MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited October 2014
update changelog 22.10.2014
- removed ladder from tower
- widened Ball Court - Locker Room connection and added light in there
- removed Locker Room - Bar vent
- added Back Alley - Central Access vent
- moved Locker Room hive further north
- rearranged lockers in Locker Room
- detailed Ball Court a bit
- comeplete Courtyard overhaul
- added trims in Junction (you shouldn't be able to jump in that vent alone anymore)
- moved Ball Court powernode further north
- reduced walking time from Terminal to Storage
- added rain infront of Terminal, Cafeteria and Look-Out windows
- added rain textures in the above mentioned windows
- added skybox props (should obstruct the tunnel)
I guess I will post some screenshots soon
EDIT: ok a bit of geometry decided to disappear in tower so it's unplayable atm. will fix that asap
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
oh wow last update was in november... took longer than I thought
Anyway I didn't update here for a long time for a reason. One reason was the NSL season 5. The other reason was that this update is a bit larger. In fact it is big enough that I did not want to make a changelog for it sow I roughly summarize what is new
- I have completely redone the whole central part of the map
- Departures and Platform has moved closer to the center of the map
- I fused some locations together so the minimap doesn't look so flooded with names and powernodes
- some other small stuff like adding some vents and making the entrances more visible (I hope)
Since the biggest changes are the layout and the new rooms I've build (and replaced them with older ones) I will give you the pictures of those
the new layout
Command
Central
Junction
I hope the new layout doesn't end up too marine friendly since it is quite easy to reach both natural Alien RTs if the spawn is Generator.
Well some playtests will figure that out for me
It's been a while since I last took a look around docking2 (you should really think of another name). I'll check this new update tonight and get you some fresh feedback. So far, I've only played on game on it and it was on one of the very first versions of the map, if not the first that came out. I don't know if the SCC has played it lately, but you could definitely ask for docking2 to be played next Sunday. The end of the season should bring more people I hope.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
well a map describing me would be great but the new name will be ns2_broken. I just have no idea how to change the name of a mod in steam... or I did not even try to look it up because I'm too lazy
Tonight's SCC playtest :
Aliens started Gen, marines Cafe, got stomped the whole game by marines going Stab through Central. I hit that fucking window in departures again as lerk xD but I know you fixed that already.
Fighting in the corridors around Stab was a real pain. They are kind of narrow atm. Overall the scale of the map, its rooms, props, layout feels a bit off. I don't know, it felt narrow, small.
Overall connectivity seems fine to me, but maybe work on these connections, with wider corridors, with higher ceilings, to avoid the Eclipse syndrome. I'd suggest opening Departures a bit more too. I don't know, I still haven't figured out what exactly bothers me with some parts of docking 2.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited February 2015
yeah I was thinking that gen spawn for aliens is hardest atm because when marines claim junction, both natural RTs are in danger.
When you talk about corridors around stab, do you mean the one leading to the center, the one leading to gen or the one leading to dep?
I actually did alot so it does not feel narrow anymore. Some connections between rooms are a bit narrow and some rooms might be a bit shallow like command, central access and back alley... though central access and back alley are supposed to be that way.
Maybe some others who played it can give soem oppinions aswell
EDIT: The one thing that bothers me atm is that you have doorways connecting most of the rooms so the map feels like it's a chain of rooms connected by a little choke point. I did it great from escalators - departures in my opinion
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited February 2015
update changelog 16.2.2015
- made Locker Rooms larger
- made Look-Out larger
- Landing Pad is brighter now
- stability monitoring is slightly bigger
- removed stability monitoring - junction vent
- added Maintenance - Junction vent
- added some cover in the ceiling at the Junction - Stability Monitoring connection
- opened up cooling tank entrances a bit
- changes storage - command entrance
- removed a pillar in departures
- fixed pathing bug in Landing Pad
- added missing occlusion geometry in Cafeteria and Back Alley
EDIT: oh I didn't rename the map on this build because docking2 is advertised as docking2 in the All-Star game (thx for that @tudy )
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited February 2015
update changelog 20.02.2015
- fixed that a part of locker rooms was unpowered all the time
- you can't jump on terminal roof as single marine anymore
- return of the skyfish lerk (the skyfish lerk is the lerk that protects natural extractors... yes the marine RTs)
- added an awkward fence in command to prevent arcing from command to escalators RT (I'm rly rly sorry for that awkward implementation, I will find something smoother after the all star game)
- added conveyors in the ceiling of escalators - central connection to give lerks a higher survivability in there
- you can't look in the ready room and locker rooms anymore when standing on top of the train in ball court
- improved pathing around cafeteria RT
- lowered atmospheric density of some lights in the map (especially cafeteria and look-out)
- fixed the minimap so escalators and plattform are connected again
EDIT: noticed the all star game is next weekend and not tomorrow... confused it with the divisional. I have 1 week time to fix that awkward fence. should be possible to do that
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
update changelog 27.02.2015
right on time for the all star game
- removed that awkward fence in command (yay). replaced it with something better looking.
- improved performance on command a bit
- switched the positions of the broken window and the healthy window in terminal so you can't shoot a possible hive from the roof anymore
- moved the hive in departures a bit further away from the corner
- the lockers in Locker Room are smaller now
known bug I am too lazy to fix now: the pathing in generator to the lower level is broken but only on the slope at the cooling tanks exit. Drifters, ARCs, MACs and cysts need to do a tiny detour to use the slope on maintenance side.
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
update changelog 22.03.2015:
ok this one includes most of the feedback I can remember that came to me after the all star game. Layout wise didn't happen much but a couple of rooms look different now so a bunch of pictures will probably do the job.
here we have the new mnimap first
that strange room between escalators and terminal felt wrong, so I replaced it with a room that looks like it belongs to escalators
ok that one wasn't any feedback but I wanted to do the train area below departures long time ago anyways
cooling tanks was a room that felt like a hallway before. hope that changes now the way it looks like
the flamed maintenance hallway now has ceiling cover to make this room easier for fades and lerks (onos will still have a hard time though)
I was told that the connection from maintenance to junction is too long and narrow. I basically widened it and added some cover + a way to flank through a vent
Storage had a LoS problem and honestly I didn't like that part very much. So a complete overhaul of Storage was necessary for me (inspired by shipping tunnels from @Flaterectomy ns2_caged)
well and at last I was told that Look-Out was too marine OP so I gave aliens something to play with
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
update changelog: 05.04.2015 (happy eastern btw)
- windows in escalators, platform and departures are more easily visible now
- added some cover in storage and landing pad
- fixed an occlusion geometry issue in look-out
- multiple little bug fixes
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited April 2015
update changelog 24.04.2015:
- removed the pathing in that strange platform hallway (so no more gorge tunnels in there)
- removed some ceiling cove in escalators
- splitted up junction into west- and east junction to increase rotation times from maintenance RT to stability RT (yes stealing names from ns2_veil is my thing now)
- changed some lighting here and there
Just some things : (I'll edit as I notice stuff worth giving feedback on)
I'd suggest you scale the table props so they are wider in Bar. Because right now there is not much cover anywhere in this room for aliens (skulks). Just imagine alien crushes in Bar at the start of the game or a skulk resbiting. The LoS and lack of cover make it super easy for marines to hold. Especially if marines start in Cafe.
oh and the minimap looks inaccurate. Look at Storage for example, where the power node is, you don't see the whole internal layout
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
Okay I have found the cause of that bug and will be fixed next build. In case it happens to you next time just reset the game. (no need to reload the map) It happens quite randomly and in 8/10 tries the CC and hive was there
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
edited May 2015
update changelog 23.05.2015:
- that part between Escalators and Central is it's own room now (Conveyor)
- minimap is more accurate now (especially at Storage and Escalators area)
- detailed Access
- Conveyor is a bit more detailed now
- Storage is a bit more detailed now
- moved Storage Powernode
- added a wall to go around in Escalators to increase traveling time
- changed the Platform-Escalators connection
- textured the southern part of East Junction
- the tables in Bar provide a bit more cover now
- Cooling railings provide cover aswell now
- fixed the bug with the disappearing CC/Hive
- other tiny stuff I can't remember now
Comments
- removed ladder from tower
- widened Ball Court - Locker Room connection and added light in there
- removed Locker Room - Bar vent
- added Back Alley - Central Access vent
- moved Locker Room hive further north
- rearranged lockers in Locker Room
- detailed Ball Court a bit
- comeplete Courtyard overhaul
- added trims in Junction (you shouldn't be able to jump in that vent alone anymore)
- moved Ball Court powernode further north
- reduced walking time from Terminal to Storage
- added rain infront of Terminal, Cafeteria and Look-Out windows
- added rain textures in the above mentioned windows
- added skybox props (should obstruct the tunnel)
I guess I will post some screenshots soon
EDIT: ok a bit of geometry decided to disappear in tower so it's unplayable atm. will fix that asap
here you got the overview since the last picture of that is a bit outdated
courtyard now
- changed Ball Court - Locker Room connection
- moved escalators RT away from the catwalk rail
- moved vent entrance in stability monitoring higher
Anyway I didn't update here for a long time for a reason. One reason was the NSL season 5. The other reason was that this update is a bit larger. In fact it is big enough that I did not want to make a changelog for it sow I roughly summarize what is new
- I have completely redone the whole central part of the map
- Departures and Platform has moved closer to the center of the map
- I fused some locations together so the minimap doesn't look so flooded with names and powernodes
- some other small stuff like adding some vents and making the entrances more visible (I hope)
Since the biggest changes are the layout and the new rooms I've build (and replaced them with older ones) I will give you the pictures of those
the new layout
Command
Central
Junction
I hope the new layout doesn't end up too marine friendly since it is quite easy to reach both natural Alien RTs if the spawn is Generator.
Well some playtests will figure that out for me
Nop, Docking2 is fine. For now...
We have a winner!
so here is the first maptest of this map version if anyone of you is interested
The main issue is finding a new appropriate name. That is for a later time.
Aliens started Gen, marines Cafe, got stomped the whole game by marines going Stab through Central. I hit that fucking window in departures again as lerk xD but I know you fixed that already.
Fighting in the corridors around Stab was a real pain. They are kind of narrow atm. Overall the scale of the map, its rooms, props, layout feels a bit off. I don't know, it felt narrow, small.
Overall connectivity seems fine to me, but maybe work on these connections, with wider corridors, with higher ceilings, to avoid the Eclipse syndrome. I'd suggest opening Departures a bit more too. I don't know, I still haven't figured out what exactly bothers me with some parts of docking 2.
When you talk about corridors around stab, do you mean the one leading to the center, the one leading to gen or the one leading to dep?
I actually did alot so it does not feel narrow anymore. Some connections between rooms are a bit narrow and some rooms might be a bit shallow like command, central access and back alley... though central access and back alley are supposed to be that way.
Maybe some others who played it can give soem oppinions aswell
EDIT: The one thing that bothers me atm is that you have doorways connecting most of the rooms so the map feels like it's a chain of rooms connected by a little choke point. I did it great from escalators - departures in my opinion
- made Locker Rooms larger
- made Look-Out larger
- Landing Pad is brighter now
- stability monitoring is slightly bigger
- removed stability monitoring - junction vent
- added Maintenance - Junction vent
- added some cover in the ceiling at the Junction - Stability Monitoring connection
- opened up cooling tank entrances a bit
- changes storage - command entrance
- removed a pillar in departures
- fixed pathing bug in Landing Pad
- added missing occlusion geometry in Cafeteria and Back Alley
EDIT: oh I didn't rename the map on this build because docking2 is advertised as docking2 in the All-Star game (thx for that @tudy )
- fixed that a part of locker rooms was unpowered all the time
- you can't jump on terminal roof as single marine anymore
- return of the skyfish lerk (the skyfish lerk is the lerk that protects natural extractors... yes the marine RTs)
- added an awkward fence in command to prevent arcing from command to escalators RT (I'm rly rly sorry for that awkward implementation, I will find something smoother after the all star game)
- added conveyors in the ceiling of escalators - central connection to give lerks a higher survivability in there
- you can't look in the ready room and locker rooms anymore when standing on top of the train in ball court
- improved pathing around cafeteria RT
- lowered atmospheric density of some lights in the map (especially cafeteria and look-out)
- fixed the minimap so escalators and plattform are connected again
EDIT: noticed the all star game is next weekend and not tomorrow... confused it with the divisional. I have 1 week time to fix that awkward fence. should be possible to do that
right on time for the all star game
- removed that awkward fence in command (yay). replaced it with something better looking.
- improved performance on command a bit
- switched the positions of the broken window and the healthy window in terminal so you can't shoot a possible hive from the roof anymore
- moved the hive in departures a bit further away from the corner
- the lockers in Locker Room are smaller now
known bug I am too lazy to fix now: the pathing in generator to the lower level is broken but only on the slope at the cooling tanks exit. Drifters, ARCs, MACs and cysts need to do a tiny detour to use the slope on maintenance side.
ok this one includes most of the feedback I can remember that came to me after the all star game. Layout wise didn't happen much but a couple of rooms look different now so a bunch of pictures will probably do the job.
here we have the new mnimap first
that strange room between escalators and terminal felt wrong, so I replaced it with a room that looks like it belongs to escalators
ok that one wasn't any feedback but I wanted to do the train area below departures long time ago anyways
cooling tanks was a room that felt like a hallway before. hope that changes now the way it looks like
the flamed maintenance hallway now has ceiling cover to make this room easier for fades and lerks (onos will still have a hard time though)
I was told that the connection from maintenance to junction is too long and narrow. I basically widened it and added some cover + a way to flank through a vent
Storage had a LoS problem and honestly I didn't like that part very much. So a complete overhaul of Storage was necessary for me (inspired by shipping tunnels from @Flaterectomy ns2_caged)
well and at last I was told that Look-Out was too marine OP so I gave aliens something to play with
- windows in escalators, platform and departures are more easily visible now
- added some cover in storage and landing pad
- fixed an occlusion geometry issue in look-out
- multiple little bug fixes
- removed the pathing in that strange platform hallway (so no more gorge tunnels in there)
- removed some ceiling cove in escalators
- splitted up junction into west- and east junction to increase rotation times from maintenance RT to stability RT (yes stealing names from ns2_veil is my thing now)
- changed some lighting here and there
this is the new part of east junction
I'd suggest you scale the table props so they are wider in Bar. Because right now there is not much cover anywhere in this room for aliens (skulks). Just imagine alien crushes in Bar at the start of the game or a skulk resbiting. The LoS and lack of cover make it super easy for marines to hold. Especially if marines start in Cafe.
oh and the minimap looks inaccurate. Look at Storage for example, where the power node is, you don't see the whole internal layout
- that part between Escalators and Central is it's own room now (Conveyor)
- minimap is more accurate now (especially at Storage and Escalators area)
- detailed Access
- Conveyor is a bit more detailed now
- Storage is a bit more detailed now
- moved Storage Powernode
- added a wall to go around in Escalators to increase traveling time
- changed the Platform-Escalators connection
- textured the southern part of East Junction
- the tables in Bar provide a bit more cover now
- Cooling railings provide cover aswell now
- fixed the bug with the disappearing CC/Hive
- other tiny stuff I can't remember now