Nancy is shockingly ugly, a few of the official ns_ maps aren't up to the quality of the others. NS really raised the bar of mapping in the hl community but some of the maps like nancy and lost are so far under it's not even funny. It burns my eyes to play on these maps and so do many of the combat maps.
[addsig]Posted by KungFuSquirrel on Tue Jan 27th at 1:06pm 2004
| ? quote: |
| Nancy was dropped because Onos got stuck everywhere with the new bounding boxes. |
...Because it wasn't even compiled right when updated for NS 2.0. Always speaks well for a map. [addsig]
KungFuSquirrel
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Posted by Yak_Fighter on Tue Jan 27th at 7:40pm 2004
So there's no REAL reason why Nancy in 3.0 should be put to pasture? I don't give a f**k about how ugly it looks if the gameplay is there... (and I'm not saying it is for Nancy, I just don't know)
See, I'm looking into mapping for NS (ha! fat chance) and I was wondering about good layouts and trying to move away from the hallway - room - hallway design and try and do something unique. Nancy and a few others just seem to be slanted for one side or the other due to the design, either it be one side has no chance at all or if one side gets to a certain point the other team's loss is inevitable. I was just wondering if that was my experience or a generally accepted fact.
Yak_Fighter
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Posted by KungFuSquirrel on Tue Jan 27th at 7:58pm 2004
It broke in 2.0 and the source was lost and it was summarily removed, a happy day for NS. Unfortunately, a bunch of people grouped together to re-make it from scratch, and now we have a new version in the 3.0 beta of a map that they really probably shouldn't have even played in the first place.
As far as your own NS ambitions, there's a good bit of flexibility in layout styles for what you want to do. If you look at the official maps, Eclipse and Veil have fairly similar layouts (this was intentional on my part, as the two are designed to be from the same location and recognizable as very similar), but other than that I believe most are fairly varied in their styles. You can go with an X, modified T, squared-off O, or even Y-shaped layout with some measure of success. I would say the biggest thing to be concerned with is even nozzle placement and checking siege distances against your landmark areas (MS, Hives, and nozzles - locking down too many of anything at once is problematic). If those fall into place within your layout and you keep good travel options open, you should do fairly well.
KungFuSquirrel
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Posted by Dr Brasso on Tue Jan 27th at 8:15pm 2004
well, i know its a beta, but still, it seems to me it was in development long enough to weed out some of the s**t ive seen in these new combat maps.....dont get me wrong, i like the game style....all hell breaks loose....but the stuff ive seen, well, if id have posted screens of this stuff here, id have expected to have the beat s**t outta me for it, as ive seen what these hungry f**kers do to a sheit map....if ya need a list, ill accomodate....
Doc B...
Dr Brasso
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Posted by scary_jeff on Tue Jan 27th at 10:10pm 2004
Posted by Campaignjunkie on Tue Jan 27th at 11:25pm 2004
Campaignjunkie
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