co_hellevator
co_hellevator. A small action packed combat map. "It's one hell of a ride."
FIND IT HERE http://steamcommunity.com/sharedfiles/filedetails/?id=125942798
beta version 1 is ready for play
I may do an NS2 vanilla version as well later.
FIND IT HERE http://steamcommunity.com/sharedfiles/filedetails/?id=125942798
beta version 1 is ready for play
I may do an NS2 vanilla version as well later.
Comments
Maybe all the servers with active communities are afraid everyone will quit if they add new maps to the rotation?
In my opinion there are several issues with Combat maps right now (stats based on last 2 weeks):
While we all know game balance is being adjusted, current marine win % seems to hover around 40+% in classic play. This tells me that either the combat mod has messed with balance too much, or the maps are leaving something to be desired.
My opinion leans heavily towards the latter issue, and I've decided to make a serious combat map myself to help with the issue. I enjoy playing on silly maps, but the hosting community rarely keeps them in regular rotation due to the mentioned balance issues.
Anyway that makes a server a lot more fun IMHO and gives mappers a chance of having their maps played.
Interesting, but I was checking most of the maps on NS2 stats and the wil-loss ratio is pretty close to 50% on all "official" maps which does not have some obvious flaw.
Rudy, your work on Core is the best map so far hands down with a 52% win rate for marines.
Date range: 22.01.13-05.02.13
% in win rate for marines
'Official'
Veil - 37%
Summit - 37%
Tram - 60% (I missed this one above? oops)
Remake
Faceoff - 36%
Pulse - 35%
Ulysses - 42% (pretty good!)
Custom
Assault - 36%
Rockdown - 38%
Chuteout - 19% (hehe)
Nest - 71%
dm6 - 27%
minifridge - 67%
down - 75%
pulled from: http://ns2stats.org/map/index
I hope you can see why I would think that maps seem to have a polarizing effect. It's clearly manageable since Core has such a great rate.
Edit: sorry for getting thread off track Schkorpio!
Sorry for steailing your thread Schkorpio!
I hope that this map can bring back the tension to be in a elevator
and also i changed the lighting scheme to what you see in crevice (ns2_summit map) so that it looks more cold - its now snowy - was originally going to give it a desert look.
Getting on the hellevator: (its dangerous in itself because it moves a bit crazy atm).
Underneath the bridge
Marine spawn / above the bridge
Don't drink and fly
Looking straight down the shaft
FIND IT HERE : http://steamcommunity.com/sharedfiles/filedetails/?id=125942798
yes the elevator itself wouldn't pass health and safety standards, but i'm hoping that JimWest or Jibrail will ugprade the combat mod and extra entities mod to make it a lot nice to ride on.
The visuals are quite impressive for "fun" map and I love the readyroom
cool thanks Rudy.
I was worried that the onos might be too powerful if it was too easy for it to just jump down - but maybe i've made it too hard now
you can climb back out using the pipes but thats probably not so easy if you are getting shot at.
maybe I need a second elevator shaft heh.
Btw, I like the different levels and pipeways, kinda feels real.
To those who have played it, do you think it's ready to add to the 'official' map list?
I was thinking of making the elevator move at a very fast speed, as an easy way to boost the marines
Reminds me of my ns1 map co_level, is something like this ......
when the elevators work, I'll recreate.
(its in combat mod now at workshop)