[Release] ns2_Jambi

xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
edited February 2013 in Mapping
<div class="IPBDescription">A community map</div>Hello,

After over 200 builds, the community map is now ready to be released.

<!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><b><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=129599221" target="_blank">ns2_Jambi</a> </b><!--sizec--></span><!--/sizec-->



<u><b>Story</b></u>
The TSA have responded to a distress signal coming from Jambi Sector 7, an underground network inhabited mostly by rebels. Upon arrival they not only discover they are not alone, but also realize there is more than just human lives at stake. Join the fight in helping the TSA recapture the Jambi Technology and Munitions Facility that was confiscated by the rebels over twenty years ago.

<b><u>Contributors</u></b>
Psyke (iw.Remedy)
Braw
Schkorpio
nc | xtc
Alex
Boobs!
Wayne
Joseph
Yuuki
3del!
DarkBlueArt

<u><b>Special Thanks to</b></u>
Psyke (iw.Remedy) for jump-starting this project.
Golden, Flamingo, Barbetos, and Neeyo for help with the loading screens and bug finding (Especially you Golden)

Feel free to post Issues/bugs/criticism/feedback here.

Cheers,

The ns2_Jambi Team

Update 1:
Added more cover to EC, Skylights, Offload, Supply and Repair
Added Vent Gravity > Offload and Pub > Supply
Fixed Players being able to exit the map via skylights
Fixed Pipeline drifters not being able to exit hive
«134567

Comments

  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Jippy! Good job to everyone involoved! Hope everyone else likes it as well.
    We'll be doing regular updates with bug- & balance-fixes.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I hope some servers will pick it up, and look forward to playing it. \o/
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    congrats lads!!!! a great achievement.
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
  • bHackbHack Join Date: 2010-03-23 Member: 71059Members
    gj. Servers ops have to pick up it and run on their servers!
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Just a note, the "Remedy" in this is me, not the mapper in these forums with the same name.

    You guys are awesome for actually finishing this, it's a pretty incredible accomplishment. I can't wait to play it and see how it evolves now that it's out in the wild. :)
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    I can't wait to come home (around newyears) and play this with you guys. Well done everybody! Congrats and special thanks to Braw and Schkorpio who kept this project going from the very beginning. But also a big thank you to all of the other mappers! You made it, and in time for christmas :)
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    Looking forward to playing with yall!
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    nc | xtc just gave me a little run through of the map, and I'm impressed how all these different mappers came together and made a cohesive map like this. There are some spots that could do with some sprucing up, but xtc seems to be aware of them all. I especially loved the esthetics of the red/white lit stairway (see below) and feel that lighting scheme could be used in more parts of the map. I look forward to actually pewing and chewing on it.

    Also, thanks to xtc for giving me some tips in regard to lighting and shadows while we ran around the place. :)

    <img src="http://i.imgur.com/k5vBX.jpg" border="0" class="linked-image" />
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
  • MagrathMagrath Join Date: 2003-06-27 Member: 17739Members
    edited December 2012
    Maps looks great. Found a ledge in coolant that is missing a texture.

    <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=116233946" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=116233946</a>

    Also when I go to the highest point in the same room and look down there is some weird disappearing trick that goes on with the room below.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    <!--quoteo(post=2052040:date=Dec 27 2012, 10:04 PM:name=Magrath)--><div class='quotetop'>QUOTE (Magrath @ Dec 27 2012, 10:04 PM) <a href="index.php?act=findpost&pid=2052040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also when I go to the highest point in the same room and look down there is some weird disappearing trick that goes on with the room below.<!--QuoteEnd--></div><!--QuoteEEnd-->
    max render distance most likely?


    Good show guys, I really like the lighting and visuals. You guys do realize that this is the fourth map to be released successfully out of a community project? ns_nancy remake, ns_bast remake and co_leren (wait that one didn't make it I think)
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    <!--quoteo(post=2052043:date=Dec 27 2012, 06:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 27 2012, 06:15 PM) <a href="index.php?act=findpost&pid=2052043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->max render distance most likely?


    Good show guys, I really like the lighting and visuals. You guys do realize that this is the fourth map to be released successfully out of a community project? ns_nancy remake, ns_bast remake and co_leren (wait that one didn't make it I think)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Really? I thought it was the first. Good to know.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=2052184:date=Dec 28 2012, 04:05 PM:name=xtcmen)--><div class='quotetop'>QUOTE (xtcmen @ Dec 28 2012, 04:05 PM) <a href="index.php?act=findpost&pid=2052184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really? I thought it was the first. Good to know.<!--QuoteEnd--></div><!--QuoteEEnd-->
    for ns2 at least we are first :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2052233:date=Dec 28 2012, 10:25 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Dec 28 2012, 10:25 AM) <a href="index.php?act=findpost&pid=2052233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for ns2 at least we are first :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    True, but is does go to show that it is an amazing feat with a team working on a map and actually finishing with and with something of this quality. It's also pretty cool to see all the different styles actually tie together as well...
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited December 2012
    The distance between electrical and pipeline seems too short for an alien start location at either due to the vent. Even if either is taken as a 2nd, it'd probably still be more beneficial to drop the 3rd hive, hold 2nd/3rd, and let 1st die if it gets attacked.

    Otherwise it looks pretty good
  • MagrathMagrath Join Date: 2003-06-27 Member: 17739Members
    <!--quoteo(post=2052043:date=Dec 27 2012, 05:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 27 2012, 05:15 PM) <a href="index.php?act=findpost&pid=2052043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->max render distance most likely?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not so in this instance. If you try it yourself the room and the pipes nearby will disappear. It's some sort of clipping bug.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I played it and i really liked it, though players tend to antivote it for some reason. I hope you make it to the offical map list when optimized, would be a shame if not.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    <!--quoteo(post=2053215:date=Dec 30 2012, 07:22 AM:name=Magrath)--><div class='quotetop'>QUOTE (Magrath @ Dec 30 2012, 07:22 AM) <a href="index.php?act=findpost&pid=2053215"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not so in this instance. If you try it yourself the room and the pipes nearby will disappear. It's some sort of clipping bug.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good catch, it seems the OcclusionGeometry seems to be be split up into two seperate "blocks" in the "Coolant" room, one for the top part and one for the bottom part of the room. Which might be causing some issues with the engine getting confused about something there...

    <!--quoteo(post=2053268:date=Dec 30 2012, 01:50 PM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Dec 30 2012, 01:50 PM) <a href="index.php?act=findpost&pid=2053268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I played it and i really liked it, though players tend to antivote it for some reason. I hope you make it to the offical map list when optimized, would be a shame if not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Heh, the age old fear of having to learn a new map, it is still very much present in this day and age...
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    There was a piece of geo blocking it. Should be fixed now.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    edited December 2012
    Hey guys, Just gave Jambi a big update.

    Update 1:
    Added more cover to EC, Skylights, Offload, Supply and Repair
    Added Vent Gravity > Offload and Pub > Supply
    Fixed Players being able to exit the map via skylights
    Fixed Pipeline drifters not being able to exit hive
    And many other bugs

    We are also beginning to look into Update 2. This will include changes to Docking, Gravity being totally reworked, and changes to pipeline.


    Thanks,

    NS2 Jambi Team
  • ChlamydiaChlamydia Join Date: 2012-06-01 Member: 152844Members, Reinforced - Shadow
    Hey all. Good to test out a new map for a gather.

    Video of both games (losing perspective...) here:
    <a href="http://www.twitch.tv/chlamydians2/b/352633183#" target="_blank">http://www.twitch.tv/chlamydians2/b/352633183#</a>

    My fps was a little choppy but might useful for the map team to watch.

    C
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited January 2013
    Hey, we are currently having jambi in our map cycle and I want to give you some feedback.

    The map looks really really nice, well done so far. The rooms make sense and feel authentic.

    ... but it has some serious balance problems when aliens spawn in Waste.

    When aliens spawn in Waste they have a lot of trouble securing a second hive.

    There are 3 possible hive locations:
    Pipeline
    Electrical Core
    Gravity

    Pipeline is very far away from Waste (~ 20 - 25 seconds as a vanilla skulk) and hence hard to defend as alien.
    The room itself is also very open for gun fire, making it almost impossible to reach the marines once they got into position. Three (or even two) marines can easily cover the whole room.
    Those pipes are not helping much here. The room either needs to be smaller or it needs more cover.

    You can pretty much lock down pipeline simply by building 1 or 2 ips in electrical core right at the beginning, which forces aliens to get gravity, which also means gg (see below).
    A shift in Pipeline or Oxygenation might help, but it is quite the res investment to cyst there, build a shift and spawn eggs.


    Gravitiy has two problems:
    1) It is very close to the marine spawn and
    2) it is also pretty easy to siege.
    You can siege it from Shipping and from Trash Ejection:

    <img src="http://dl.dropbox.com/u/81802662/ns2%202013-01-04%2018-32-13-99.jpg" border="0" class="linked-image" />
    <img src="http://dl.dropbox.com/u/81802662/ns2%202013-01-04%2018-38-57-25.jpg" border="0" class="linked-image" />

    If you hold Trash Ejection as a mairne, you actually get 2 siegeable tech points.
    <img src="http://dl.dropbox.com/u/81802662/obs2.jpg" border="0" class="linked-image" />

    Bile Gorges and oni have no chance to engage Trash Ejection from bay wing:
    <img src="http://dl.dropbox.com/u/81802662/trashe.jpg" border="0" class="linked-image" />

    I'm leaving out Electrical Core as possible second hive, because it is even further away from Waste than Pipeline.

    The Waste hive itself is again very open for gun fire, because of the three wide and long lanes in that room. When you stand at opposite side of the tech point of the room you can clear all eggs easily and just shoot the hive or rt from there.

    <img src="http://dl.dropbox.com/u/81802662/waste.jpg" border="0" class="linked-image" />

    These are just a few points, but I think they are the most critical.


    PS: A small bug I noticed in Trash Ejection:
    <img src="http://dl.dropbox.com/u/81802662/obs.jpg" border="0" class="linked-image" />

    edit: just read you are already reworking gravity.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    There seems to be a problem running this map with the Insight mod on Steam Workshop. Specifically, the team resources and upgrades weren't showing properly (can be seen at the roughly 2:07:00 mark at <a href="http://www.twitch.tv/naturalselection2/b/354088203)" target="_blank">http://www.twitch.tv/naturalselection2/b/354088203)</a>. Seems to be an issue with this map since the Insight mod worked fine with summit and tram.
  • boobs!boobs! Old-School Competitor Join Date: 2002-11-13 Member: 8504Members
    No idea, but if it's a modification, not a priority. Map is still beta and needs a lot of work (and is currently being worked on daily, just a wee bit of a break due to the holidays) thanks for playing it though, loved the video and commentary
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2013
    Here is some competetive play on ns2_jambi, so I thought I'd post the link here for everyone to see :)
    Footage is from The Sucky Gamer Tournament hosted by Talutha featuring Soleanthia as co-cast.
    <a href="http://da.twitch.tv/talutha/b/355785939" target="_blank">http://da.twitch.tv/talutha/b/355785939</a>
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=2059282:date=Jan 11 2013, 10:19 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jan 11 2013, 10:19 AM) <a href="index.php?act=findpost&pid=2059282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess this is the first competetive play on ns2_jambi, so I thought I'd post the link here for everyone to see :)
    Footage is from The Sucky Gamer Tournament hosted by Talutha and Soleanthia
    <a href="http://da.twitch.tv/talutha/b/355785939" target="_blank">http://da.twitch.tv/talutha/b/355785939</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    5pm est tonight?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2013
    <!--quoteo(post=2059285:date=Jan 11 2013, 04:22 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Jan 11 2013, 04:22 PM) <a href="index.php?act=findpost&pid=2059285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5pm est tonight?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It was played yesterday. It's video on demand, press the link and watch whenever you want =)
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=2056795:date=Jan 6 2013, 02:17 AM:name=boobs!)--><div class='quotetop'>QUOTE (boobs! @ Jan 6 2013, 02:17 AM) <a href="index.php?act=findpost&pid=2056795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No idea, but if it's a modification, not a priority. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    The same stuff doesn't work in spectator mode in the vanilla game. (team res and tech)
    I don't know what's causing it, but it appears to be an issue with this map only.
Sign In or Register to comment.