For today's update we would like to focus on "Tram", one of several maps currently in development. This full sized NS2 map will ship with the Alpha, so those players who have pre-ordered the game will soon will be roaming its atmospheric hallways and fighting intense battles in its beautifully detailed areas.
The history of development on the Tram map has not always been smooth. As the first NS2 map, it was begun long before the Editor Tools were done and before the majority of environment assets had been created. The map's core theme of a large tram tunnel running like a spine though the map, connecting the starting bases, has remained the same, but due to changes in the engine, tools, game design, and even mappers, most of the early work on it had to be scrapped.
We decided to shift focus to some smaller, faster deathmatch style maps (Range 1 and 2), that we could use for testing purposes and left Tram to sit for a bit. Then, impressed by the work we'd seen being done with the editor tools on the forums by Michael "Olmy" Schouten, we invited him to join the team to put his talents to use on the Tram map. In January of this year the map was rebooted from scratch, and in Michael's capable hands it has rapidly become a visually impressive NS2 map that we feel will showcase NS2 gameplay at its best.
The use of the tram tunnel as a design theme not only provides a unique visual distinction for this map, but also serves as a primary route that allows players to easily navigate from one start base to the other, with most of the important areas accessible directly off of the tunnel. We are putting a lot of effort into making maps in NS2 user friendly, not by eliminating complexity, but rather dividing them up into large and memorable landmark themed rooms with obvious primary connecting routes. This will allow new players to be able to jump into a game and not get frustrated by getting lost in a maze of similar looking hallways, and yet still allows players to discover and learn all of the secondary routes on repeat playing.
In developing the map we started with a very high level 2D layout, to establish a general flow, and the number of key resource and tech points we wanted to have on this map.
Each of the internal maps in development are meant to represent a different section or level of a single giant mining and refining facility, with corresponding room/area themes. As can be seen in the layout names, Tram is meant to be the part of the facility in charge of packing, storing, and shipping.
Once the layout was finalized, we moved into whats called the greybox phase, where the entire map is quickly blocked out in 3D in the level editor, with no textures or props. Further changes to the layout are made at this stage, and can be done quickly due to the simplicity of the map construction. Then, in stages, textures and props and basic lighting are added, refinements are made as necessary, and with each pass the map gets more and more polished. It is a lot of work, and never really finished, so it's likely the tram map will continue to be tweaked and polished right up until NS2 is released (and even after!).
Concept art is key to establishing a visual identity and look for a map, and is used by the environment artists to create textures and props. It also helps to jump start ideas for the mapper, and even quick rough sketches such as this one can be enough for a skilled mapper to translate into a fully realized room.
As you can see, in some cases the translation from concept to in game can be almost identical, as with with the Alien Start cargo storage room.
In other cases, such as with this tram repair room area below, the final version can diverge from the concept quite a bit. The concept was instrumental in developing a theme, and used to create many of the props necessary to flesh out the area, but when the room was first built to match, the repair pit area became problematic from a visual and gameplay stand point. It was reworked a few times, and Michael added some distinct visual flourishes such as the angled pillars which really help to contain the focus on the landmark props, and added a nice detailed architectural element to the room.
We hope you've enjoyed this sneak peek at the Tram map, as well as the behind the scenes look into the map making process.
We thought we'd take a moment to show you the updated version of one of the favorite weapons from NS1 (unless you were a Skulk...) - the Shotgun.
The Vortex Tactical Shotgun
For this update we wanted to give you a further look into the Marine's arsenal, with the all important shotgun.
In keeping with the look and design of the rest of the NS2 marine weapons and equipment, the shotgun deploys out of its compact inactive state when drawn. We wanted the shotgun to have a reasonable amount of bulk and to feel solid and powerful in the first person view. Here is a render of the finished in-game model:
Beyond the visual overhaul, the essence of the shotgun remains intact from NS1. It is a beefy upgrade for marines which will allow them to take the offensive early and push through an expanding or unprepared enemy. Currently it is also good vs. armor so it should also prove effective at larger aliens. It's biggest disadvantage is its range - it won't be accurate or effective at medium or long-range targets.
And here is some brief in-game footage put together quickly to give you a taste for the what the shotgun looks and sounds like in game as it blasts the heck out of walls, dust particles, and thin air.
You can also see that we're doing our best to keep the HUD clear of numbers by putting the ammo count on the weapon itself. We're hoping to have the 6 lights on the side indicate how many shots you have left in the clip but this isn't implemented yet.
We hope you enjoyed the quick look at this trusty marine staple! Let us know what you think.
Hey everyone,
I wanted to discuss damage types in NS2 briefly, and it's a bit much to discuss properly for tweet.
Damage types are standard and crucial in strategy games. Ie, this unit does 10 damage to armored targets, but only 7 damage to everything else. This creates much more interesting unit combinations and tactics. For example:
- If I have an A that does +30% damage to your B, so I move it in for the kill.
- But you know that your B is vulnerable to my A so you try to use your C to keep my A away from your B.
- I see this happening, so I reinforce with my D which I hope will kill or delay your C long enough for my original A to attack your B.
At this point, the combinations start to explode. What appeared to be a simple battle is now becoming something much more - we have ambushes, planning, scouting (counter-planning), etc. Where does the rabbit hole end? This emergent depth is one of the big reasons we play strategy games.
By contrast, without variable damage types (payoffs), everything just does damage and there is little maneuvering, tactics or interest. I just build more and better units and so do you. They fight, and whomever built more wins.
But there's a down-side of course - adding these damage types makes the game more difficult to learn and understand. Which targets are armored? How can I see the damage bonus at work? When my army meets your army and mine gets decimated because I didn't realize my units only do half damage to yours, I may get frustrated and leave. For this reason, and because most FPS players aren't thinking in terms of damage types (and don't want to have to read online to see why their one-shot sniper shot didn't kill their target), damage types are largely omitted in FPS games.
For a game that blends RTS and FPS like NS though, damage types are a must. The thing to remember is that damage types will bring all the depth and less of the difficulty if you strive to make them intuitive. This means checking the 'look' of creatures and weapons and trying to be faithful to how players THINK they should fare against each other.
Here are some of the goals for damage types in NS2:
- Technology shouldn't obsolete other technology. Ie, skulks will be seen throughout the game and not just because they're cheap!
- There shouldn't be overlap between weapons or abilities. We are a small team so we can't afford to do this anyways.
- A basic marine with a rifle, and a vanilla skulk should always feel effective. This is to make sure new players joining a game in progress have fun.
- Single-minded strategies should be counterable. Ie, a room full of hydras should be assailable.
- An Onos shouldn't be ripped apart (or even really bothered) by sentries, nor should he be demeaned by spending a lot of time taking out structures. It does not befit his position in the food chain.
- The more armor that appears in the art, the more armor the unit has (marine structures have some, the Onos has tons, marines have a little, etc.).
There are more, but these are the basics. With these in mind, here are the basic damage types that are currently in NS2 (in development, not final):
- Normal - Regular damage (Rifle, Bite)
- Light - Half vs. armor (Sentries, Hydras)
- Heavy (was Puncture) - Extra damage vs. armor (Fade swipe, Pistol, Shotgun)
- Puncture (was Piercing) - Extra vs. players (Minigun, Lerk spikes)
- Structural - Double against structures (Onos gore, SwitchAxe, Rifle grenades)
- Gas - Breathing targets only (Spores, Rifle nerve gas grenades)
- Biological - Living/organic targets only (Parasite, Flamethrower)
- StructuresOnly - Doesn't damage players or AI units (MASC, Whip Bombard)
Here are some beneficial effects of these simple types:
- Basic marines and skulks are versatile.
- Shotguns won't absolutely waste skulks but are especially good at more advanced lifeforms and armored structures (Crags).
- Lerks aren't especially effective at taking out structures from a distance (something that was a problem in old versions of NS1).
- Marines can take down alien structures relatively quickly when they aren't defended (ie, when they have taken down defenders and pull out their axes).
- When heavy marines are gassed by lerks, they aren't affected.
Thinking about damage types in this way is also a good tool for evaluating a new weapon or ability. If it seems to fit the same role as another, its role needs to be re-thought.
In fact, now I see some changes that are necessary...
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