Nullgaming Batcaves HOCTF Mumble Server Tutorials Community NCT
Nexuiz Map Development
Revitalize Old Maps Test New Maps Convert Old Maps New Map Ideas Connect With Mappers Teach New Mappers How-to Guide Track Important Projects
Nexuiz Community Team
AnArKiSt
AnnKittyKat
intheFACE
MooKow
PCLizard
Shaggy
Slash
Ulysses

Past NCT Meetings
NCT Meeting 05/18/09

Nexuiz Community Team Notes: Maps

Last Update - May 20th, 2009


Plan for Map Improvements

My ideas for improving maps in Nexuiz are an extension of what has already happened a lot on the Batcave servers. On those servers, we occasionally tested maps in beta stages (or release stage) and decided whether they were playable or not. We often discussed ideas on what was wrong with each map. However, rarely did any action result from those discussions. This plan is all about action. This isn't only about reviewing new maps or revitalizing old ones. This plan is also about connecting with all of the map designers in the Nexuiz community.

Revitalize Old Maps

There are two examples that come to mind with maps that had potential, but the successive revisions took the map in the wrong direction. Accident and Hydronex. Lots of people liked Accident_v1, though many felt like it was missing something. When the map was made into a new version, though there were some features that were interesting, most people really didn't like the new version. It lost its playability. When version 3 came out, it became playable again, and still retained the positive features that were added in v2. Still, some people feel like there could be another version that would "finalize" the map.

Hydronex took a major turn in playability when version 5 was made. That is when teleporters were introduced to the nex bunker which led into the base. Most people felt like version 4 was the best version of Hydronex so far, and version 5 made some mistakes. Egytronex is a newer take on Hydronex v7, and adds some interesting obstacles inside the base to make flag grabbing a little harder. There was a recent discussion about making changes to the center area of the map, including tunnels underneath that would contain a strength powerup. Many feel that Hydronex still has more versions to go before it is complete.

Test New Maps

The Nexuiz community puts out numerous maps each week that fall under the radar. We need a set process for testing out maps that may have potential. Here is what I propose:

  1. If you noticed a new map that is out, download it and play it locally.
  2. Communication is key. If the map has no potential, make a note that you tried the map out. Reply to the thread of that map. Give feedback to the mapper if there is a glaringly obvious problem with the map, like if it only one room with two weapons in it and is completely unplayable.
  3. NCT members are the organizers of the community. Make sure to tell other NCT members that you saw the map and tried it out, especially if the map has potential.
  4. If the map has any potential at all, then you contact one of the server admins to put it on a server. For the Batcave servers, you would contact Surb or Dokujisan.
  5. Announce to others that a map is being tested. Sweep through the batcaves or find some regulars on public servers if you have to. Find people on IRC.
  6. Generate discussion while people are on the map. Keep asking the question "What does the map need?" If there is anything useful in the discussion of the map, then make it your job to take down notes
  7. Present those notes to someone in NCT, and eventually get them to Dokujisan to add to the collection of map notes.

Conversions

Many players who are familiar with older FPS games will often have ideas of converting a good map from one of those games into Nexuiz. Since these maps are tried and tested, we need to truly act upon these ideas. One example is the suggestions from Tweak about old UT maps. He has mentioned various maps before that he feels would convert nicely to Nexuiz. I wrote down a few of those map names previously, but I don't have those notes any longer. We need to collect notes on map conversion ideas. Ulysses also talked to me recently about converting some old Quake maps.

New Map Ideas

The same goes for any new map ideas. The key here is that we need to talk to people who don't know how to make maps (which includes most players). Those players still have ideas for maps that are often good. We should go to them often and ask for mapping ideas that they may have and collect those ideas so they may materialize.

Connect With Mappers

Numerous times, I sent private messages through the forums, or sent email, to various mappers to give them feedback or to ask them about a map they released. Often, this was referring to a map released a long time ago and I was trying to find out if the mapper was willing to do a revision for the map. From these conversations, I realized the importance of collecting a contact list of mappers, existing and "retured". Some mappers gave mapping a shot and then gave up. We should see if they would like to give it another try. I know of one mapper who got busy with school. Maybe they would like to try mapping again now that the summer break is here. I would like to maintain this list of mappers with a sub-list of each map they have made or revised.

Teaching New Mappers

As far as Nexuiz projects go, I think the Mapjustsu project had pretty decent success. It managed to create a handful of mappers who still create maps today. I think that project stalled a bit, and it would be great if it was revitalized. This project, in conjunction with the increased efforts in map testing and notes on mapping ideas, should result in getting new mappers up to a high quality level much sooner.

A How-to guide on map playability

This is something that is overdue for Nexuiz. I've had numerous discussions with people like Kojn and Nifrek about the playability of maps for Nexuiz. Many mappers don't quite understand the unique characteristics of Nexuiz gameplay as compared with other FPS games. The amount of speed possible and the use of ramp jumps are things that a mapper should keep in mind when doing a layout for a Nexuiz map. There are also some universal gameplay ideas that are important to consider when making a map. Some points are: item balacing, reducing dead spots on the map, having a reason for each part of the map to exist, adjusting the balance between easy and difficult (especially in CTF), pathway strategy, creating control areas (in CTF and TDM), reducing hiding spots in CTF maps, reducing features that slow down gameplay (stairways, debris, etc), balancing armor/health on the map, and more. In a guide like this, a lot of existing maps can be used as examples of what NOT to do. People that can contribute valuable information to this guide would start with kojn and nifrek.

We might end up with a cheatsheet of rules to follow:

  • Don't put two strength powerups on one map
  • Don't make power weapons too easy to access
  • Place nex, machinegun and crylink on open maps to balance to balance flag carries who fly across the map
  • Don't place mega-armor/mega-health too close to each other
  • Try to make pathways challenging. No straight lines.
  • CTF: don't stack the bases with too many items (example: Pyramid)
  • CTF: reduce hiding spots which can slow gameplay
  • TDM: define a couple control areas of the map, which are power items like mega-health/armor and powerups, or a power weapon like the nex.

And that is just an example list. There are many more suggestions to give

Keep in touch with important mapping projects

If someone is working on a really good mapping project, stay in touch with them about it. For example, Dib is currently working on Ruiner_CTF and Nifrek is working on Final_rage_CTF. Both of those projects are excellent projects. Ask them for updates and see if they need any help with ideas or testing along the way. Of course, those two projects are just two current examples. If there is a mapper who is willing to take feedback from people on their map, then definitely give them your attention. Help them refine their map. Help keep them motivated to work on it. Let them know somebody is interested in their project. If the map hits a certain milestone, then tell people in NCT about it.