ns2_summit feedback

MendaspMendasp I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
edited May 2012 in Mapping
Hello everyone, as you may or might not now, I'm now in charge of updating summit. FMPONE was doing this before, but now I'm doing the updates so he's free to work on Veil. Psykoman (the original author) stopped updating the map himself because he couldn't keep up with the updating since he's on a slow internet connection.

Anyways, let me know about bugs/annoyances on the map here, I also check the annotations, so if you find issues with the map please annotate them.

To annotate, type in console: "displayannotations" to see if something's been annotated already, if it hasn't, then type in console "annotate Stuck here as a gorge", for example.

By the way, I can't fix egg spawns (stuck points respawning), that's a code issue.
Post edited by Unknown User on

Comments

  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Posts: 941Members, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    You can put cysts in the Crevice vent and then immediately build towards Atrium as a commander (though this doesn't work the other way around). Not sure if this is a serious bug that needs to be fixed.

    I also annotated a spot in the CL-FC-Vent where you can put buildings.
    Post edited by Unknown User on
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Posts: 560Members, Reinforced - Shadow
    I just want the vent in atrium unblocked.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,803Members, NS2 Playtester, Squad Five Blue
    edited April 2012
    There's a spot in Crossroads where a marine can become stuck.
    image

    I also find it impossible to jump onto the large container in the picture. Is that intended?


    There are a lot of props and chamfers in the vents, that can hide mines.

    image

    Do you see the mines?

    image

    Ah! They're inside the chamfers! :P

    image
    Post edited by Unknown User on
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    edited April 2012
    QUOTE (Dghelneshi @ Apr 30 2012, 03:40 AM) »
    I also annotated a spot in the CL-FC-Vent where you can put buildings.

    I haven't been able to reproduce this, can you post a screenshot?

    QUOTE (twiliteblue @ Apr 30 2012, 04:59 AM) »
    There's a spot in Crossroads where a marine can become stuck.

    I also find it impossible to jump onto the large container in the picture. Is that intended?

    This stuck issue is fixed. Since I didn't design the map I don't really know, but I'm assuming you shouldn't be able to climb on top of the large container otherwise it would have been made easier.

    QUOTE (twiliteblue @ Apr 30 2012, 04:59 AM) »
    There are a lot of props and chamfers in the vents, that can hide mines.

    As for this, I'm afraid I can't fix this. The collisions on those props are disabled because otherwise you'd have tons of snag issues in the vents...

    QUOTE (killer monkey @ Apr 30 2012, 04:57 AM) »
    I just want the vent in atrium unblocked.

    I completely blocked it to avoid confusion for the next version, actually. Any particular reasons to unblock the vent?
    Post edited by Unknown User on
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Posts: 941Members, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    QUOTE (Mendasp @ Apr 30 2012, 12:51 PM) »
    I haven't been able to reproduce this, can you post a screenshot?

    A video, even!

    I somehow even like being able to place cysts in there, but bigger buildings make it look buggy.

    QUOTE (Mendasp @ Apr 30 2012, 12:51 PM) »
    As for this, I'm afraid I can't fix this. The collisions on those props are disabled because otherwise you'd have tons of snag issues in the vents...

    There is actually another issue with those props, as you can partly see through them as a marine. image
    Post edited by Unknown User on
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    Thanks for the video, I'll try to fix that :)

    The vent thing is "normal" I guess, in the glass hallway vent for your head is inside the pipes as a marine, for example :P
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Posts: 694Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Mr. Arkanti
    noGG Arkanti
    nova | Arkanti
    Pub Baddie

    Co_Summit - A remix of Summit's unique areas to mould it into a better Combat mod experience. I also broke all the textures. Mad skills yo.
    WildGrass Games - I make video games.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,803Members, NS2 Playtester, Squad Five Blue
    edited May 2012
    I found a minor visual issue that can be fixed rather quickly:

    The tech point in Sub Access is slightly too low, so there is z-fighting with the floor (only visible when it is unoccupied).
    Post edited by Unknown User on
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    edited May 2012
    QUOTE (Arkanti @ May 26 2012, 03:13 PM) »

    Can't fix the reactor, that's a prop issue. Fixed the other 2 issues for 209.

    QUOTE (twiliteblue @ May 27 2012, 06:20 AM) »
    I found a minor visual issue that can be fixed rather quickly:

    The tech point in Sub Access is slightly too low, so there is z-fighting with the floor (only visible when it is unoccupied).

    That is actually a lighting issue, you have to make a hole for the tech points so there's never z-fighting.
    Post edited by Unknown User on
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    Changelog for 209:
    - Fixed collision issue with some railings in Reactor Core
    - Fixed stuck issues with the railings and pipes in Flight Control
    - Fixed stuck issues with the chairs in Flight Control and Computer Lab
    - Fixed stuck issues with the crates in Crossroads
    - Fixed stuck issues in the Computer Lab corridor leading to Flight Control
    - Fixed stuck issues in the ReadyRoom
    - Modified Harvester orientation in Crossroads res nozzle to solve a stuck issue
    - Removed hanging corrugated tubes in Flight Control
    - Changed Sub Access vent so it's easier to access as a marine
    - Added pipes in the "mini-vent" in the corridor between Flight Control and Summit Reception
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    QUOTE (Mendasp @ May 27 2012, 01:56 PM) »
    Can't fix the reactor, that's a prop issue. Fixed the other 2 issues for 209.

    Perhaps you could pass it along to one of the devs. They fixed some other collision issues with the pipes near the vent a while ago.

    The prop is called: summit_reactor_main.model

    You can see the physics box in the viewer:

    image
    In-game name: Wilson

    My Crosshair Pack: LINK
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    edited June 2012
    QUOTE (Wilson @ Jun 5 2012, 09:02 PM) »
    Perhaps you could pass it along to one of the devs. They fixed some other collision issues with the pipes near the vent a while ago.

    The prop is called: summit_reactor_main.model

    You can see the physics box in the viewer:

    I actually sent them a document listing every prop I've seen with collision/hitbox issues of varied kinds a while ago (including that prop), there's entire sets wrong, and some very puzzling problems in some of them. If they implement a bullet-blocking player clipping group in the editor I'll do the reactor collisions by hand and solve the issue myself, but I'm waiting on that too.
    Post edited by Unknown User on
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    edited September 2012
    There is an invisible wall at the west entrance to sub. I'm not sure if it's to do with the pipes there or if it's something else as well because it doesn't look like the pipes physics box is big enough to stretch down to there. If you shoot you can see bullets bouncing off mid air.

    Screenshots:

    image
    image


    Here is the pipe prop near that area - summit_pipes_01_sm_45.model:
    image
    Post edited by Unknown User on
    In-game name: Wilson

    My Crosshair Pack: LINK
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Posts: 1,397Members
    Bump, this bug is still in the map...it's not the pipe prop collisions. Crouch down at just in front of the blue screen there and try and shot towards the tech point, your bullets hit an invisible wall right in front of you.
    In-game name: Wilson

    My Crosshair Pack: LINK
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Posts: 3,945Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Community Dev Team
    I can't really fix it, as it's a prop issue, I can forward it to someone else that might be able to.

    I did take a look at it and it makes no sense to me :\
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    In DC, the ramp going down towards vent, I got stuck on the wall on the right side at the bottom of the ramp by the wall. Jumped down from the area above and stuck good :D
  • getzgetz Join Date: 2003-08-31 Member: 20409Posts: 41Members
    edited November 2012
    hello my name is Michael and I am an avid NS player.

    I have noticed that in flight control entrance leading from computer lab (right next to the resource tower) on ns2_summit that there is a problem with the fencing in the doorway. There is enough room for a skulk to gorge on top of the fencing and then throw continuous bile bombs down onto the power node in flight control and no way for a marine without a jet pack and/or grenade launcher to stop him. This ruined my experience of playing on the map and I would like to get this exploit fixed before it ruins other peoples impressions of the map.

    So what i have noticed.

    The sides of the fencing; you can shoot through either way
    the tops of the fencing; you can only shoot down through it, not upwards through it. Therefor the gorge can actually spit/bile us through it and we cannot shoot him at all without grenades or jet packs.

    Can you please look at redesigning this or changing the clipping of the top fencing

    Sincere regards,

    Avid NS2 player.

    if you don't know what i'm talking about please add me to steam mick_05
    Post edited by Unknown User on
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Posts: 1,803Members, NS2 Playtester, Squad Five Blue
    QUOTE (getz @ Nov 30 2012, 03:31 PM) »
    hello my name is Michael and I am an avid NS player.

    I have noticed that in flight control entrance leading from computer lab (right next to the resource tower) on ns2_summit that there is a problem with the fencing in the doorway. There is enough room for a skulk to gorge on top of the fencing and then throw continuous bile bombs down onto the power node in flight control and no way for a marine without a jet pack and/or grenade launcher to stop him. This ruined my experience of playing on the map and I would like to get this exploit fixed before it ruins other peoples impressions of the map.

    So what i have noticed.

    The sides of the fencing; you can shoot through either way
    the tops of the fencing; you can only shoot down through it, not upwards through it. Therefor the gorge can actually spit/bile us through it and we cannot shoot him at all without grenades or jet packs.

    Can you please look at redesigning this or changing the clipping of the top fencing

    Sincere regards,

    Avid NS2 player.

    if you don't know what i'm talking about please add me to steam mick_05


    I am able to reach that area as marine by walking up the rock wall near the vent:

    http://steamcommunity.com/sharedfiles/file...s/?id=110836969
  • getzgetz Join Date: 2003-08-31 Member: 20409Posts: 41Members
    QUOTE (twiliteblue @ Nov 30 2012, 12:31 AM) »
    I am able to reach that area as marine by walking up the rock wall near the vent:

    http://steamcommunity.com/sharedfiles/file...s/?id=110836969


    you're not supposed to be able to walk up the freaking walls... DERP
  • JektJekt Join Date: 2012-02-05 Member: 143714Posts: 1,485Members, Squad Five Blue, Reinforced - Shadow
    The rocks around crossroads have some strange boundaries.
    http://imgur.com/ujJ1B3m,bybpBAg#0
    http://imgur.com/ujJ1B3m,bybpBAg#1
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