miss the session for whatever reason, I will teach people privately how to get started. I will also host another session if the community wants me to.

-Mom
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Old 09-07-2006, 03:15 AM   #72 (permalink)
 
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Re: TGNS Map Making Team

mom, i like the look and feel of the map layout with one exception, if that drawing is remotely to scale, that long singl3e hallway going into MS is going to be a HUGE bottleneck and make an endgame (aliens winning in this case) draw out for an excessively long time. 3 hmgs lined up at the entrance to MS could mow down an entire team of onos charging down that hall with ease. this was the case in the original version of nancy, where the ramp that everyone hates was about twice as long as it is now, meaning that oni had trouble getting in before they were toast, and if you were a skulk, you might as well not even bother. perhaps cosider creating a second entrance/exit to Ms, or significantly shorten the hall.
on a second note, i'd love to sit in on the TS sessions and offer any kind of support I can, butI cant really do any mapping due to extremely limited capabilities of my machine and my complete lack of fundulation to fix it. being a teacher doesnt pay well enough to afford a lot of luxury. but like i said, im willing to help any way i can.
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Old 09-07-2006, 03:42 AM   #73 (permalink)
 
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Re: TGNS Map Making Team

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.I still need help with entities. I can't figure out doors, but I can do info_ entities easily. I can do glass, but I need input on the see-through. I've set everything up so that the glass should be see through, but when I load the map, I can't see through it. Does the texture matter? I'm sure most of the rest of the entities are easy to use, but doors are confusing the piss out of me.
func_breakable. Material type: unbreakable glass. Render Mode: texture. FX amount: 30.

Texture makes no difference as long as no side of the brush has {blue as the texture.

What is confusing you about doors? Getting them to go in the right direction?

A door always moves in the direction you tell it to move until one side reaches where the parallel side was minus the lip (negative lip moves it further).
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Old 09-07-2006, 03:54 AM   #74 (permalink)
 
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Re: TGNS Map Making Team

The north-eastern most corridor in that map feels kind of useless. It doesn't do anything except connect Doubleres to a Hive--which sounds important until you realize there is another hallway connecting the same two rooms, which is shorter, contains a res node, AND branches into other areas of the map.

Its the same complaint people have with the stairs behind Main Aft on NS_bast, where no one ever goes except to try to sneak into Engine hive.

I would just move the RT (the one you abbreviated as "nod" when you ran out of space for the "e") up to the top corridor, so it feels more important.
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Old 09-07-2006, 03:58 AM   #75 (permalink)
 
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Re: TGNS Map Making Team

So i figured out a way i might be able to contribute. Im sure you want to make sure this map is playable by all of us and I know you're going to need playtesters, so I'll volunteer for that. With my severlely limited capabilities, ill be able to pinpoint spots of major lag for people with un-top of the line equipment. Take co_core for example, i can barely play that map. something about the map design (and only that map...a few spots on others, but not much) makes people jump around on my screen like im playing on a 14.4 modem and my fps drops to about 1. so lag tester i shall be for you guys. if you can think of anything else you need my help with, let me know please.
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