[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
edited April 2012
<!--quoteo(post=1922756:date=Apr 7 2012, 07:33 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 7 2012, 07:33 AM) <a href="index.php?act=findpost&pid=1922756"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We played a scrim on it yesterday, first game out :
The map looks really good and there is a lot of funny geometry, I'm not sure about the gameplay, it's maybe a bit big for 6v6, I would like to try it on a public server with more people.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello, First of all is just great to see that video!
Say It's too big for 6v6? It is almost the same size as summit and almost the same layout, is not very big, maybe you need more playing time and learn each part of the map to know how to get faster from one place to another.
<!--quoteo(post=1922810:date=Apr 7 2012, 12:27 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 7 2012, 12:27 PM) <a href="index.php?act=findpost&pid=1922810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your map deserves to be getting a lot more attention and playtime than it is Alex! It's incredibly detailed with a lot of potential for some sneaky tactics to be developed upon it. None of your rooms feel bland and unlively, and the ceilings are never just a simple plane.
As Yuuki has said though, it might require larger teams for competitive play but it's a bit difficult to judge with our currently limited experience on it. The one suggestion I do have is to try and make the lighting a little more cohesive, a good example of what I'm referring to is simply looking at the thumbnail for my video above and how radically disparate the lighting colours are throughout.
Keep up the great work!<!--QuoteEnd--></div><!--QuoteEEnd-->
It's almost what I said before (if I understood well with my limited english) need more playing time to get to know the map and its real size. With regard to lighting, I have seen that it is true some places do not match well with others in terms of lighting, is a matter of defining a color that makes the map has its own identity as well as the reigning orange eclipse / veil but I played against the cast of some places illuminated from the outside with that background ... maybe change the background and the predominant color of it?
I want some opinions ...
Anyway I think is a very playable map, as well as official maps, do not really know why it is not as popular as other maps.
I expect impatiently the next build to get back to work in my small and humble little map, I find it very difficult to do something with the editor as it is now.
<!--quoteo(post=1923187:date=Apr 8 2012, 01:56 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 8 2012, 01:56 PM) <a href="index.php?act=findpost&pid=1923187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some server should add it, it's too bad there is some almost finished map like this that are not played at all because of the lack of map download. Maybe an event, like a triad week-end or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Triad week-end! I love how sounds that! Thank you! Ahahaha! :)
Edit:
<!--quoteo(post=1923237:date=Apr 8 2012, 04:25 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 8 2012, 04:25 PM) <a href="index.php?act=findpost&pid=1923237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->have the devs ever mentioned when map download will be coming?
holy ###### this map is awesome!
Edit2: there are a lot of places where if you are a marine or a gorge and you go into them you can't get out, is that intentional? also regarding the fixed/random spawn points, is it technically possible to make it so the only spawn points are in the north/south/east/west and make them opposite eachother? so that the only combinations are north+south and east+west, any others make the teams too close to eachother, and this still provides randomness.<!--QuoteEnd--></div><!--QuoteEEnd-->
If the Marine or the gorge can not find a ladder out is because it is intentionally not getting into that place! I tried the mod mentioned Arkanti and if every time i restarted the round teams were crusaders, I guess it's a random way that leaves 4 extrategias to follow in each game,but at the start of the game you know exactly the other team is ... I do not see that happening summit guess the mod is notl in the servers ... Thanks for the "this map is awesome!" :)
Many thanks again for your support! And I hope that my map is played more often ... It is the dream of every amateur mapper!
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
edited April 2012
I think the problem with layouts like this is the distance between strategic points and their "symmetry". Aliens will generally move faster than marines, which results in marines running around trying to save rez points while alien destroy them and move to the next one, making it really hard for marines to hold ground. Especially with short-cut vents. Vents should be more considered as parallel routes.
The layout is also very linear. TP > RT > TP > RT. Which makes it hard for the team to do anything more than follow the path.
Some of your routes also curve around making them longer than what they seem.
At this point I would not change the layout which is good, but I would add many alternative/connecting routes, basically following where you have already put some shortcut vents. This will give players much more freedom of movement. Allow them to respond to attacks, and flank the enemy. It will also allow players to organize attacks on specific points without moving through the main path, and therefore give more strategic value to actions. Whereas, with a linear layout, you pretty much know exactly where your enemy is and where he is going to come through.
The more choices you give to the players, the more fun they have, otherwise the experience can feel very generic to them. Creating a map which gives the player freedom of choice is difficult but very rewarding.
The mapper must not try to stage the game experience, but to give a stage for players to create their experience. :D
Something that I love about turtle, is I don't feel I have the advantage even if I am its mapper. When I play on it, I feel just as any other player and am often outsmarted by better players than me. I know the paths but I have no idea where they are going to come from. And even knowing the shortest routes under the heat of the battle I find myself going a 'long' way and realizing only after it would of been quicker another way. After a while even turtle feels generic, so finding that ultimate layout is an ever-ending challenge. The game is also very linear in itself, to win you basically have to get all the tech, especially if the teams are balanced and it ends in a mega whip rush or mega arc train. In those situations the ground player can feel very outnumbered as AI units outnumber the players. A limit to AI units, maybe dependent on player count could avoid such situations and make AI units much more valuable if THE arc was as powerful as an arc train. But that is a different story...
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Here are some more public gameplay videos on Triad: Game 1: <a href="http://youtu.be/lquGjf4Jcj4" target="_blank">http://youtu.be/lquGjf4Jcj4</a> Game 2: <a href="http://youtu.be/b-M2DhLxQL8" target="_blank">http://youtu.be/b-M2DhLxQL8</a>
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
edited May 2012
Ok ... New version of my map ns2_triad_beta2 I followed the advice of Evil_bOb1 (in part) and create a corridor for the techpoint further north to were not so disconnected from the rest of the map a short cut so to speak, I see no need yet another shortcut and the Marines have the advantage of the PG that transports them everywhere if they walk away to where the orders you comander.
Other small changes in lighting and aesthetics, I really hope you can prove in any server with many people.
I hope you understand what I write, I am using the google translator, I speak English a lot and read but not write!
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1934326:date=May 7 2012, 10:43 PM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ May 7 2012, 10:43 PM) <a href="index.php?act=findpost&pid=1934326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> Ok ... New version of my map ns2_triad_beta2 I followed the advice of Evil_bOb1 (in part) and create a corridor for the techpoint further north to were not so disconnected from the rest of the map a short cut so to speak, I see no need yet another shortcut and the Marines have the advantage of the PG that transports them everywhere if they walk away to where the orders you comander.
Other small changes in lighting and aesthetics, I really hope you can prove in any server with many people.
I hope you understand what I write, I am using the google translator, I speak English a lot and read but not write!
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Major bug: No eggs spawn for alien hive at the Maint tech node. IIRC, it has something with props on the ceiling, so I'd start removing them till it works correctly (don't ask why it does, no clue).
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
edited October 2012
Update:
Renamed Ns2_triad_beta3 to ns2_triad. It makes no sense to be "beta". The map is finished, every bug or arrangement, modification will update in the worshop.
Fixed stuck in ready room. Improvements ambient sounds (some very high)
I like this map a lot. Ran around a few times and there are moments as a Marine I think "I am NOT going there", however should there be pitch black spots in the middle of hallways?
It was a hallway that was unnamed, I cannot remember the area. I'll run around again tonight and double check.
<!--quoteo(post=1995908:date=Oct 23 2012, 07:33 PM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Oct 23 2012, 07:33 PM) <a href="index.php?act=findpost&pid=1995908"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> Update: Renamed Ns2_triad_beta3 to ns2_triad. It makes no sense to be "beta". The map is finished, every bug or arrangement, modification will update in the worshop.
Fixed stuck in ready room. Improvements ambient sounds (some very high)<!--QuoteEnd--></div><!--QuoteEEnd--> I know this is an older post but can you upload b3 to the duplex gaming site?
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited February 2013
This map was played in the custom map cup, and if you can get a few issues get fixed before the 1st of March, triad could potentially be in the season 2 map pool.
1) Currently you can shoot Central Communication hive from Dome area, you need something to block that long line of sight so the hive can't be shot from out there.
2) Central Communication and Ventilation hives can be sieged from Respository, you will need to rework the Respository area to fix this.
3) Move/add cover to Ventilation/Glass Dome/Server maintenance harvester locations. They have problems with being sniped from afar.
In case of ventilation, the biggest issue is the harvester being sniped by marines coming from Glass Dome area. A fix could be to move the res node location to the far east part of the room when looking at the map(forcing the marines to go inside the room/closer to the harvester).
In case of Glass Dome, the resource tower is simply too exposed and the area is very large, add some boxes near the resource point so marines have to go closer to kill the harvester.
In case of Server maintenance, the harvester can be sniped from Generator area very easily(long wide corridor), or from the vent, which you can crawl into from Dome area as a marine. Make the vent exit in Dome a bit higher, and add cover to the res node from the Generator hallway.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
You might also find other stuff to change in this thread. Some people are talking about power bugs, I haven't experienced them myself, but should be rather easy to find any places, it's basicly just putting cheats and autobuild on your local server and spamming armories all over the map :P http://www.ensl.org/topics/637?page=1#post_9184
[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
Quote "Whiii"
ns2_triad.. where do I start. The corridors are narrow, too narrow in my opinion. Ceiling is very low in allmost everywhere in the map, I don't like the map at all. Actually, now that I think about it, I hate it with all my heart. I'm getting claustrobhopic seizures even writing this post thinking about that map.
This map should be abandoned by humanity and spend the time not working on it to find a way to setup a community in mars for example.
This is unnecessary ... Where is the constructive criticism?
Actually by comments like these make me want to not to touch the sparks editor anymore.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Don't let comments like that get you down. There'll always be people who dislike your work, and some of those will be vocally hostile about it. You just gotta disregard the hurtful part of the comment, and see if there's anything there that explains their poorly phrased frustrations, and then objectively judge whether it has merit. The guy seems to be upset with narrow hallways and low ceilings, and that's the only information you need to get from his rant.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
Ignoring such comments would prove bad, such as stopping to map because of such comments. Nobody holds the truth, yet the truth is somewhere spread among us all. If you can perceive the middle way, of your own ideas and those of all others, maybe you can start to perceive the truth.
The goal of the creator is not to create, creating is a means to understand truths that we can't yet perceive as individuals. The object of creation is often a teacher. It tells us where we stand, and in which direction is the truth, when others speak of it.
Extreme comments about your work can only be as extreme as your work itself. As an opinion which stands directly opposite yours. If this can be, then the truth is somewhere in the middle. The more blunt the comment, the more honest that other person is with his own feelings.
Seize the opportunity of such comments to understand something deeper. Something you could never of realized on your own.
Evil bob you wise old bastard... that is a truly wonderful perspective. Obviously a wiser man than me, because I would probably just say whii is a rude little boy and you shouldn't give people like that the time of day.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
With hindsight, I have had to admit that such comments on my own work were in fact very true, once I had understood the truth that linked my thought with those words.
Being a side of the coin is easy, perceiving the coin in its integrity is the difficulty. When you create something, with the intention of it being used by others, it shouldn't just make sense to you, it needs to make sense to everybody. Ns2 maps have so many variables and necessary conditions that it makes it very difficult to find the sweet spot. Comments like these are invaluable information especially as there really isn't a rule to what makes ns2 maps work. Its a combination of many little things, which each mapper has the opportunity to understand in his own way.
Its not easy, but definitely a wonderful way to lose your soul.
Basically, you need to look past the negativity of the posts and try to find out why it was posted and how to address it, if possible, and if there's real things to improve (ie. if the post is really pointing out things to improve).
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
Well, I have also learned to be careful in the advice I give, and it is best not to give solutions. The holistic views we have as individuals are very different. And the solutions we come up with make sense from our own point of view. In Alex's case, someone says corridors are too narrow. The simple thought to resolve this is to widen up the corridors. But, this might not be the simplest and most effective move to make. Alex has a holistic view of triad that none of us will. Our advice and solutions can only be partial to that. In the end of the day, only Alex can understand what the problem is. And it might not be the fact that corridors are too narrow, but that something at one point gives that person that feeling. There could be a simple effective solution, perfect for triad, but only Alex can figure it out. Our insights can only be partial and localized.
I am self taught the hard way, and so I kind of expect that from others. My silence makes you richer in the long run
In time I will make my statement of what I think an NS2 map can be, but I won't do it in words. It will be told in the update I am doing for turtle. And in the same time, I know it won't be perfect. But the state it is in will allow me to carry on forward, and allow other people to meditate in their own voice. Learn through my actions settled in silence, in the same way I learn by looking and listening. It is in my opinion, the best way to learn and to teach. Rather than telling people what they must do and what they mustn't. Let people be their own judge as to what they do or don't from their own observations and understandings. There is a reason why we are individuals and not one blob of a being.
As a teacher once told me, follow the laws and break the rules. We know many rules for NS2 maps but the law of NS2 is yet to be discovered. That said, to say there is nothing to say, only things to listen to.
Comments
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/_elydWsdixo"></param><embed src="http://www.youtube.com/v/_elydWsdixo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
The map looks really good and there is a lot of funny geometry, I'm not sure about the gameplay, it's maybe a bit big for 6v6, I would like to try it on a public server with more people.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello, First of all is just great to see that video!
Say It's too big for 6v6? It is almost the same size as summit and almost the same layout, is not very big, maybe you need more playing time and learn each part of the map to know how to get faster from one place to another.
<!--quoteo(post=1922810:date=Apr 7 2012, 12:27 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 7 2012, 12:27 PM) <a href="index.php?act=findpost&pid=1922810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your map deserves to be getting a lot more attention and playtime than it is Alex! It's incredibly detailed with a lot of potential for some sneaky tactics to be developed upon it. None of your rooms feel bland and unlively, and the ceilings are never just a simple plane.
As Yuuki has said though, it might require larger teams for competitive play but it's a bit difficult to judge with our currently limited experience on it. The one suggestion I do have is to try and make the lighting a little more cohesive, a good example of what I'm referring to is simply looking at the thumbnail for my video above and how radically disparate the lighting colours are throughout.
Keep up the great work!<!--QuoteEnd--></div><!--QuoteEEnd-->
It's almost what I said before (if I understood well with my limited english) need more playing time to get to know the map and its real size.
With regard to lighting, I have seen that it is true some places do not match well with others in terms of lighting, is a matter of defining a color that makes the map has its own identity as well as the reigning orange eclipse / veil but I played against the cast of some places illuminated from the outside with that background ... maybe change the background and the predominant color of it?
I want some opinions ...
Anyway I think is a very playable map, as well as official maps, do not really know why it is not as popular as other maps.
I expect impatiently the next build to get back to work in my small and humble little map, I find it very difficult to do something with the editor as it is now.
<!--quoteo(post=1923187:date=Apr 8 2012, 01:56 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 8 2012, 01:56 PM) <a href="index.php?act=findpost&pid=1923187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some server should add it, it's too bad there is some almost finished map like this that are not played at all because of the lack of map download. Maybe an event, like a triad week-end or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Triad week-end!
I love how sounds that! Thank you! Ahahaha! :)
Edit:
<!--quoteo(post=1923237:date=Apr 8 2012, 04:25 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 8 2012, 04:25 PM) <a href="index.php?act=findpost&pid=1923237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->have the devs ever mentioned when map download will be coming?
holy ###### this map is awesome!
Edit2: there are a lot of places where if you are a marine or a gorge and you go into them you can't get out, is that intentional? also regarding the fixed/random spawn points, is it technically possible to make it so the only spawn points are in the north/south/east/west and make them opposite eachother? so that the only combinations are north+south and east+west, any others make the teams too close to eachother, and this still provides randomness.<!--QuoteEnd--></div><!--QuoteEEnd-->
If the Marine or the gorge can not find a ladder out is because it is intentionally not getting into that place!
I tried the mod mentioned Arkanti and if every time i restarted the round teams were crusaders, I guess it's a random way that leaves 4 extrategias to follow in each game,but at the start of the game you know exactly the other team is ... I do not see that happening summit guess the mod is notl in the servers ...
Thanks for the "this map is awesome!" :)
Many thanks again for your support! And I hope that my map is played more often ... It is the dream of every amateur mapper!
Greetings!
The layout is also very linear. TP > RT > TP > RT. Which makes it hard for the team to do anything more than follow the path.
Some of your routes also curve around making them longer than what they seem.
At this point I would not change the layout which is good, but I would add many alternative/connecting routes, basically following where you have already put some shortcut vents. This will give players much more freedom of movement. Allow them to respond to attacks, and flank the enemy. It will also allow players to organize attacks on specific points without moving through the main path, and therefore give more strategic value to actions. Whereas, with a linear layout, you pretty much know exactly where your enemy is and where he is going to come through.
The more choices you give to the players, the more fun they have, otherwise the experience can feel very generic to them. Creating a map which gives the player freedom of choice is difficult but very rewarding.
The mapper must not try to stage the game experience, but to give a stage for players to create their experience. :D
<img src="http://dl.dropbox.com/u/42877240/ns2_triad_beta1.jpg" border="0" class="linked-image" />
/edit
Something that I love about turtle, is I don't feel I have the advantage even if I am its mapper. When I play on it, I feel just as any other player and am often outsmarted by better players than me. I know the paths but I have no idea where they are going to come from. And even knowing the shortest routes under the heat of the battle I find myself going a 'long' way and realizing only after it would of been quicker another way. After a while even turtle feels generic, so finding that ultimate layout is an ever-ending challenge. The game is also very linear in itself, to win you basically have to get all the tech, especially if the teams are balanced and it ends in a mega whip rush or mega arc train. In those situations the ground player can feel very outnumbered as AI units outnumber the players. A limit to AI units, maybe dependent on player count could avoid such situations and make AI units much more valuable if THE arc was as powerful as an arc train. But that is a different story...
Game 1: <a href="http://youtu.be/lquGjf4Jcj4" target="_blank">http://youtu.be/lquGjf4Jcj4</a>
Game 2: <a href="http://youtu.be/b-M2DhLxQL8" target="_blank">http://youtu.be/b-M2DhLxQL8</a>
I followed the advice of Evil_bOb1 (in part) and create a corridor for the techpoint further north to were not so disconnected from the rest of the map a short cut so to speak, I see no need yet another shortcut and the Marines have the advantage of the PG that transports them everywhere if they walk away to where the orders you comander.
Other small changes in lighting and aesthetics, I really hope you can prove in any server with many people.
I hope you understand what I write, I am using the google translator, I speak English a lot and read but not write!
<img src="http://img822.imageshack.us/img822/6773/2012050700001y.jpg" border="0" class="linked-image" />
<a href="http://www.duplexgaming.co.uk/downloads/maps/2/ns2_triad/" target="_blank">ns2_triad_beta2</a>
Ok ... New version of my map ns2_triad_beta2
I followed the advice of Evil_bOb1 (in part) and create a corridor for the techpoint further north to were not so disconnected from the rest of the map a short cut so to speak, I see no need yet another shortcut and the Marines have the advantage of the PG that transports them everywhere if they walk away to where the orders you comander.
Other small changes in lighting and aesthetics, I really hope you can prove in any server with many people.
I hope you understand what I write, I am using the google translator, I speak English a lot and read but not write!
<img src="http://img822.imageshack.us/img822/6773/2012050700001y.jpg" border="0" class="linked-image" />
<a href="http://www.duplexgaming.co.uk/downloads/maps/2/ns2_triad/" target="_blank">ns2_triad_beta2</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Congrats, I'll be checking this one out for sure.
I want to report 1 issue:
You get stucked in the readyroom wich is really annoying.
Keep up the good work.
Need to get some games on this. :D
Renamed Ns2_triad_beta3 to ns2_triad. It makes no sense to be "beta". The map is finished, every bug or arrangement, modification will update in the worshop.
Fixed stuck in ready room.
Improvements ambient sounds (some very high)
Update Already in workshop
It was a hallway that was unnamed, I cannot remember the area. I'll run around again tonight and double check.
Up |n Smoke - UiS
74.91.117.104:27015
Update:
Renamed Ns2_triad_beta3 to ns2_triad. It makes no sense to be "beta". The map is finished, every bug or arrangement, modification will update in the worshop.
Fixed stuck in ready room.
Improvements ambient sounds (some very high)<!--QuoteEnd--></div><!--QuoteEEnd-->
I know this is an older post but can you upload b3 to the duplex gaming site?
Fixed problems with drifters in Center Comunication.
Vent aded in E7.
other small improvements ...
I do not know if it works with the latest build 239
1) Currently you can shoot Central Communication hive from Dome area, you need something to block that long line of sight so the hive can't be shot from out there.
2) Central Communication and Ventilation hives can be sieged from Respository, you will need to rework the Respository area to fix this.
3) Move/add cover to Ventilation/Glass Dome/Server maintenance harvester locations. They have problems with being sniped from afar.
In case of ventilation, the biggest issue is the harvester being sniped by marines coming from Glass Dome area. A fix could be to move the res node location to the far east part of the room when looking at the map(forcing the marines to go inside the room/closer to the harvester).
In case of Glass Dome, the resource tower is simply too exposed and the area is very large, add some boxes near the resource point so marines have to go closer to kill the harvester.
In case of Server maintenance, the harvester can be sniped from Generator area very easily(long wide corridor), or from the vent, which you can crawl into from Dome area as a marine. Make the vent exit in Dome a bit higher, and add cover to the res node from the Generator hallway.
Thank you!
http://www.ensl.org/topics/637?page=1#post_9184
This is unnecessary ... Where is the constructive criticism?
Actually by comments like these make me want to not to touch the sparks editor anymore.
Sad...
While it is sad, when you put something out there creatively you have to be willing to ignore the haters.
"Those who mind don't matter, and those who matter don't mind."
The goal of the creator is not to create, creating is a means to understand truths that we can't yet perceive as individuals. The object of creation is often a teacher. It tells us where we stand, and in which direction is the truth, when others speak of it.
Extreme comments about your work can only be as extreme as your work itself. As an opinion which stands directly opposite yours. If this can be, then the truth is somewhere in the middle. The more blunt the comment, the more honest that other person is with his own feelings.
Seize the opportunity of such comments to understand something deeper. Something you could never of realized on your own.
Being a side of the coin is easy, perceiving the coin in its integrity is the difficulty. When you create something, with the intention of it being used by others, it shouldn't just make sense to you, it needs to make sense to everybody. Ns2 maps have so many variables and necessary conditions that it makes it very difficult to find the sweet spot. Comments like these are invaluable information especially as there really isn't a rule to what makes ns2 maps work. Its a combination of many little things, which each mapper has the opportunity to understand in his own way.
Its not easy, but definitely a wonderful way to lose your soul.
I am self taught the hard way, and so I kind of expect that from others. My silence makes you richer in the long run
In time I will make my statement of what I think an NS2 map can be, but I won't do it in words. It will be told in the update I am doing for turtle. And in the same time, I know it won't be perfect. But the state it is in will allow me to carry on forward, and allow other people to meditate in their own voice. Learn through my actions settled in silence, in the same way I learn by looking and listening. It is in my opinion, the best way to learn and to teach. Rather than telling people what they must do and what they mustn't. Let people be their own judge as to what they do or don't from their own observations and understandings. There is a reason why we are individuals and not one blob of a being.
As a teacher once told me, follow the laws and break the rules. We know many rules for NS2 maps but the law of NS2 is yet to be discovered. That said, to say there is nothing to say, only things to listen to.