Author Topic: Help with map layout.  (Read 5003 times)

Shadowgandor

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Help with map layout.
« on: June 09, 2007, 02:47:21 pm »
Hello, i'm currently working on a map (not even sure if i'll ever release it) and i've got the layout ready. There are no walls, ceilings, lightings or textures yet so it's not playable.


I was wondering if this lay out would work and if it's balanced. Suggestions are always welcome but remember, this map is WIP.

The black stripes close together are stairs and the two squares seen in the upper middle and lower middle of the picture are elevators. I wonder if this layout would work.

Update: I think i've done the brushes right this time, is it ok now?

Taiyo.uk

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Help with map layout.
« Reply #1 on: June 09, 2007, 02:55:58 pm »
The path between the default bases seems to be rather short which discourages the use of the longer alternative routes. I can't help thinking that the humans will just rush the aliens from the start.

Shadowgandor

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Help with map layout.
« Reply #2 on: June 09, 2007, 03:23:53 pm »
Hmm, yea, didn't think of that. I made the alternative routes because the main route is very easily to defend. But indeed, if humans rush immediatly and there would be no default tubes placed, there would be no way stopping them if the alien players ain't very good. I'm thinking about adding default tubes to stop an early rush. Once the aliens are s2, the path between the default will become useless for humans because the single stairway can be easily protected with trappers and stuff. The halls however, are more difficult to protect and easier to attack the default OM from a relatively safe distance, although doors will make it more difficult.
For aliens however, i think i'll add a trapdoor above the main human default base hall, because i think it will greatly unbalance the map if i would add a second entrance to the human base that allows big aliens to use. thx for the reply (whoa, this took me almost 15 minutes to write xD).

Edit: I think i won't add a second way for bigger aliens to enter the human base, instead, i connect the upper vents with the lower vents so that dretches can assault the human base from all sides. This way, the humans need to spread their turrets which will weaken the front, making it easier for bigger aliens to destroy the turrets upfront. Do you think this would help?

Survivor

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Help with map layout.
« Reply #3 on: June 09, 2007, 05:10:14 pm »
From the looks of it first worry about your technique and after that gameplay. You have really bad brushwork, even for something as simple as this. Go look at the mapping wiki.
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Shadowgandor

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Help with map layout.
« Reply #4 on: June 09, 2007, 05:19:08 pm »
You mean this? And btw, on that pic, i had 1 room walled and it wasn't completed so if you have any tips for me, i'm listening (and i've followed your guide a while ago, got into problems at the texturing part, hint brushes and compiling. Rest went ok for my feeling.

Survivor

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Help with map layout.
« Reply #5 on: June 09, 2007, 05:34:31 pm »
I'm talking about your corners, they're very inefficient and unclean. The clipper is one of the tools you really need to learn to work quick and efficiently.
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doomagent13

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Help with map layout.
« Reply #6 on: June 09, 2007, 05:37:47 pm »
Looks okay, except for the really short path.  Maybe make them half collapsed so that dretches have some cover...

In general, layouts and gameplay in general are best tested with a working map.  If you could get some sort of alpha, I think you would find it much easier to get layout suggestions.

Shadowgandor

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Help with map layout.
« Reply #7 on: June 09, 2007, 05:40:37 pm »
ow darn it, now i understand what you mean :$. Thanks for the advice -shuffles back to gtkradiant to delete the walls he made and redos the corners and some other stuff-
Thx survivor, for the tip ;)

Edit: Yea, the walls will become more bumpy for wallwalkers to cover, although i will make a vent system for the dretches to move through.

Shadowgandor

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Help with map layout.
« Reply #8 on: June 10, 2007, 10:27:34 am »
Updated image.

doomagent13

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Help with map layout.
« Reply #9 on: June 10, 2007, 11:18:06 pm »
Quote from: "Shadowgandor"
Edit: Yea, the walls will become more bumpy for wallwalkers to cover, although i will make a vent system for the dretches to move through.
Bumpy walls will make the wallwalkers WANT to use the floor.  I more or less meant that you should make it appear that the walls are falling apart in places, INCLUDING having hunks of cement/wall-material lieing around on the floor.

Paradox

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Help with map layout.
« Reply #10 on: June 10, 2007, 11:57:10 pm »
If you are doing bumpy walls, fill in the grooves with caulk or invistex, so that wallwalkers get a nice smooth surface.

That or make the various bumps detail brushes. Ugly i know, but hey, you dont see a roller coaster on the walls.

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Survivor

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Help with map layout.
« Reply #11 on: June 11, 2007, 10:09:07 am »
Quote from: "Paradox"
That or make the various bumps detail brushes. Ugly i know, but hey, you dont see a roller coaster on the walls.


Detail brushes do not necessarily mean you can walk through them, it's a shader that takes care of that...
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Shadowgandor

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Help with map layout.
« Reply #12 on: June 11, 2007, 01:49:31 pm »
Hmm, no bumpy walls then :). Although i will try to make the walls look more then some flat boring piece of map. I've already started on the walls and ceiling, so far so good (i think)

Taiyo.uk

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Help with map layout.
« Reply #13 on: June 11, 2007, 02:54:30 pm »
Detail brush = excluded from the vis stage of the compilation process. The "nonsolid" surface parameter in a shader applied to the brush (or face) determines whether it's solid in game or not.

Creating a large flat playerclip brush over a bumpy wall is one way to smooth the wallwalking while allowing the visible geometry to receive bullet decals, etc.