Draconis
May 12 2004, 01:26 PM
I have noticed that there seems to be a lack of communication between mappers and competitive players. Mappers dont understand why their maps are not welcomed by them, and vice versa. Most of these reasons being that mappers carefully put aesthetic design and competitive players cares most of how the game will feel on this map. To understand a bit more the how and the why of competitive maps, i have created a prototype guide designed for mappers, that use a simple tool, called
spider-view graphs to enhance your maps from a simple layout.
When completed, I hope this will help a bit the task of mappers, and so they can focus entirely on artistic process rather than map balancing.
Here it goes(sorry for all grammar faults i am not english native

)
[LAST UPDATE 15th may]
Naigel
May 12 2004, 01:51 PM
I think I will be needing this info

Great job!
Rue
May 12 2004, 02:44 PM
Thats a very good read, and very well done. Cant realy fault your grammar either.
/me gives Draconis the thumbs up
Mendasp
May 12 2004, 04:57 PM
I've been waiting something like this so many time... heh.
Kouji_San
May 12 2004, 07:03 PM
And that's why you should always create a basic or even final layout of the map your working on so you know how the balance would be while building

Very nicely put together!!!

Good job
kolokol
May 12 2004, 07:11 PM
Nice one. GJ on the spider diagrams.

Great guide. I think all mappers should look at this.
wascally_wabbit
May 12 2004, 09:22 PM
Brilliance =)
Helps me a _lot_ when making my overviews for NS maps
Afr
May 12 2004, 09:53 PM
Very good
Sinter
May 12 2004, 11:20 PM
I had been doing a simplified version of these spider graphs for some time now, but this is much more detailed and explains the pros/cons if each type of design.
Great article!
-Sinter
wascally_wabbit
May 13 2004, 03:56 AM
*bump*
Sticky? Or link in the mapping guidelines?
Cloist
May 13 2004, 09:41 AM
Thanks Draconis
This will help on map layouts alot and overview, been a bit stuck on the full layout on my crap map.
Winnar

Think this should go into mapping guidelines for sure, maybe ns-world as well.
SaltzBad
May 13 2004, 10:00 AM
Downright brilliant insight on the topics you touch - although I disagree with the term "treelike" structures, simply because it implys dead-ends. What you're outlining in the "trees vs circle" argument is that more interconnection allows for more dynamic outcomes and more choices in how to achieve victory, as opposed to holding strategic monopolys by brute force.
Its simply your linguistics at fault though, it doesn't dilute the value of your analysis by one shred
SaltzBads worthless rating :
"Almost too good for the internet" (And discovering this a few years ago would have made my first attempts at mapping less disheartening

)
Cloist
May 13 2004, 10:11 AM
Well as Chrome Angel has been adding new co_ features to ns world think any chance of getting this in.When i started mapping for ns the guide helped alot for nub like me, think this will be a nice addition, certainly give new mappers a little extra help
Draconis
May 13 2004, 12:25 PM
Thank you for the feedback guys! I will update the prototype this week end, and especially the tips for balancing a layout.
As Saltzbad pointed out, there are some terms like "tree-like" and "circular" which are wrong in a mathematic point of view (infact it is the opposite). My definition of lock down points was a bit goofy, and
that definition covers it all. However i dont feel it necessary to flood it with math term, and imo the term "lock down points" is kinda accurate to what happens in game.
There is also a few mistakes made by my algorithm in the pictures shown (SAA in eclipse has disapperead for ex), but as a whole it doesnt change a lot. And also vertex could be a better word than node, that is a lot of time used the same that for res nodes.
Thanks for the feedback and i really hope that could help you guys, and renew the dialogue between competitive players and mappers.

In a side note, i search for updated minimaps (jpg/tga not in sprite version) of ayumi of veil; anyone knows where to find it?
Mouse
May 13 2004, 12:28 PM
Mmm, sticky goodness.
oOTOo
May 13 2004, 03:35 PM
These instructions are nice but would have been better if published before the clashpoint reached during
this affair. and
this other one. Readers will certainly notice that you participate in both.
Anyway, i discover that a member of the clan who decided to remove great maps from the french league is now .. sticky (!!) and is encouraging a certain way of mapping that some other clans could dispute.
(i will edit this post with an argumented document

)
Draconis
May 13 2004, 04:06 PM
| QUOTE |
| [...] and is encouraging a certain way of mapping that some other clans could dispute. |
In no way i am encouraging a certain style of mapping compared to others, and i want to make that clear. It is only a tool to
understand and
help creating competitive maps, that s all. I am not saying that non competitive maps arent worth playing: without Bast, i wouldnt be writing here, as, and it is the same for quite a lot of people, i had loads of fun on Bast when beginning in 1.02.
And, as a side note, my former clan RaB has nothing to do with those removals, and i am sure you know it

.
DarkMantiZ
May 14 2004, 10:22 AM
I have now read that guide about 4 times. I must be either:
a) stupid
b) very slow to learn
c) lack a foundating understanding for ns maps
d) limited in my english
because I hoenstly did not really understand how u draw the spiderview nor how you interpret it and correct it in order to get the information out of it.
It does not mean that it is badly written, everybody else has understood what it is based on and how it works, the problem lies within me, but since I do not want to be left out on such an apparent good thing, I would love it if someone would find the time to explain it to me a little further with as few complicated words as possible.
Think of me as a young child, ridicule me, make fun jokes about me, whichever helps you, but if someone would like to take the time to explain that to me in a more simple way so I, as well as all the other mappers here, could take advantage of this, I would be forever thankfull!
Thank you in advantage for all the help I may nor may not get / DarkMantiZ
Reese
May 14 2004, 07:55 PM
To be honest I understand everything except this line:
| QUOTE |
| For each node, if more than one cycle have a length of 3, we delete it. |
That doesn't make sense to me. I really would appreciate someone explaining this to me as I get the general sense of where all of this is going, but without understanding the rules to generate it can't really do this for my own maps.
anty
May 15 2004, 08:58 AM
nice!
DarkMantiZ
May 15 2004, 01:17 PM
| QUOTE (Reese @ May 14 2004, 08:55 PM) |
To be honest I understand everything except this line:
| QUOTE | | For each node, if more than one cycle have a length of 3, we delete it. |
That doesn't make sense to me. I really would appreciate someone explaining this to me as I get the general sense of where all of this is going, but without understanding the rules to generate it can't really do this for my own maps.
|
Care to help me understand? Just the beginning where it says one node on each RT and.. well, I don't understand how to go about putting all the blue dots on the map, and which ones to delete etc :S
Draconis
May 15 2004, 05:12 PM
hmm i will update the guide asap to make it clearer. Thanks for the feedback

[EDIT: check the update of the guide ^^]
Jiriki
May 15 2004, 07:18 PM
Nevermind. I must say I have learned to appreciate the gameplay value of maps after all this years. Sadly the atmosphere is reversly propotional to gameplay value. But without starting to repeat myself
here's how my values and understandment of ns have changed.
All I can say job well done. So many people can complain about maps but few are capable of reasoning their thoughts. I have pondered how the gameplay value could be calculated and I must say this topic answered many of questions.
Reese
May 16 2004, 01:24 AM
Very nice update. I was worried when I saw the technical definition at the start of the page, but the paragraphs following it did a fine job of describing this process in layman's terms. (aka I get it now)
Meto
Jun 23 2004, 08:16 PM
Hi,
Very nice idea and I think there are some great pearls of wisdom in here. Connectivity has always been the most important part of mapping (in my opinion) and there are many things you can do to improve it. When I plan a map I do something very similar to your spider/node diagrams and then elaborate with architectural detail (all on paper).
I found it hard to understand some of the wording in the guide. In particular the explanation of lockdown spots had me re-reading it several times. It might be helpful to elaborate on those explanations or give a simple "how to identify X" stepthrough.
Thanks,
Meto
carioca
Oct 7 2004, 06:30 PM
the center hive doesnt have a way begining in the marines start and all acesss to center hive will be for rooms have acess with flank hives i see alot ns maps with this efect( or all, im not sure).
rabbit
Nov 4 2004, 10:21 AM
very nice indeed~
homicide
Apr 16 2005, 12:58 PM
Well done.
Crispy
Apr 16 2005, 03:37 PM
See also the sticky WIP in the General Competitive Discussion forum.
Crispy
May 23 2005, 12:20 PM
Just another post for those of you who didn't see the link in my sig. I didn't want to make a new thread just to say this so I thought I'd post it in the Mapping Forum just in case you missed it. I've recently been updating my Mapping Guidelines for Competitive Play.
It includes many tips that allow you to control the balance of your map without comprimising its ambiance. The vent theory is a particularly thorough section.
That_Annoying_Kid
Oct 3 2006, 11:22 PM
QUOTE(SaltzBad @ May 13 2004, 03:00 AM) [snapback]1065576[/snapback]
Downright brilliant insight on the topics you touch - although I disagree with the term "treelike" structures, simply because it implys dead-ends. What you're outlining in the "trees vs circle" argument is that more interconnection allows for more dynamic outcomes and more choices in how to achieve victory, as opposed to holding strategic monopolys by brute force.
^^
I think you make alot of good points but the one thing that caught my eye was the
QUOTE
Slopes and Bunny hopping: Bunny hop is a technique from the Half life engine to achieve high speed. Bhopping upward slopes is extremely hard and have an effect of cutting bhopping. Downward slopes makes in the contrary very easy to bhop.
Marines and kharra can bhop up slopes and go damn quick...
Chocolate
Mar 6 2007, 06:05 AM
QUOTE
Not Found
The requested URL /~cguerin/NSmap/index.html was not found on this server.
Apache/2.0.59 (Unix) PHP/5.1.6 mod_ssl/2.0.59 OpenSSL/0.9.8e Server at perso.enst.fr Port 80

I'm making my map and wanted to go through this again for reference. Hope it gets fixed, very good read the first time around!
Skyforger
Apr 22 2007, 04:26 PM
me too
Cataclyzm
Nov 14 2007, 02:04 PM
~~Still needs fixing.
Jiriki
Dec 12 2007, 03:47 PM
Yeah, I hope it would get fixed. It was an awesome guide.
Crispy
Dec 18 2007, 12:27 PM
I've been in contact with his old clan and sent an email to his last known email address. Fingers crossed.
Draconis
Dec 18 2007, 01:26 PM
Hey there!
I will see tonight if i still got the files on one of my external disks and put them back online (fingers crossed). Glad to see NS is still alive btw

EDIT: link should be back up. Good luck everyone!
BigD
Dec 19 2007, 02:46 AM
Fantastic!
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