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

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Old 09-29-2006, 02:13 AM   #31 (permalink)
 
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Re: Map making Progress Thread

Yer Mom - MS (Mining Side Layout);Mineshaft Hive - Mining Side

Laying out, creating and detailing most of the mining side of the map leading up to and exiting the Mineshaft hive. Planning on doing most of the vents (burrowed out rock) on the mining side. Welcoming ANY help with this side of the map as well as creative ideas.

-Mom
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Old 09-29-2006, 03:01 AM   #32 (permalink)
 
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Re: Map making Progress Thread

xtcmen - Two Siege rooms on the opposite of the mining side of the map with hallways for each of the rooms.

Just finished one roomfor now, and working on the hallway for it. I have no idea what I'm going to do for the other siege room any ideas will be appreciated.
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Old 09-29-2006, 10:38 AM   #33 (permalink)
 
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Re: Map making Progress Thread

Donat - Ready Room, possibly some hallways or rooms for mid map areas not nessisarly RTs

Ready Room is pretty much compelte, i'm happy with it now, resized textures and such. Pending showing it off / Realigning textures for when its in the final map file. As for hallways and rooms i've thought of a few i could do, going to try and do one or 2 in hammer over the week end (I have monday off as well)
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Old 09-29-2006, 12:07 PM   #34 (permalink)
 
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Re: Map making Progress Thread

Irish Pirate - Water Treatment Hive, prefab random stuff people want in thier areas.

Water Treatment is approaching something I can compile and show to people, but it's still quite a distance from completion.

If you want something in your area that you can't make or don't have the patience to make in an asthetically pleasing way feel free to ask me to make it for you. I will require dimensions, the easiest way to do it might be to send me your map with a brush that has the AAATrigger texture on it occupying the space you want used. Example (Irish, I want something that resembles a power generator with spinny parts and little particles, here is an rmf that has a brush with those dimensions.

I can also help make complicated sequences/entity machines. Example (Irish, make me a machine that pumps out marine bodies, catapults them in to a shedder and sprays confetti all over the room.)
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Old 09-29-2006, 12:21 PM   #35 (permalink)
 
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Re: Map making Progress Thread

I have intrest in helping. I still need to learn how to do the mapping, I would like to help, i just need to find a little time between playing on tgns and homework.
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Old 09-29-2006, 04:51 PM   #36 (permalink)
 
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Re: Map making Progress Thread

ROLL CALL

Enlisted:


Yer Mom - Mining Side

Xtc - Two Seige Rooms Outside Hives

Donat - Ready Room/Various Rooms

Irish - Water Purification Hive/Map Detail MOST KNOWLEDGABLE

Interested:

Eternally_Lost (aka Lost the Thief)

Roll so far.

I will stop calling for roll on Monday. Anyone interested in joining the team after that will have to come forward by PMing myself or one of the above listed members with your contribution. IDEAS SHOULD REMAIN POSTED HERE, MEMBER OR NOT

I am still available to teach, or help, anyone understand how to map. I need a time and a date, and I'll check my availability. PM me or post here.


I still need input on the node I offered a few posts back. Screens are backwards, please feedback me

-Mom
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Old 09-29-2006, 07:11 PM   #37 (permalink)
 
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Re: Map making Progress Thread

My vote is catacombs, it also gives more reason for variation and turns than does sewer pipes. Might be slightly less biased if done well.

One thing I will warn you about the mine shaft is NS doesn't handle multiple levels very well, the commander will have trouble seeing things and dropping meds.

what screens are backwards?
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Old 09-29-2006, 08:22 PM   #38 (permalink)
 
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Re: Map making Progress Thread

They're backwards in regards to the thread itself. Backwards a page.

Catacombs is fine with me.

I'm aware of the overlap problem, and I will resolve the issue soon. The stairwell stays as long as no one objects to it (besides xtc), but the node will be moved so that it can be dropped with ease. I think that with the bias the stairwell gives marines, the lack of commander med packs will balance it out a tad bit.

-Mom
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Old 09-30-2006, 12:33 AM   #39 (permalink)
 
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Re: Map making Progress Thread

Quote:
Originally Posted by Yer Mom View Post
They're backwards in regards to the thread itself. Backwards a page.

Catacombs is fine with me.

I'm aware of the overlap problem, and I will resolve the issue soon. The stairwell stays as long as no one objects to it (besides xtc), but the node will be moved so that it can be dropped with ease. I think that with the bias the stairwell gives marines, the lack of commander med packs will balance it out a tad bit.

-Mom
If you put that stupid stairwell, you are ruining the fine map we are making. Go play ns_nothing, then play ns_nothing_cal and you will see the difference.

Another thing I don't understand is why you "want" it in the map. What other map has stairs like that.
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Old 09-30-2006, 01:34 PM   #40 (permalink)
 
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Re: Map making Progress Thread

Quote:
Originally Posted by xtcmen View Post
What other map has stairs like that.
I am sure that might be the very reason to have it.

I don't like how it goes one way then the other, and with walls blocking the sides, It would be extremely bias to marines at the top, as they could shoot down at lifeforms, fades have to go around a point, then go up, draining energy, and the other lifeforums save lerk could be easy to kill.
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Old 09-30-2006, 04:39 PM   #41 (permalink)
 
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Re: Map making Progress Thread

It probably shouldn't have glass blocking the sides, but look at it this way, we can always refine the map and balance it after it's made. There is nothing wrong with creating another version that is more balanced.
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Old 09-30-2006, 05:21 PM   #42 (permalink)
 
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Re: Map making Progress Thread

It's over anyways. Xtc wouldn't stop griping about "Neb and all the leet cal players telling me what he's saying is right" about it not being balanced at all, so I just deleted the whole damned thing.

I'll start on something else soon.

-Mom
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Old 10-01-2006, 12:46 AM   #43 (permalink)
 
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Re: Map making Progress Thread

Nothing is balanced by itself, and if it is, it doesn't have to be.

Wow that sounded stupid, I must be taking a psych class or something - LOOK: It doesn't matter what you put in the map. One area does not make the map biased. The only only ONLY problem a biased area creates is a call for more content in a different area of equal importance to balance it.

Yermo, I don't know what you were planning to use, maybe it was a horrible idea, but acting like one area should be removed because it's "unbalanced" is patently naiive and should have no place in designing a well-balanced map IMHO.
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Old 10-01-2006, 02:25 PM   #44 (permalink)
 
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Re: Map making Progress Thread

Lol I never told him to delete. I told him to keep it, but make something it one layered instead of overlapping and we can see which one fits better.
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Old 10-01-2006, 02:29 PM   #45 (permalink)
 
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Re: Map making Progress Thread

It's gone, drop it. I'm going to replace it with an elevator.

-Mom
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