One thing i noticed was that the fade swipe delay after blinking makes it pretty hard to kill jp marines espically with the collision around the hive on other players, 3 marines with JPs can just strafe the hive for a good amount of time.
in NS1 i always played skulk so i dont know what the fade was like. But it pissed me off
Hi guys I was playing around with an idea for a fun map and thought I could tweak it for combat. What do I need to do to it just add co_to the map name ?
ScardyBobScardyBobForum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - ShadowJoin Date: 2009-11-25Member: 69528Posts: 4,983mod
Just played it on the All-In server and its a great start. However, there are a few issues:
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level - Game devolved into a huge stalemate (was on summit, which is not well suited for combat) - Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
remiremedy [blu.knight]Members, Super Administrators, Forum Admins, NS2 Developer, NS2 PlaytesterJoin Date: 2003-11-18Member: 23112Posts: 2,689admin
Why are we fragmenting the NS2 community with Combat already? We typically only have about 50 people online playing at any one time, and with the new All In | Combat server, 8-13 of those people aren't playing NS2.
[ Rek | Reklys | remedy | remi.D | blu.knight | Psyke | Sky ] I have way too many names.
Why are we fragmenting the NS2 community with Combat already? We typically only have about 50 people online playing at any one time, and with the new All In | Combat server, 8-13 of those people aren't playing NS2.
Something like 4vs4 or 5vs5 combat definitely starts to sound more attractive for public play than the 18 players client fps rapefest with structurespam around every corner. And now we even got feign death aka free lifeforms upon death so it kinda feels like combat already, only that the fps is worse.
MCMLXXXIVMembersJoin Date: 2010-04-14Member: 71400Posts: 510Advanced user
edited July 2012
Thanks for the feedback!
It's possible at the moment to unbuy upgrades by switching to ready room and then back. I think long-term we may have it where you can sacrifice a level to re-buy upgrades - I need to discuss with JimWest before we go ahead with that though.
The maps problem is a real problem - none of the existing NS2 maps are quite right for Combat (Rockdown would have been the closest, but it's not part of vanilla NS2 any more). We've got some maps ready but with Steam Workshop still not auto-downloading properly we can't go further yet.
The third one is again part of the maps problem, there needs to be multiple attack angles and strategies for each tech point e.g. vents, small corridors, big onos-sized corridor. Longer-term, I want to add some alternative game modes and/or strategic objectives with the Combat format, but I don't want to start work on them until we have the core game mechanics refined and stable. Also to prevent outrage I want these extra features to be optional extras, something to increase the replayability of Combat, not part of the core gameplay for now.
At the moment, it seems like on aggregate the marines have a bit of an advantage but I think we need to run a few more tests and refine the stats. When the gorges can heal properly it might help a bit, and maybe we can look at reducing the cooldown on the fade swipe. It would be nice if we could get some statistics out of the game reporting system that UWE use (incidentally, that reminds me, I need to disable stats sending for now otherwise it'll mess up their reporting).
Just played it on the All-In server and its a great start. However, there are a few issues:
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level - Game devolved into a huge stalemate (was on summit, which is not well suited for combat) - Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
NS2 Combat Mode by JimWest, MCMLXXXIV, Jibrail, Puschen and Sphinxter
Just played it on the All-In server and its a great start. However, there are a few issues:
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level - Game devolved into a huge stalemate (was on summit, which is not well suited for combat) - Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
These problems were all solved in NS1. #1 I think its part of the game, that you actually plan your final build when you start, making sacrifices to make sure you achieve your desired build (JP or whatever). #2 In NS1, marines had a time limit to win the game, if they don't finish in 15? minutes, aliens auto win. Kind of made sense, since the aliens had already invaded the space ship/station, and the marines had to get rid of them. #3 Junction isn't a combat map, so it's not really balanced in terms of the paths being equidistant, or some being safer+long vs more dangerous(vents)+shorter etc. When the maps are specialized, i don't think this will matter as much.
Why are we fragmenting the NS2 community with Combat already? We typically only have about 50 people online playing at any one time, and with the new All In | Combat server, 8-13 of those people aren't playing NS2.
This is not the thread to be whinging about people using their free choice. Make another thread in General discussion if you'd like to discuss it.
JimWestMembers, Reinforced - SilverJoin Date: 2010-01-03Member: 69865Posts: 528Advanced user
edited July 2012
Update: New Alien upgrades + Spawn protection (atm 4 sec) are implemented. Gorge healspray heals now a bit more. (but not at the servers we need to make a new version for them then)
Update: New Alien upgrades + Spawn protection (atm 4 sec) are implemented. Gorge healspray heals now a bit more. (but not at the servers we need to make a new version for them then)
It's great to see this up and running, especially as we now have steam workshop.
Please consider adding mvm, ava, extra levels and build menu as an option for servers after you have the main mod is working well, i always found mvm fun but it was rare to see, hopefully this time we can have a good mix of game types going, ctf or bagman (if anyone remembers that?) could be fun.
I made another new map today with combat in mind. Should be functional enough for testing I've only spent about 6 hours on this so please understand it's a work in progress. Got 100 fps in every room except for the hive room fps dropped to 88fps likely due to infestation.
Something like 4vs4 or 5vs5 combat definitely starts to sound more attractive for public play than the 18 players client fps rapefest with structurespam around every corner. And now we even got feign death aka free lifeforms upon death so it kinda feels like combat already, only that the fps is worse.
MCMLXXXIVMembersJoin Date: 2010-04-14Member: 71400Posts: 510Advanced user
edited July 2012
I will have a look at this tonight or tomorrow, whenever I have time (sorry, in the process of moving house so less able to keep on track of stuff at the moment!)
I've updated the OP to include your map too, is that okay?
I will also put out a new version of the mod download link with Spawn Protection, upgraded healspray etc. tomorrow morning, assuming it's ready by then!
I made another new map today with combat in mind. Should be functional enough for testing I've only spent about 6 hours on this so please understand it's a work in progress. Got 100 fps in every room except for the hive room fps dropped to 88fps likely due to infestation.
[Deleted User]Join Date: 2005-05-15Member: 51659Posts: 0Advanced user
Nothing bad about that, as long as it is functional. Then again why would anyone want it to be something completely different from the base game? Wasn't the case in NS1 either.
Changes: - Spawnprotect for aliens and rines (4 sec), effect ist sometimes buggy, but the invul thing works - Included new Alien abilitys (Feint + Adrenalin) - Gorge healspray heals now a bit more - CombatGames are no longer send to UWE's Statistics - CombatMod checks his version when starting or changing the map
Optional if you use the CombatMod as Client (just start Ns2 with -game NS2Combat) - Implemented Alien buy menu Oh and with that Client version you can even play at servers which are using the old combat mode, GUI is usable at all versions
MCMLXXXIVMembersJoin Date: 2010-04-14Member: 71400Posts: 510Advanced user
edited July 2012
Thanks for doing that JW! I've updated the original post with information about how to get v1.0. It also has installation steps and some design notes for those who may want to read them.
@WorthyRival the map is looking great! I will put the download link at the top for those who want to try it out. I would recommend you publish it to the Steam Workshop as at some point auto-downloading will work and people won't need to manually install your map. It'll also generate some buzz as there are only a few maps on there at present.
A status update from my end: I will be moving house for the next couple of weeks so can browse the forums and try and do some work on the code offline but I can't do an awful lot of useful work until I'm moved in and broadband is installed. I think it will be a couple of weeks but will pen an update when I have a clearer picture. In the meantime, JW will be busy adding new features I am sure!
NS2 Combat Mode by JimWest, MCMLXXXIV, Jibrail, Puschen and Sphinxter
Played a few rounds, fun mod so far. I think when/if graphical buy menus are in it will immensely improve it.
Balance observations:
-The hive heal rate and the CC repair rate need to be normalized- atm rines can heal CC WAY faster than aliens heal hive -1 free point on round start is unnecessary imo, insta leap skulks / insta armor 1... why? I dont remember it being like that in NS1 co
Played a few rounds, fun mod so far. I think when/if graphical buy menus are in it will immensely improve it.
Balance observations:
-The hive heal rate and the CC repair rate need to be normalized- atm rines can heal CC WAY faster than aliens heal hive -1 free point on round start is unnecessary imo, insta leap skulks / insta armor 1... why? I dont remember it being like that in NS1 co
Can't wait for co_ maps though
Graphical buy menus are in it for both teams, but you have to be running the mod.
But yeah, I agree that the free point at the beginning of the round is necessary, also that you should be able to revert your upgrades. It's no fun to be stuck on certain life forms for the entire game because you spent one or two points too many ten minutes ago.
And silence doesn't seem to be working.
Fun game mode though, it offers an interesting perspective on basic combat balance with all the base stuff stripped out.
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.
Comments
in NS1 i always played skulk so i dont know what the fade was like. But it pissed me off
What do I need to do to it just add co_to the map name ?
File is here if you want to check it out.
https://dl.dropbox.com/u/32942522/ns2_combat.rar
It's very rough but functional.
ns2_co_assault Fourms, Workshop,
ns2_co_nest Fourms, Workshop,
ns2_co_chuteout Fourms, Workshop,
ns2_co_portals Marine Start and Room 5 Fourms, Workshop,
Worthy's NS2_Maps.
ns2_nanogrid Fourms, Workshop,
Worthy's XS_Maps.
xs_maze Workshop,
Worthy's Marine Vs Marine Maps.
mvm_assault Workshop,
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level
- Game devolved into a huge stalemate (was on summit, which is not well suited for combat)
- Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
came back to life on teh spot, with 1hp, and the model for a old style grenade launcher/lmg combo, that couldnt fire.
I was also completely invulnerable lol
They tried very hard to kill me, but i was un kill able lol
I have way too many names.
Something like 4vs4 or 5vs5 combat definitely starts to sound more attractive for public play than the 18 players client fps rapefest with structurespam around every corner. And now we even got feign death aka free lifeforms upon death so it kinda feels like combat already, only that the fps is worse.
It's possible at the moment to unbuy upgrades by switching to ready room and then back. I think long-term we may have it where you can sacrifice a level to re-buy upgrades - I need to discuss with JimWest before we go ahead with that though.
The maps problem is a real problem - none of the existing NS2 maps are quite right for Combat (Rockdown would have been the closest, but it's not part of vanilla NS2 any more). We've got some maps ready but with Steam Workshop still not auto-downloading properly we can't go further yet.
The third one is again part of the maps problem, there needs to be multiple attack angles and strategies for each tech point e.g. vents, small corridors, big onos-sized corridor. Longer-term, I want to add some alternative game modes and/or strategic objectives with the Combat format, but I don't want to start work on them until we have the core game mechanics refined and stable. Also to prevent outrage I want these extra features to be optional extras, something to increase the replayability of Combat, not part of the core gameplay for now.
At the moment, it seems like on aggregate the marines have a bit of an advantage but I think we need to run a few more tests and refine the stats. When the gorges can heal properly it might help a bit, and maybe we can look at reducing the cooldown on the fade swipe. It would be nice if we could get some statistics out of the game reporting system that UWE use (incidentally, that reminds me, I need to disable stats sending for now otherwise it'll mess up their reporting).
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level
- Game devolved into a huge stalemate (was on summit, which is not well suited for combat)
- Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
- Need a way to unbuy (or change) your existing upgrades, especially after you've reached the max level
- Game devolved into a huge stalemate (was on summit, which is not well suited for combat)
- Since you know where the other team spawns and there are no other objective, it makes little sense not to attack the enemy tech node in the most direct route possible. I wouldn't mind some type of ability to make a forward spawn or give some value to not mindlessly rushing the enemy base.
These problems were all solved in NS1.
#1 I think its part of the game, that you actually plan your final build when you start, making sacrifices to make sure you achieve your desired build (JP or whatever).
#2 In NS1, marines had a time limit to win the game, if they don't finish in 15? minutes, aliens auto win. Kind of made sense, since the aliens had already invaded the space ship/station, and the marines had to get rid of them.
#3 Junction isn't a combat map, so it's not really balanced in terms of the paths being equidistant, or some being safer+long vs more dangerous(vents)+shorter etc. When the maps are specialized, i don't think this will matter as much.
This is not the thread to be whinging about people using their free choice. Make another thread in General discussion if you'd like to discuss it.
Gorge healspray heals now a bit more.
(but not at the servers we need to make a new version for them then)
Combat Mod
ExtraEntitiesMod
SinglePlayer
Arcade Game Mod
Gorge healspray heals now a bit more.
(but not at the servers we need to make a new version for them then)
Awesome.
Please consider adding mvm, ava, extra levels and build menu as an option for servers after you have the main mod is working well, i always found mvm fun but it was rare to see, hopefully this time we can have a good mix of game types going, ctf or bagman (if anyone remembers that?) could be fun.
Should be functional enough for testing
I've only spent about 6 hours on this so please understand it's a work in progress.
Got 100 fps in every room except for the hive room fps dropped to 88fps likely due to infestation.
ns2_assault.level
https://dl.dropbox.com/u/32942522/ns2_assault.rar
ns2_co_assault Fourms, Workshop,
ns2_co_nest Fourms, Workshop,
ns2_co_chuteout Fourms, Workshop,
ns2_co_portals Marine Start and Room 5 Fourms, Workshop,
Worthy's NS2_Maps.
ns2_nanogrid Fourms, Workshop,
Worthy's XS_Maps.
xs_maze Workshop,
Worthy's Marine Vs Marine Maps.
mvm_assault Workshop,
The debate is continuing here:
http://www.unknownworlds.com/ns2/forums/in...119383&st=0
I have way too many names.
We will make a new version for everybody soon.
Combat Mod
ExtraEntitiesMod
SinglePlayer
Arcade Game Mod
I've updated the OP to include your map too, is that okay?
I will also put out a new version of the mod download link with Spawn Protection, upgraded healspray etc. tomorrow morning, assuming it's ready by then!
Should be functional enough for testing
I've only spent about 6 hours on this so please understand it's a work in progress.
Got 100 fps in every room except for the hive room fps dropped to 88fps likely due to infestation.
ns2_assault.level
https://dl.dropbox.com/u/32942522/ns2_assault.rar
I don't really want to go further with it till I get some feedback.
ns2_co_assault Fourms, Workshop,
ns2_co_nest Fourms, Workshop,
ns2_co_chuteout Fourms, Workshop,
ns2_co_portals Marine Start and Room 5 Fourms, Workshop,
Worthy's NS2_Maps.
ns2_nanogrid Fourms, Workshop,
Worthy's XS_Maps.
xs_maze Workshop,
Worthy's Marine Vs Marine Maps.
mvm_assault Workshop,
We will make a new version for everybody soon.
Man that looks good.
Combat Mod
ExtraEntitiesMod
SinglePlayer
Arcade Game Mod
https://dl.dropbox.com/u/32942522/ns2_assault.rar
Scrapped that first version and started it again.
Endar is going to upload it to the Monash Combat server tomorrow to help me stress test it.
Secondary routes will be added but for the time being it's all about a frontal assault.
ns2_co_assault Fourms, Workshop,
ns2_co_nest Fourms, Workshop,
ns2_co_chuteout Fourms, Workshop,
ns2_co_portals Marine Start and Room 5 Fourms, Workshop,
Worthy's NS2_Maps.
ns2_nanogrid Fourms, Workshop,
Worthy's XS_Maps.
xs_maze Workshop,
Worthy's Marine Vs Marine Maps.
mvm_assault Workshop,
We will start now with 1.0.
Download:
For normal servers and players:
https://github.com/downloads/AlexHayton/NS2...ombat_v.1.0.zip
For servers which are using Overmind:
https://github.com/downloads/AlexHayton/NS2...ameOvermind.zip
Changes:
- Spawnprotect for aliens and rines (4 sec), effect ist sometimes buggy, but the invul thing works
- Included new Alien abilitys (Feint + Adrenalin)
- Gorge healspray heals now a bit more
- CombatGames are no longer send to UWE's Statistics
- CombatMod checks his version when starting or changing the map
Optional if you use the CombatMod as Client (just start Ns2 with -game NS2Combat)
- Implemented Alien buy menu
Oh and with that Client version you can even play at servers which are using the old combat mode, GUI is usable at all versions
Combat Mod
ExtraEntitiesMod
SinglePlayer
Arcade Game Mod
"steamapps\common\natural selection 2\NS2Combat"
Then right click on the Ns2 entry in steam, Properties -> Set launch options -> "-game NS2Combat"
Combat Mod
ExtraEntitiesMod
SinglePlayer
Arcade Game Mod
@WorthyRival the map is looking great! I will put the download link at the top for those who want to try it out. I would recommend you publish it to the Steam Workshop as at some point auto-downloading will work and people won't need to manually install your map. It'll also generate some buzz as there are only a few maps on there at present.
A status update from my end: I will be moving house for the next couple of weeks so can browse the forums and try and do some work on the code offline but I can't do an awful lot of useful work until I'm moved in and broadband is installed. I think it will be a couple of weeks but will pen an update when I have a clearer picture. In the meantime, JW will be busy adding new features I am sure!
Balance observations:
-The hive heal rate and the CC repair rate need to be normalized- atm rines can heal CC WAY faster than aliens heal hive
-1 free point on round start is unnecessary imo, insta leap skulks / insta armor 1... why? I dont remember it being like that in NS1 co
Can't wait for co_ maps though
Balance observations:
-The hive heal rate and the CC repair rate need to be normalized- atm rines can heal CC WAY faster than aliens heal hive
-1 free point on round start is unnecessary imo, insta leap skulks / insta armor 1... why? I dont remember it being like that in NS1 co
Can't wait for co_ maps though
Graphical buy menus are in it for both teams, but you have to be running the mod.
But yeah, I agree that the free point at the beginning of the round is necessary, also that you should be able to revert your upgrades. It's no fun to be stuck on certain life forms for the entire game because you spent one or two points too many ten minutes ago.
And silence doesn't seem to be working.
Fun game mode though, it offers an interesting perspective on basic combat balance with all the base stuff stripped out.
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.