Re: Natural Selection
Posted by Wild Card on
Sat Dec 13th 2003 at 6:19pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
So there's this mapper that would like to start making NS maps because it seems to be the rage theses days. Anybody have suggestions for him? :cool:
Re: Natural Selection
Posted by ReNo on
Sat Dec 13th 2003 at 6:28pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
He should stop posing hypothetical questions?
Seriously though, its not a mod I'm very familiar with, but I suggest you break from the norm of NS and use different texture sets. I'm rather fed up of seeing hundreds of admittedly great looking maps, but not having a hope in hell of being able to distinguish between them.
Re: Natural Selection
Posted by Wild Card on
Sat Dec 13th 2003 at 6:47pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
well not having played the game, nor can I at the moment.. Where can I get the .FDG? Also, from what I understand its sort of like AVP (Aliens vs Predators) Are there certain mapping restrictions or textures or anything like that?
Re: Natural Selection
Posted by Forceflow on
Sat Dec 13th 2003 at 7:14pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
NS maps are usually a lot bigger than normal HL maps ... keep that in mind.
Re: Natural Selection
Posted by KungFuSquirrel on
Sat Dec 13th 2003 at 7:38pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
The NS texture sets are among the most powerful and flexible I have ever seen or used. Cory did an excellent job with them, especially in the new ns2.wad.
I have to strongly disagree with the preceding comments on textures. No matter what there will be generic cookie cutter maps, but the NS textures are so flexible that a good and creative mapper can do wonders with them. And, quite frankly, most custom textures I've seen in NS maps suck. There are exceptions, but breaking from the 'norm' just for its own sake is no good reason to not make use of the fantastic artwork available.
In fact, the "overused textures" bit has just become a blanket criticism of NS, such to the point that I have been criticized for my over-use of the "overused" wall_lab texture set in Eclipse - when half the people out there still call that texture set the Eclipse set because it was my map that established them as being that used in the first place.
The NS texture sets help create the idea of a consistent and believable universe, which I think is one of the strongest points (visually) of the mod. You know it's an NS map. It's not just a cluster of maps, it's an entire universe being created.
Re: Natural Selection
Posted by Wild Card on
Sat Dec 13th 2003 at 7:44pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Im thinking I might change and make Dark Complex 2 for NS. It's got the abandoned look to it. It's dark (doh :biggrin: ) and its kinda freeky already (just looking at it in VHE).
I've put in lots of time developping new cliffs and stairs and mapping in 45 degree angles instead of just 90 degrees like most maps do. And textures areant a problem, I have about 60 .WAD files loaded at the moment. Takes about 10 minutes trying to find a good wall texture... to much selection :razz: .
If anybody could give me some help and links to textures and FDG I'd like to give it a shot.
Re: Natural Selection
Posted by Wild Card on
Sat Dec 13th 2003 at 8:25pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Umm well right now I only have 1 section done, and I'm not really adding anything else right now. As I've said, I spent a s**tload of time working cliffs, stairs, diagonal rooms and caves of such.
But I need to know a few things:
[list]
[*] What is the goal of the map (like hostage rescue, plant the bomb.. etc.)
[*] Do players play as marines or aliens or both
[*] Are there weapons or items for the players to pick up in the game?
[*] Where can I download the textures and the .FDG
Re: Natural Selection
Posted by Cash Car Star on
Sat Dec 13th 2003 at 8:35pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
The textures and fgd are in the mod download. If you aren't gonna download the mod, I don't see why you're bothering to spend time mapping for it. There's a custom hullflile that comes with it that you need to use too.
As for goals of the game, ammo and that kinda jazz, I have three words - Play the mod. Seriously, it's not the kind of thing that any of us could tell you in a succinct forum post. It plays more like Starcraft than HLDM, and there are some serious balancing issues you can only get a feel for if you've played it.
Re: Natural Selection
Posted by azelito on
Sat Dec 13th 2003 at 8:35pm
azelito
member
570 posts
127 snarkmarks
Registered:
Aug 8th 2002
Occupation: Wierdness
Location: Sweden
This is silly, you cant map for NS without even having played it. No map can be converted to NS.
Re: Natural Selection
Posted by Mr.Ben on
Sat Dec 13th 2003 at 11:17pm
Posted
2003-12-13 11:17pm
Mr.Ben
member
208 posts
560 snarkmarks
Registered:
Aug 29th 2003
I'm doing my own custum textures as well, of course when i say my own i mean haxed up shaderlab pieces of crap but i'm just doing that because i don't want this map to be the norm.
Also the fact that pretty much the only levels i play (with a few exceptions: tanith and nothing) because the IMO the rest are either butt ugly or play terribly use the wall lab set was a big factor in me wanting a totally different feel for my map and therefore making/editing my own textures.
Re: Natural Selection
Posted by KoRnFlakes on
Sun Dec 14th 2003 at 7:59am
1125 posts
511 snarkmarks
Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
problem is, Not many textures work well WITH the ns texture set, Because they are made in such a way. E.G lots of black etc.
Ive given MrB some textures for his ns map, I hope they work out ok but chances are they might not.
Re: Natural Selection
Posted by Orpheus on
Sun Dec 14th 2003 at 9:06am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
more so than textures use in importance is , goal/objectives.
ns maps are not like DM maps, so attempting to make one without playing the mod is moot.
anything further is a waste of everyones time, you cannot convert a map to ns, you have to design it from the ground up (no pun intended as a design from the ceiling down would work just as well :wink: )
W_C, you must see it, to map for it, its that simple. i personally did not like the mod well enuff to map for it, the effort involved vs. the results is out of proportion to one of my limited time, and skills. you are apt to work on a map for months only to scrap it due to design/layout issues.
as much as i say i map for the pleasure, i also am not about to waste months on something my skill won't let me complete.
Re: Natural Selection
Posted by thursday- on
Sun Dec 14th 2003 at 11:31am
Posted
2003-12-14 11:31am
235 posts
92 snarkmarks
Registered:
Oct 26th 2003
Occupation: A-Level Student
Location: England
Play the game, view the overheads and read the mapping guidelines (Which is about 1 hours worth of reading). If your satisfied you can do a good job and make something thats up to standard which you can stick at, do it. If not, don't bother.
Re: Natural Selection
Posted by ReNo on
Sun Dec 14th 2003 at 1:52pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Cassius has covered my view on the texture issue pretty much to the word, so rather than bother writing it all down and essentially repeating what has been said, just refer to his post :smile: