ns2_descent

2

Comments

  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You didn't comment anything about the unbalanced tech point placement and the tram station tech point placement. Do you have an opinion about it?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, Im kinda on the wall about tram station. The one pretty full game I have played, we controlled tram, and the marines had a hell of a time trying to take it down. You cannot siege from the upper area nor can you grenade it(grenades will hit the hive, but not directly, only splash will hit the hive, which is not effective enough to be a threat), but you can shoot the hive, but by doing so you are completely open to skulks running up the wall and biting your face off, or going up the stairs and ganking from behind. Second there are the 3 vents above that lerks could snipe from, or if theres a base set up, gorges can bile bomb. the only change I have really been thinking of making there was to close off the big tram door exit, and make the exit come from the west side of the room. But I would like to hear opinions about why the solutions I just gave dont resolve the issues, maybe then I can look at making changes.

    As far as excavation goes, I have already made it so marines wont be able to shoot the hive from the grating above it, and the grating in the far side of the room will be the same thing, so all battles will be within the hive(but the hive will be siegable from the room still, unless you guys think thats unbalanced, but I have made it so this is the only hive that can be sieged from an outside position, because it needs at least one). I expanded the center rock column closer to the hive location to provide some more cover, and I have some additional changes im planning on making as well.

    186 should be out by the time of my next alpha, but im working on resolving as many of the issues as I can think of, without modifying the layout.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1) The map look really white, like the fog is super dense, is it intentional ? Can you tune the fog ?

    2) I'm a bit tired of the dark areas, it's a bit dull, I really liked the bright part with a lot of light (research I guess), it makes a great contrast with the rest. But I would like to have a bit more of lighter areas like that (command and tram station maybe).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fog color can be changed, Im not sure if you can change the behavior of it, I can look into that, but the reason you probably notice it is because the map is bigger, and the further you can see into the map, the thicker it gets.

    I put the dark areas in on purpose, because marines have a flashlight. Skulks were always intended to use dark areas to hide their location, but the NS1 engine could not do that idea any justice, Im hoping that with this engine skulks can take full advantage of the darkness. Some of the areas around marine start may get a little bit more light, I still have alot of adjustments to make to the visuals of the map.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    Don't change the layout or style of the map, that is great! Awesome atmosphere.
    However, what you need to do, is shorten <b>all</b> of your corridors. It takes too long to go anywhere, and it is hard for marines to end the game.
    I helped test it in a pcw.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So we are left with one conclusion: competitive play in NS2 will NOT be balanced at 6v6, and should probably be expanded to 7v7 or 8v8.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Competetive NS2 will be played 6v6, a bigger map is not going to change that. That map just won't be played.

    On a sidenote: I feel that jetpacks are fine for summit(tested PT Mod), pipe junction just need to have a liiiittle more space :P
    Although it is already possible to use jetpacks at the DC side, they are just not as effective as on heliport side.
    But guess thats just because summit needs some work. :)

    Hope you can use the thoughts!

    Edit: a quickfix for the fog: r_atmospherics false
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Competetive NS2 will be played 6v6, a bigger map is not going to change that. That map just won't be played.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What is with you competitive players and your paradigms. Break out of the box... NS2 is a new game, give it new life, you dont have to confine yourself to an ideal just because youve always done it that way. We already know the next 2 maps will probably similarly sized to my map, and we also know that 5 tech points will probably be the smallest maps, and there will probably be maps with more tech points, which means they will be larger. I spose you guys can stick to your guns, but youll be the ones missing out on all the fantastic larger maps.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Don't forget to check map annotations (I see quite a number of them)!
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    i saw this the first time, very nice design!
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Could someone fill me in on map annotations? I remember reading something about them, but how do they work?
  • basti1337basti1337 Join Date: 2011-05-13 Member: 98538Members
    edited September 2011
    --> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112530" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112530</a>

    Here is a rss feed of map annotations on your map:
    <a href="http://unknownworldsstats.appspot.com/statlocationdata?map=ns2_descent_alpha01&output=rss" target="_blank">http://unknownworldsstats.appspot.com/stat...&output=rss</a>

    Someone also created a webapp:
    <a href="http://devin-afshin.com/ns2_annotations.aspx" target="_blank">http://devin-afshin.com/ns2_annotations.aspx</a>
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    You can also read the annotations in game by enabling them in the console, in game ("displayannotations true").
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited September 2011
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    played on it some today and first off have to say i love it! love the multiple layers... the vents and the lighting. A couple of questions/comments/
    are the vents going to get the outer textures like in tram and summit? also some of the textures between lab access surface access don't seem to blend too well. It just goes from gray paneling on the side to suddenly white. Looks a little too well... unblended? Not sure of a good word for it. Last i'm not sure if this has to do with ns2 or the map but comming is pretty hard (at least on the marine side) with building placement. Especially in tram station and the west side of the map above maintenance, even more so in the immediate area between maintenance and fissure. like i said not sure if this is ns2 or your map but over all love this so much! thanks for the great map.

    just a few of my first impressions.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited September 2011
    Map is looking great.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->played on it some today and first off have to say i love it! love the multiple layers... the vents and the lighting. A couple of questions/comments/
    are the vents going to get the outer textures like in tram and summit? also some of the textures between lab access surface access don't seem to blend too well. It just goes from gray paneling on the side to suddenly white. Looks a little too well... unblended? Not sure of a good word for it. Last i'm not sure if this has to do with ns2 or the map but comming is pretty hard (at least on the marine side) with building placement. Especially in tram station and the west side of the map above maintenance, even more so in the immediate area between maintenance and fissure. like i said not sure if this is ns2 or your map but over all love this so much! thanks for the great map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Im still debating how I will do vents, some will be different, but in general, they are supposed to be air ducts, and well, air ducts are flat simple metal shafts, and I would like to keep that aspect realistic. Some will be changed though, I'm not keen on repetition. Also, that texture will probably not stay, I just wanted something that looked like air ducts for this version of the alpha.

    The transition from pipeline to research was not executed well in this version, but will definitely get some lovin' later on. I just kinda hit a bad spot because I intended to have the room before lab access a small closed off section of the tram tunnel, and then youre at research. And at least on the fly I had no great ideas to try and transition. I have some new ideas and I will be adding ALOT more to the visual feel of the map when i get into the beta (which I will consider it beta when I can improve the balance a bit in the next couple of patches)

    Could you be more specific about the problems you are having with building? It could just be the engine, but it could also be something I can fix, so any details will help me improve it. I havent had a good chance to test building in all areas, and so far this is the first complaint Ive heard about building. There are numerous problems with mac/drifter pathing though, and in general i was able to build cysts the whole way across the map without any major issues, so just give me some details and Ill look into it.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Version alpha02 is now live!

    <a href="http://dl.dropbox.com/u/43181294/ns2_descent_alpha02.zip" target="_blank">http://dl.dropbox.com/u/43181294/ns2_descent_alpha02.zip</a>

    I edited my first post with the changelog and the link as well.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    I'm really liking the lighting and visual changes around alien start!
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1877639:date=Oct 1 2011, 02:06 AM:name=Jonacrab)--><div class='quotetop'>QUOTE (Jonacrab @ Oct 1 2011, 02:06 AM) <a href="index.php?act=findpost&pid=1877639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Version alpha02 is now live!

    <a href="http://dl.dropbox.com/u/43181294/ns2_descent_alpha02.zip" target="_blank">http://dl.dropbox.com/u/43181294/ns2_descent_alpha02.zip</a>

    I edited my first post with the changelog and the link as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Congrats! Can't wait to play some rounds
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    156 and Inversion played a scrim on this map over the weekend. It played quite well. One issue I see is that the techpoints are very hard for marines to hold. Having weldable vents like NS1 would help immensely, but obviously that's not something that's available to mappers yet. It makes relocation on this map a very poor option for marines as there are so many vents at the techpoints. Also, there are no areas outside of techpoints that have power by default (unlike tram and summit), which hampers marines even more. And lastly, it's quite dark in most areas, giving the advantage to aliens. While we did see an marine victory playing it, the map currently highly favors aliens.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited October 2011
    <!--quoteo(post=1877905:date=Oct 3 2011, 11:42 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Oct 3 2011, 11:42 AM) <a href="index.php?act=findpost&pid=1877905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->156 and Inversion played a scrim on this map over the weekend. It played quite well. One issue I see is that the techpoints are very hard for marines to hold. Having weldable vents like NS1 would help immensely, but obviously that's not something that's available to mappers yet. It makes relocation on this map a very poor option for marines as there are so many vents at the techpoints. Also, there are no areas outside of techpoints that have power by default (unlike tram and summit), which hampers marines even more. And lastly, it's quite dark in most areas, giving the advantage to aliens. While we did see an marine victory playing it, the map currently highly favors aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I am going to have to disagree regarding the weldable vents. I have yet to see a team utilize MACs is organized play and dont see it being a whole lot useful in public play with turrets being utilized the way they are now. I do however agree that some of the tech points have an excessive amount of vents resulting in the kharaa having more vent usage than normal. I also agree that in some parts of the map it is a bit to dark, especially in water treatment (I believe thats the map location outside of power core). I am not entirely sure why, but it appears that kharaa focus on getting power core as its very hard to obtain once a team takes control of it. I spoke with jona on some suggested improvements for the map that is being considered in future alpha versions.

    Another suggestion would be to spin Marine Start 180° so that the tech point is the southern most point of the map. Now when you spawn with your back to the CC, right is left and left is right which is the opposite of any NS2 map I've played to date. The map is on its way to being an amazing alternative to summit and I applaude your work Jona, especially the fact that this is your first map attempt ever. Great work and I look forward to testing out future builds!
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    What part do you not agree with? I don't understand. With so many vents, it would help a lot if you could weld them. For example, in tram operations (or whatever that techpoint is called on the right side of the map), there are 3 vents overhead, making it nearly impossible for the marines to build a base there. A lerk or a gorge can sit in those vents and harass the base constantly. Being able to weld those shut would dramatically increase the usefulness of the techpoint for the marines. So what if it happens to require a MAC. I'm sure the marines would gladly spend the res on a robo factory and a MAC to seal those up.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    I have talked to some people about possible solutions to the vents, and I did come up with one other alternative that I am going to try. I just cut out a section of the vent leading to power core so aliens dont have a direct route from lab entrance to power core. Aliens will still have a vent leading into power core, but it will only be accessible from Silo, so aliens will either have to go through junction to get there or all the way around through water treatment. It will make it so if marines do manage to get into power and kill the aliens guarding it, they will have a much greater chance of destroying the hive. It also would allow the option of a marine to move to junction and camp that area for any alien trying to access that vent. I also made the hexagon shape of power core into a rounded off rectangle, so the marines have a little more space to work with inside the hive. Water treatment and shipping will both have undestroyable power, and I have pulled the wall in shipping closer to power core, to give the option of marines sieging that hive from the corner of shipping. Hopefully this will make power core a bit more balanced, and then we can see if the balance of the other hives will work as well.

    I havent seen much more I can do with balance, until I start getting feedback on the changes to excavation and to tram, there will be some changes to tram in the next build, but I dont believe much testing has been done to see whether the changes made to excavation will work.

    I have looked at the annotations made on the map but practically all of them are visuals-related, which is really not helping. If you see a room thats a box with a single texture, trust me, it will change, im not that simplistic. There is still alot of detailing left to do, and I will get to it when I see a very reasonable balance in the map. I will have a new build to test, probably friday, which we should also have the changes of build 186 to test as well. I can release this next build of the map early if people would like to test it out on the new ns2 build. The only changes I am working on this week should be visuals.

    Let me know what you think, this map is starting to get some good balance.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1877919:date=Oct 3 2011, 01:24 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Oct 3 2011, 01:24 PM) <a href="index.php?act=findpost&pid=1877919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What part do you not agree with? I don't understand. With so many vents, it would help a lot if you could weld them. For example, in tram operations (or whatever that techpoint is called on the right side of the map), there are 3 vents overhead, making it nearly impossible for the marines to build a base there. A lerk or a gorge can sit in those vents and harass the base constantly. Being able to weld those shut would dramatically increase the usefulness of the techpoint for the marines. So what if it happens to require a MAC. I'm sure the marines would gladly spend the res on a robo factory and a MAC to seal those up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I guess I don't agree with the suggestion of a feature that doesn't exist at the moment -or- planned for the next build. That's similar to suggesting ladders in a location that has to many walkways in a room. Also, I believe the vent your mentioning has already been removed by Jona (if it's the same one him and I discussed last night). The current system with MACs being the only entity with the ability to weld, it would be better to just remove a vent entirely instead of waiting for weldable vents (which I haven't seen them mentioning including).

    Hope that helps...

    Jona, I think the approach you discussed last night will help improve the center of the map greatly. Let me jnow when you want to do another walkthrough!

    P.S.- I hope you were able to connect with Tempest, he is packed with NS2 knowledge and can probably answer anything you throw at him! Good luck!
  • smokeybeefsmokeybeef Join Date: 2004-11-16 Member: 32821Members, Constellation
    edited October 2011
    Can you add some sort of trigger event to power nodes?

    So, for example, you could have a small door/barrier/forcefield covering the vents while power is on and then they automatically shutdown/open when the power node is destroyed?

    Surely this would be a better option in general than weldable vents, because it makes it more dynamic, rather than a one-time thing (i.e. aliens have a way of 'undoing' the weld event).
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1878007:date=Oct 4 2011, 11:29 AM:name=smokeybeef)--><div class='quotetop'>QUOTE (smokeybeef @ Oct 4 2011, 11:29 AM) <a href="index.php?act=findpost&pid=1878007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you add some sort of trigger event to power nodes?

    So, for example, you could have a small door/barrier/forcefield covering the vents while power is on and then they automatically shutdown/open when the power node is destroyed?

    Surely this would be a better option in general than weldable vents, because it makes it more dynamic, rather than a one-time thing (i.e. aliens have a way of 'undoing' the weld event).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Best idea for welded vents!
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    I am terribly sorry to poison this thread but this just caught my attention:

    <!--quoteo(post=1877913:date=Oct 3 2011, 06:46 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Oct 3 2011, 06:46 PM) <a href="index.php?act=findpost&pid=1877913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have yet to see a team utilize MACs is organized play - -<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe you should look at your Command Station the next time you play?

    Here's a picture taken last Saturday at scrim of Inversion vs Duplex to elaborate:
    <img src="http://zeikko.fi/ns2/2011-10-02_00005.jpg" border="0" class="linked-image" />
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    edited October 2011
    That was me. (inv. undefined)

    Because of all the pubs I've commed, it is natural for me to put that robo right behind the CC so skulks can't hide behind there and bite. Also, when the mac exits the robo, it pushes the mac into the cc to protect it.

    I do apologize for pulling the tactic during the game, but once inv. Dusk reminded me that this is a scrim, I pulled the macs from out of the CC.

    So please don't think this is a standard tactic that the whole team enforces, it was my decision and I'm actually quite happy that this issue is fixed in 186.

    I'm also glad that you took the screenshot, the biggest reason why I use these loopholes in public games is to bring community awareness about the problem. So, essentially you're bringing press to the issue.

    =)
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Can you add some sort of trigger event to power nodes?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pretty good idea, but as of now there is no way to add triggers in a map, but I do like the idea, you could post it in the ideas and suggestions forum so the devs dont miss it.
  • UlmontUlmont Join Date: 2011-10-02 Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
    Looking forward to seeing the changes, instead of just running into them. ;)
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Here is the latest version. There werent a ton of changes, but some crucial ones for balance. From here on I should be mostly working on detailing, but If you see balance issues let me know. I think its safe to say this is a beta version rather than alpha. Not completely bug free though, pathing is not the best yet, but I did manage to fix some of the mac/drifter issues, but there are some new issues related to 186.

    <a href="http://dl.dropbox.com/u/43181294/ns2_descent_beta01.zip" target="_blank">http://dl.dropbox.com/u/43181294/ns2_descent_beta01.zip</a>

    I will update the first post with the changelog
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    The new Tram Station is huge! I like how you created more space by adding another track.

    However, the wall used to partition off the tech node doesn't look good. I've added some annotations you may find useful.

    I'm really looking forward to testing out the new version!
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited October 2011
    There are also quite a lot of places that have "holes" (that reveal the orange skybox) visible from long distance.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    Really want to play this. We should organize something. Any server owners want to change their maps to this in a few hours so we can playtest it?
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