Armory - huge wall makes this room very alien-friendly. Perhaps who gun dispensary kiosk things would work better, about the same size as those things in Docking's terminal.
The corridor left of southern TP is very marine-friendly. Narrow, long, and the vent to get around it is halfway down and still within obs range from vent. insanely difficult for aliens to deal with at any stage in the game. Either rework the vent, or change the corridor to hive aliens a bit of leighway?
I was actually just debating those two subjects with troop after the test!
I'm working on detailing armory right now, and I have already removed that wall, will try to achieve breaking up the LoS to the entities / toll booth in another way.
I'm pondering simply just adding an extra vent to that corridor. Starting near ground level around the stairs, then go all the way to the corner where people useally park their exo / rines for that long line of fire.
As marines, we never seem to go over to the right side of the map that much. Some one mentioned that the areas outside marine start are too alien friendly. Also someone mentioned I think that the last time marines won was after relocating to General Population. Why not have marine start in the centre to compensate for the alien friendliness of the outer areas, and have aliens randomly start in one of the other 4 tech points (which could be the USP for the map - marines caught in the centre, surrounded by aliens, I think lends to the prison idea :-) ), although I don't know what will stop marines from rushing hive at start in such a given situation, but could be an interesting (or rubbish) experiment for next Sunday.
Also maybe fix where aliens can drop tunnels in isolation.
Armory has been fully detailed, I've added a new vent to alien start for their corridor towards ventilation. Fixed various visual issues such as geo going haywire or props going static.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
LATEST CHANGES; 30/03-2015.
- Detailed Armory.
- Blevel'd the edges on the vent in armory, for making it easier to access (located in ceiling).
- Added a new vent to alien start towards ventilation corridor.
- Fixed a few cosmetic things, mostly regarding props and geometry. Armory:
Alien start, new vent route:
Hope you all continue to enjoy prison!
See you in jail son
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
Okay, before my local server started to lag to death, I had time to take 3 screenshots. More coming very soon.
You really gotta raise the ceiling. I mean, I think I told you that already but it's near to the impossible to kill an Alien in here, it makes the task really harder. It's quite similar all around the map as far as I know but here is the worst. Too lowered from my view. But I guess that's the point. After all, we're in jail.
I hate this. This node is too hard to protect if you're coming from the outside of the Marines main base. Seems that you added a few boxes to cover a bit more the Marines building the node but not sure it's enough. In fact, I think it makes it worse. Let's say a Marine is building the RT. He would be able to cover his mate depending how he is positioned around the RT but it remains quite hard to see him due to these boxes. The one near the node has no chance to cover the guy building RT though. He can actually if he stands as my screenshot shows but in this case, he will not be able to cover himself. There's a ventilation in the hallway just behind and he can't build the node while covering his mate near the RT. If he stands the other side, he has better chance but not enough. I mean, he has to anticipate a lot an Alien coming from the vent to have a small chance to kill it. Moreover, he will not be able to cover his mate near the RT or even to have a glance to the players coming from the room we can see on my picture. There's something to be done in here. Best would probably to remove those stairs or to push them a bit farther to have an easier glimpse. I'm sure there's Marines here dying quickly because of them being suprised by the Aliens coming from the vent.
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
More pictures!
Both doors in this room are a bit small, aren't they?
This wall near the RT may be a problem. A sneaky Alien can easily climb on it and kill the Marine building the RT. In other words, similar problem that I raised in the first screenshots. Depends a lot how are positioned the Marines near the node and the RT but looks like it'd be better to increase the wall's height. We got the same issue around the node in this room but isn't that important I think.
Small bug. Can see through the glass like if there was none.
Okay? What's the point of this ventilation? I guess it allows Aliens to hide inside this but does it make sense?
Wouldn't be better to divide Medbay into two different rooms powered by two Power Nodes? Just raising ideas since it looks like that room has the south part quite pointless.
Although I like this room, it's not really balanced. Clearly Aliens friendly. Maybe too many props, walls, or elements everywhere. I can't really tell, I'd need to test the map in a real game, not just wandering on it.
Very hard to hop onto this. Doable but not that easy. Wouldn't you make it easier? Especially knowing that there's two ladders around it somewhere meaning that we should be able to get here.
Same room, same problem than previously stated. Should be able to get in here.
Told you that already as far as I recall. Being to shot the RT in the background from here isn't really good. I'd do something to protect it even more than these current and small barriers.
How do you protect the guy building the node? I know I often raise that point but it seems legit in every maps to be honest. Node and RT should be both visible from each other.
This vent is really huge. And I think you may remove this path in the background because it's not that really useful. Makes sense looking at the map but no impact on the gameplay actually.
Houston, we got a problem. This bug aside. Putting a tunnel here is OP. Easily protectable and can infest the res node to drop an RT later on.
Nothing to report here. I just love that room.
This res node here is an issue. Or you better move the Power Node. Meaning that you can move the Node right down where I'm standing on the picture. Way better than the current location.
Move the node right here.
Nothing prevents you to put down the RT here otherwise. But I do prefer my first solution. It's a Marine natural RT and should be somehow easily protectable by them. That's what I think at the very least.
Is there a way to reduce the range before the door opens up? Seems to me that this door opens up a way too soon.
Why not making the same kind of Node in Bridge A? That one looks pretty good, doesn't it?
Just me being curious, what's your plan for this room? I mean the one below where it's full of nothing.
Doorway prop not properly aligned in Armory (towards Toll Booth). We played the map during the last scc session and I had a blast. I mostly played on the east side (armory, med bay, quarry, etc) and it felt really nice, pretty much balanced engagements-wise for both sides. Except a few things here and there
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
My only main concer with this map currently is that the vents have alot of ups and downs, which make them hard to navigate in and longer than they appear to be on the minimap. Also I am not a fan of maps with 11 RTs but that is my personal preference.
I feel you @Mephilles , bringing down the rt count to 9 is something I have pondered for a long time. I'm mostly trying to decide if I should remove Quarry / Surveillance RT's or Armory / Ventilation RT's. Guess I might aswell test both ^^ I have begun trying to adjust on the run times in vents, I agree some were to random in their pathing, last build already decreased two vents run time by nearly half
UPDATE: Started working on prison again, recently moved into a new apartment and I'll have some time to sink into this project again.
*Changed RT count to 9 (Surveillance and Quarry RT's removed, previous 11 rt's)
*Fixed stuck spots
*Fixed minor cosmetic and gameplay issues based on feedback
*Closed vent going from bridge to surveillance.
I have deleted my workshop file for prison and I will not complete this map. I hold on to it for future resume use and I hope all of you the very best.
After the clear negligence from UWE, I am never coming back to this game. I hope you others are treated more fairly!
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
No but srsly I have seen many people leave this this game behind. Some of them close to me, some not rly... But everytime I see a good person leave who actually contributed to the game (either by building content or just helping other players) there is a little part of me who dies everytime... (one that hit me personally quite hard was the leave of @Anzestral )
No but srsly I have seen many people leave this this game behind. Some of them close to me, some not rly... But everytime I see a good person leave who actually contributed to the game (either by building content or just helping other players) there is a little part of me who dies everytime... (one that hit me personally quite hard was the leave of @Anzestral )
Time has passed and wounds have healed. Due to popular request from various EU / NA server owners, i officially declare ns2_prison for revived. I will be streaming some of the creation sessions, maybe one later tonight.
Stay tuned for next build, maybe tonight or maybe later in the week.. No matter when it's done.. Then the map will be playable again, and found on the workshop as a new mod, not to be taken down ever again.
Hello everyone ! I have been hard at work on prison, as I was going to try and get it ready for this Sundays testing. I've been redoing a lot of the remaining grey-box. I was nearly done with the build too, but unfortunately I've been called to work all day and will not be able to make it this week. The build should be up around Wednesday / Thursday after my work week is complete. Hope you all have a great Sunday and a very good week !!
Comments
The corridor left of southern TP is very marine-friendly. Narrow, long, and the vent to get around it is halfway down and still within obs range from vent. insanely difficult for aliens to deal with at any stage in the game. Either rework the vent, or change the corridor to hive aliens a bit of leighway?
I'm working on detailing armory right now, and I have already removed that wall, will try to achieve breaking up the LoS to the entities / toll booth in another way.
I'm pondering simply just adding an extra vent to that corridor. Starting near ground level around the stairs, then go all the way to the corner where people useally park their exo / rines for that long line of fire.
Also maybe fix where aliens can drop tunnels in isolation.
Armory has been fully detailed, I've added a new vent to alien start for their corridor towards ventilation. Fixed various visual issues such as geo going haywire or props going static.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
LATEST CHANGES; 30/03-2015.
- Detailed Armory.
- Blevel'd the edges on the vent in armory, for making it easier to access (located in ceiling).
- Added a new vent to alien start towards ventilation corridor.
- Fixed a few cosmetic things, mostly regarding props and geometry.
Armory:
Alien start, new vent route:
Hope you all continue to enjoy prison!
See you in jail son
You really gotta raise the ceiling. I mean, I think I told you that already but it's near to the impossible to kill an Alien in here, it makes the task really harder. It's quite similar all around the map as far as I know but here is the worst. Too lowered from my view. But I guess that's the point. After all, we're in jail.
I hate this. This node is too hard to protect if you're coming from the outside of the Marines main base. Seems that you added a few boxes to cover a bit more the Marines building the node but not sure it's enough. In fact, I think it makes it worse. Let's say a Marine is building the RT. He would be able to cover his mate depending how he is positioned around the RT but it remains quite hard to see him due to these boxes. The one near the node has no chance to cover the guy building RT though. He can actually if he stands as my screenshot shows but in this case, he will not be able to cover himself. There's a ventilation in the hallway just behind and he can't build the node while covering his mate near the RT. If he stands the other side, he has better chance but not enough. I mean, he has to anticipate a lot an Alien coming from the vent to have a small chance to kill it. Moreover, he will not be able to cover his mate near the RT or even to have a glance to the players coming from the room we can see on my picture. There's something to be done in here. Best would probably to remove those stairs or to push them a bit farther to have an easier glimpse. I'm sure there's Marines here dying quickly because of them being suprised by the Aliens coming from the vent.
Both doors in this room are a bit small, aren't they?
This wall near the RT may be a problem. A sneaky Alien can easily climb on it and kill the Marine building the RT. In other words, similar problem that I raised in the first screenshots. Depends a lot how are positioned the Marines near the node and the RT but looks like it'd be better to increase the wall's height. We got the same issue around the node in this room but isn't that important I think.
Small bug. Can see through the glass like if there was none.
Okay? What's the point of this ventilation? I guess it allows Aliens to hide inside this but does it make sense?
Wouldn't be better to divide Medbay into two different rooms powered by two Power Nodes? Just raising ideas since it looks like that room has the south part quite pointless.
Although I like this room, it's not really balanced. Clearly Aliens friendly. Maybe too many props, walls, or elements everywhere. I can't really tell, I'd need to test the map in a real game, not just wandering on it.
Very hard to hop onto this. Doable but not that easy. Wouldn't you make it easier? Especially knowing that there's two ladders around it somewhere meaning that we should be able to get here.
Same room, same problem than previously stated. Should be able to get in here.
Told you that already as far as I recall. Being to shot the RT in the background from here isn't really good. I'd do something to protect it even more than these current and small barriers.
How do you protect the guy building the node? I know I often raise that point but it seems legit in every maps to be honest. Node and RT should be both visible from each other.
This vent is really huge. And I think you may remove this path in the background because it's not that really useful. Makes sense looking at the map but no impact on the gameplay actually.
Houston, we got a problem. This bug aside. Putting a tunnel here is OP. Easily protectable and can infest the res node to drop an RT later on.
Nothing to report here. I just love that room.
This res node here is an issue. Or you better move the Power Node. Meaning that you can move the Node right down where I'm standing on the picture. Way better than the current location.
Move the node right here.
Nothing prevents you to put down the RT here otherwise. But I do prefer my first solution. It's a Marine natural RT and should be somehow easily protectable by them. That's what I think at the very least.
Is there a way to reduce the range before the door opens up? Seems to me that this door opens up a way too soon.
Why not making the same kind of Node in Bridge A? That one looks pretty good, doesn't it?
Just me being curious, what's your plan for this room? I mean the one below where it's full of nothing.
Build 0.6 is complete and feature a fully detailed Ventilation Area, aswell as numerous improvements around the map.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
LATEST CHANGES; 22/06-2015.
- Detailed Ventilation.
- Reduced the run-time through 2 vents by nearly half, still same access points.
- Further build upon the vent that goes from alien start to ventilation corridor, it now goes into ventilation aswell.
- Removed ceiling vents in Ventilation, there is just 5 working fans now.
- Moved Surveillance and Ventilation Powernodes to a new position, should make marine backup easier.
Ventilation:
I hope you continue to enjoy playing on prison, just as much as I love working on it!!
See you in jail son
I feel you @Mephilles , bringing down the rt count to 9 is something I have pondered for a long time. I'm mostly trying to decide if I should remove Quarry / Surveillance RT's or Armory / Ventilation RT's. Guess I might aswell test both ^^ I have begun trying to adjust on the run times in vents, I agree some were to random in their pathing, last build already decreased two vents run time by nearly half
*Changed RT count to 9 (Surveillance and Quarry RT's removed, previous 11 rt's)
*Fixed stuck spots
*Fixed minor cosmetic and gameplay issues based on feedback
*Closed vent going from bridge to surveillance.
After the clear negligence from UWE, I am never coming back to this game. I hope you others are treated more fairly!
All the best,
Vert^
Loki just loves his relocations.
But I have to agree.
edit: Corrected Loki's name. My spelling gets worse and worse.
No but srsly I have seen many people leave this this game behind. Some of them close to me, some not rly... But everytime I see a good person leave who actually contributed to the game (either by building content or just helping other players) there is a little part of me who dies everytime... (one that hit me personally quite hard was the leave of @Anzestral )
Wait. What? Anze is gone? When!?
Wow, what are the chances?
What? You do understand the context around that scene, right? We don't want to shame vert for leaving, we're saying "it's a shame"...
Stay tuned for next build, maybe tonight or maybe later in the week.. No matter when it's done.. Then the map will be playable again, and found on the workshop as a new mod, not to be taken down ever again.
Sneak Peaks:
Build 0.6.5 is complete and feature a fully remade General Population.
Updated mini map in first post. All feedback is greatly valued and appreciated, keep it coming
LATEST CHANGES; 13/01-2018.
- Remade almost all of the remaining greybox, for a new re-release of the map.
- Added a new vent from General population, to contest arc'ing from a new side room.
New General Population:
It's great to finally be back working on this project, and I hope you will enjoy the ride, as I go into the last stages of development.
See you in jail son