[Release] ns2_Jambi

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  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members Posts: 1,187 Advanced user
    edited January 2013
    played about 4 games on the map so far, 3 games aliens couldnt secure a second hive, 1 game they managed it but still lost very convincingly all 4 matches were seperate games with different teams.

    Not usre if it was just coincidence or if the map is balanced in favor of marine play but im certainly gonig to give it a few more tries. I like the map.
    Post edited by Unknown User on
    AQ-Brainfood
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members Posts: 110
    QUOTE (Huze @ Jan 11 2013, 06:02 PM) »
    The same stuff doesn't work in spectator mode in the vanilla game. (team res and tech)
    I don't know what's causing it, but it appears to be an issue with this map only.


    When i created the greybox this map is made from, i elevated it a lot, since i had one big face with a texture of our layout for orientation on ground level. When the greybox was finished, and we started working on it, i realized it was much higher than the map center (0/0/0 coordinates). About 1000 units, if i remember correctly.
    Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    Swalk - Thanks for the post. Its great to see the map being played.

    We are still evaluating the map in terms of balance. We know that pipeline is too open, but its hard to see which team is favored. I get mixed reports of the map being too marine/alien favored.

    I am open to any suggestions that people have to making the map more balanced. I don't want to make any big layout changes, but we do plan on making the map a bit less complex. (specifically offload/gravity area.
    ns2_Jambi A Community Map

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  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow Posts: 477 Fully active user
    QUOTE (3del! @ Jan 11 2013, 09:26 PM) »
    When i created the greybox this map is made from, i elevated it a lot, since i had one big face with a texture of our layout for orientation on ground level. When the greybox was finished, and we started working on it, i realized it was much higher than the map center (0/0/0 coordinates). About 1000 units, if i remember correctly.
    Maybe not 1000 units higher than the map center, i copied something from tram i believe (didn't make it into the map, as did nothing from me), so 1000 units higher than tram. That's all i can think of, that might be different to other maps, though it's probably not the reason for the problem. Just wanted to give you a heads up on this, in case it has something to do with the bug.

    That seems extremely unlikely. I'll look at the code more and see if I can dig something up.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    I have been working on a new version of jambi and here is the new layout. image

    The three main spawn points are Docking Waste and Pipeline. I am hoping to have the random spawns be pipe, waste, and docking.

    Each spawn point has 2 close expansion RT's. The expansion TP's (Gravity/EC) do not have near rt's but are centrally located.

    Changes I have fixed so far:

    Pipeline has more cover
    Waste is smaller
    Repair (and the right side) has been removed.
    Various bug fixes.

    Changes I am thinking of making: I am thinking of moving Electrical core to where skylights currently is. This would make all the expansion TP's the same distance at a 15s walk time. The distance between far TP's are all 20-23 seconds apart.
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  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    New version of Jambi added.

    image

    -Gravity made a bit more alien friendly
    -Added a hallway from gravity TP > Trash. This hallway is temporary and I want feedback if it belongs in there. Hence the reason it is still grey boxed.

    -Added hallway from Gravity > Offload (organ side)
    -Moved repairs node to shipping (Another temp change I want to test)
    -Added a vent from trash to shipping
    -Added a vent from Transfer to oxy
    -Added a vent from Organ to Room x
    -Various bug fixes (including stuck stops in docking and gravity)
    -Waste is now smaller
    -Pipeline has more cover

    Changes that still need to be done:
    Gravity TP room being reworked so it cannot be arced from 3 locations.
    ns2_Jambi A Community Map

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  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer Posts: 654 Advanced user
    looking really nice balanced intuitive layout. Looking forward to testing this out on sunday!
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue Posts: 1,904 Advanced user
    Changes seem really good xtc!
    Wanna try this version in a real game =)

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 4,983 mod
    There are some alien "hide from damage" areas in the map that need to be addressed. The big crate in trash ejection and the ceiling in the east side of gravity (above the tech node) allow skulks/lerks to heal without exposing yourself to the marines.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    ScardyBob wrote: »
    There are some alien "hide from damage" areas in the map that need to be addressed. The big crate in trash ejection and the ceiling in the east side of gravity (above the tech node) allow skulks/lerks to heal without exposing yourself to the marines.

    I am aware (as I heard you guys were frusturated). The ceiling in gravity can now be accessible by marines. I am swapping crates in trash.

    Thanks for the feedback.

    ns2_Jambi A Community Map

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  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow Posts: 1,543 Fully active user
    Can you rename the map to ns2_jambi? :D
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    I can do that but it requires me to create a new workshop item. Might do it at the same time the mod spot gets released.
    ns2_Jambi A Community Map

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  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow Posts: 470 Fully active user
    edited January 2013
    Will be adding this map to our mapcycle - will report back soon :)

    Note: the mod ID is 6d28b78
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  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members Posts: 681 Fully active user
    Nice map. Commanded a round just now and I have two things that could need improvement. The commview ain't really going to the sides of the map. It would be nice if you could hover over the corridors. And I wanted to send arcs from Oxy to the NW hive, but they couldn't go there. They always took the other route to the south.
    "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win" - 孫子 "When you think you win, tighten the strap of your helmet"

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  • BarbetosBarbetos Join Date: 2010-07-27 Member: 73209Members, Reinforced - Shadow Posts: 25
    Filled up the VexX server last night, xtc, and had them all playing it. Jambi is a fun map. I am surprised. /jk
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    Nice map. Commanded a round just now and I have two things that could need improvement. The commview ain't really going to the sides of the map. It would be nice if you could hover over the corridors. And I wanted to send arcs from Oxy to the NW hive, but they couldn't go there. They always took the other route to the south.

    I just fixed the commander view. I was trying to make the minimap scale bigger for the player, but in the process it messed up the commander view. So I scaled down the minimap, and the comm view should work propertly. However, the player map is now smaller.

    ns2_Jambi A Community Map

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  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter Posts: 2,207
    Played it for the first time yesterday, on HBZ. Loved it! Well done :)
    Steamname: Unkn0wn Gamename: David Bowie
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer Posts: 4,177 Advanced user
    The problem with insight wasn't solved, right? Today we had a problem where the game wouldn't start with NS2Stats in tournament mode, it'd say Live but not reset the round...

    I'm thinking... could these problems be related to the map having multiple NS2_Gamerules entities? just a wild guess...
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer Posts: 654 Advanced user
    The new layout is on steam workshop yet? If not put it in the drop box and I'll make sure its on the server ready for this Sundays session!
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter Posts: 2,207
    Map is broken in 239 for some reason
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  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    Xarius wrote: »
    Map is broken in 239 for some reason

    Yeah :\
    ns2_Jambi A Community Map

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  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    I didn't change anything, but it broke after 238. Don't really know what to do. Any help could be appreciated.
    ns2_Jambi A Community Map

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  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter Posts: 2,207
    Is it only your map that broke or did all customs break? It's a very strange bug, that's for sure. Hopefully UWE can shed some light on what's happening.
    Steamname: Unkn0wn Gamename: David Bowie
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue Posts: 915
    It seams like its only jambi. I haven't tested all maps nor in all conditions. I think Mendasp might be on to something though. As several people took part in this project there might be overlapping entities. It's the only thing I can think of that is different with this map.
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  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer Posts: 654 Advanced user
    steam workshop is a troublesome bugger atm it could be that. Caged's physics mesh and visual geometry were from two different builds! And last time I played icarus it had some odd invisible walls that smelt of the same issue. Not entirely sure whether its my server, i'd need more investigation. so it might be worth committing it as a new separate build to see if the issues remain.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer Posts: 4,177 Advanced user
    I've gone ahead and edited the map, I've found the duplicate ns2_gamerules and a number of other issues... people were not very careful when placing entities, lots of prop_static with no model specified, and other entities apparently placed by error and never noticed... I haven't been able to test it, as I obviously cannot publish into the workshop, but get in touch with me and I'll send you the file.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    wow! thanks mendasp :)

    I guess that was bound to happen with so many people working on the map, and having lots of different layers etc etc - the editor doesn't have a feature were you can list all of the entities yet does it?
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  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue Posts: 437 Advanced user
    I uploaded a new version persuant to Mendsap's changes. Can anyone confirm that jambi works now? I also changed it to a lowercase j.
    ns2_Jambi A Community Map

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  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer Posts: 4,177 Advanced user
    schkorpio wrote: »
    wow! thanks mendasp :)

    I guess that was bound to happen with so many people working on the map, and having lots of different layers etc etc - the editor doesn't have a feature were you can list all of the entities yet does it?
    Nope, I had to roam around the map hunting for these things...
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter Posts: 2,207
    I'll try to test it asap if I can get some people together on it!
    Steamname: Unkn0wn Gamename: David Bowie
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