ns2_hydra

deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
edited February 2015 in Mapping
ns2_hydra has finally been released, this map was previously called cradle and has so far taken 1 year to make.

A few important things you should all know first.

1. the map is not finished, theres still work to do on a few areas.
2. the ready room is placeholder until the actual ready room is finished, so please no complaints about the ready room i know it sucks but it works.
3. the current start locations are not final, the map was designed with fixed start points in mind, however for release marines may start in both subnautics and hydro lift, the aliens may start in test chamber and energy core. originally the map was designed for hydro and test chamber start.
4. the map has not been tested in a multiplayer environment and so expect it to be abit rough but i will fix issues.
5. the skybox isnt finished

http://steamcommunity.com/sharedfiles/filedetails/?id=331148995

Mod ID: 13bceec3. Add this to your MapCycle.json:
{
"mods": [
"13bceec3"
],
"map": "ns2_hydra"
}



698D0AA6A735693F98010D573A8D1C05F55B226F
60D10036A9E05D78571D7BB199BA8D3FCE9A3469
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75CC9994066A608214E869380EB4538E4A7AA725
4E6DEE7D522839A87D641AD5216E703C5D64A99A
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Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited October 2014
    yea thanks samusdroid
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited October 2014
    I looked around this map in the editor, and it looks really nice. The props and textures fit together really nice, nothing really seems out of place (other than that blindingly bright blue ceiling). It seems a little bit too dark though.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    im assuming the blindingly blue ceiling is in the skybox? its just temp
  • ATFATF Join Date: 2014-05-09 Member: 195944Members
    edited October 2014
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited October 2014
    im assuming the blindingly blue ceiling is in the skybox? its just temp

    I think? Though it also had a skybox entity
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited October 2014
    If it's an underwater facility, it probably isn't dark enough.
    Looks great!

    This could DEFINATELY make for a comp map! High marks, sir!
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    Oh hey. You messaged me before when I was streaming Forgotten if I would help with your other maps. The answer is yes, look forwards to my very helpful stream at some point soonish.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Looks fantastic! I can't wait to see how it plays. I'd let the ceiling of hydrolift disappear into the darkness. There's no need to suggest the surface of the water. Let it be really really deep.

    There are a few really narrow hallways that I'm not sure about. Receiving, Array Sonar, and the hallway from Dagon to Pressure Control all seem like death-traps. Time will tell, but I feel like encounters in really narrow chokepoints are mostly random and not that fun. Especially array sonar, for such an important part of the map, it feels like it is going to be too tight.

    Initially I thought the blue-green everywhere was a bit too much, but it's growing on me. You might consider knocking down the saturation and increasing the brightness a tad.

    Amazing work!
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    changelog 001

    . fixed cysting issue in hydro lift
    . fixed spelling error with the overview
    . general commander view improvements
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    moultano wrote: »
    Looks fantastic! I can't wait to see how it plays. I'd let the ceiling of hydrolift disappear into the darkness. There's no need to suggest the surface of the water. Let it be really really deep.

    There are a few really narrow hallways that I'm not sure about. Receiving, Array Sonar, and the hallway from Dagon to Pressure Control all seem like death-traps. Time will tell, but I feel like encounters in really narrow chokepoints are mostly random and not that fun. Especially array sonar, for such an important part of the map, it feels like it is going to be too tight.

    Initially I thought the blue-green everywhere was a bit too much, but it's growing on me. You might consider knocking down the saturation and increasing the brightness a tad.

    Amazing work!

    I plan to make the underwater area of uplink and hydro lift as dark as subnautics and change the uplink radar for something else.
  • SupaFredSupaFred Join Date: 2013-03-03 Member: 183652Members, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Silver
    The map looks fantastic. Can't wait to play it. I have added it to [SWE] The Thirsty Onos #22.
    @deathshroud‌ I suggest you add this info to your OP to make it easier for server admins:
    Mod ID: 13bceec3. Add this to your MapCycle.json:
    {
    "mods": [
    "13bceec3"
    ],
    "map": "ns2_hydra"
    }
  • AmadAmad Join Date: 2013-08-07 Member: 186626Members, Reinforced - Silver, Reinforced - Shadow
    edited October 2014
    Gave the map a test today and found a rather interesting bug. That particular RT doesn't seem to work even with power in the room. Perhaps it's placed too low so the power grid doesn't reach it?

    https://dropbox.com/s/0wfllkcv1haomd5/buggg.jpg?dl=0
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i will look into it amad
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    changelog 002

    . fixed an issue with uplink res node not working
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    changelog 003

    . fixed stuck issue under uplink elevator
    . more work on skybox



    SupaFred was kind enough to run the map on his server, everyone seemed to enjoy it quite a bit and he even recorded a video of the very first game he played of the map

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited October 2014
    Not sure if this is already fixed but yesterday i did run into this exploit:
    6D4A1E92129E386EDF002E8507B7B4055F685635
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    changelog 004

    . fixed exploit in catwalk that allowed skulks to escape the map
    . fixed exploit in hydro lift that allowed skulks to escape the map
    . moved crates about in cradle to benefit both teams in some way.
    . improvements to commander view
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    Here's the video of the SCC playtest session from the 26.10.14. Sorry for the shitty quality!

  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    changelog 005

    .fixed stuck issue at subnautics res node
  • 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
    What stood out most to me was that some of the corridors and rooms feel pretty narrow.

    Occlusion issue in the vent:
    JmAyLa8.jpg
    beV51RM.jpg

    Texture misalignments:
    cXlDerd.jpg

    Some weird stuff going on with this ceiling:
    E0qXxvo.jpg
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited October 2014
    thanks for feedback flaterectomy

    i have noticed the light issue but it isnt an occlusion issue must be an issue with the light settings for that particular light.

    quite a few misaligned textures im fixing them over time but i know about them for now

    ha that ceiling is abit weird, should use the same texture rotation for it all and smooth the edges
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    JJG wrote: »
    Here's the video of the SCC playtest session from the 26.10.14. Sorry for the shitty quality!

    your video is set to private :(
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    True, youtube for some reason put it as private although the original upload was not listed. Oh well, it should work now
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    your video is missing the right side :( still thanks for video
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    your video is missing the right side :( still thanks for video
    Yeah thats what I meant with the recording software not wanting to record NS2 for some reason. I didn't have time to fix this issue, so I figured "some" video is better then no video at all. As said, sorry for that :|
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    I loved the games we had on this map!
    From what I could tell, it played really nicely for the most part.
    I think the 3-rts next to Hydro was a bit confusing for marine spreads (kinda like what happens in eclipse at the moment). And also I'll say that from first glance I was expecting the spawn points to be veil-like (marines top, aliens 1/3 southern TPs)

    I love the way cradle fits into the map!

    We only played 2 rounds and I can remember most of the rooms very clearly; I know you know this is a good thing :)

    Must... Play... More of this map... Hnnnnngg
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    http://www.twitch.tv/cyber_kun/b/583197547

    The vents in Subnaughtics and Energy Core are both broken. The video gets into it well, but it is simple. Once Gorges go up, Marines lose.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    CyberKun wrote: »
    http://www.twitch.tv/cyber_kun/b/583197547

    The vents in Subnaughtics and Energy Core are both broken. The video gets into it well, but it is simple. Once Gorges go up, Marines lose.
    thanks for the video i will study it later
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    the vents in energy core can be countered by jumping up on the fork truck then the wall clutter.


    i will change the subnautics ceiling, originally i had a room left of subnautics with a broken lift and ladder exiting the left doorway atop subnautics i might bring it back to make it possible for marine counter
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