Natural Selection 2 Mapping
From NS2 community wiki
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Mapping for Natural Selection 2 will use Tools that have been exclusively built and designed by UWE for their own purposes and runs on their own engine. |
The information contained in this wiki is subject to change.
Currently the game is in the early beta stage of development. All planned features are subject to change after play-testing or even just on a whim. |
The NS2 Level editor has been named the Spark Editor. See its page for further information.
Feel free to register and help update the wiki with information to help others use the tools.
Contents |
Map Index
You can start by looking at the other maps at development to see what others have done, how to differentiate your work from them and maybe get some inspiration too from this list of maps under development.
First Steps
If you have never used the Spark Editor and know nothing about it, you might want to view these first couple of links, if you are confident, skip them and move on.
- Quick Start Video Tutorials - Official
- Basic Mapping Guidelines - Official
Tutorials
- Lighting
- Advanced Lighting
- [Tutorial video playlist]
- ns2_sample a tutorial/example map by Kouji San
Map Format Details
- Maps will not need any intermediate processing (compiling) between editor format and usage within the engine.
- As there is no precalculation of lighting, the common issue of leaking faced by other engines will not be a problem.
- Many features from other tools are being borrowed upon for mapping.
- Brush based with model support (Like Hammer editor)
- The NS2 game has a specified set of standard dimensions (Full details pending tools release).
77 Units is the standard height for player compared with 72 units for Hammer Editor
