Ns2_Stratos
I've started working on this map last week and I want to try to get a play test in by next week if possible.
First test:
Lighting
Clipping error
Line of sight issues
Major choke points
Distance between Resource A to B
Distance between X room to Middle
Possible Vent locations
Second test:
Commander Cameras
Commander Alpha
Navmesh
Third test and onwards:
Regular games for further refinement
There's no overview of the map as of right now. I will try to get that up by next week. If I missed anything please let me know. I really want to get this map to be playable within 1 month so I still got a lot of work cut out for me.
Here's my progress so far.
First test:
Lighting
Clipping error
Line of sight issues
Major choke points
Distance between Resource A to B
Distance between X room to Middle
Possible Vent locations
Second test:
Commander Cameras
Commander Alpha
Navmesh
Third test and onwards:
Regular games for further refinement
There's no overview of the map as of right now. I will try to get that up by next week. If I missed anything please let me know. I really want to get this map to be playable within 1 month so I still got a lot of work cut out for me.
Here's my progress so far.
Comments
Very good job, maybe some textures are a little stretched but I like what I see...
Keep up the good work!
The SS are taken from the editor because I didn't setup for the map to play in-game yet.
This is the current layout I'm aiming for. Pretty much like Tram.
Changed generator room so it looks more spacious.
Currently working on my research room. Need to change the textures on some of the objects.
Yellow = Tech Point
orange = RT
Purple = Choke Point
Keep in mind that this is a very rough layout. The highlights just generalize the pathing of the map
I'm wondering if anyone has any idea to make the layout more consistent or if anyone see a major flaw in a specific location. Any feedback will help me greatly.
EDIT: Latest Revision
SW corner ( reworking texture + need lighting)
SE corner. Tried messing around with wallmods and walltrim. way too limited in what I can do. (need to re-texture and add lighting)
Currently remaking cargo ( a lot less brown).
Completely remade 1 of me tech points (2nd picture from my previous post)
Hallway Leading to the new tech point
steamcommunity.com/sharedfiles/filedetails/?id=217032470
I know some locations are really big and open and the travel time in some locations are too long. I'm currently fixing these problems at the moment but I would really like to get some testing done before I do anything else.
Some screenshots of my current progress.
You should get hold of the guys who organise the SCC, they have weekly map testing sessions for in progress maps. There is a thread here in the forums, although I am sure one of them will see this soon enough, a map release does not escape their attention long
And on a more serious note, the map is looking good from those screenshots, look forward to giving it a shake down on Sunday.
"On sunday night, the mappers unite.
Stratos is up, fill some rum in my cup!
Troop will rant, all mortals are ants.
In kodiaks dome, loki is working on his throne.
Flat is on caged, an evening is staged.
Come and have fun, but if you're not on my team, I'll kick your bum."
P.s: Love the progress, can't wait for sunday!
Particular offenders would be cryo and Lobby, where it's hard for aliens too find any cover at all (can't really say for the rest; it's where I fought the most).
There was some issues with cysts not connecting. It was impossible to cyst the north techpoint, cysts did not properly go though the center of the map. Drifters are also included in that as well.
If marines got pgs, it would've looked different, though. (@Howser! y no pg! )
The vent in the upper right room, that has its entry point near the TP, if a marine drops in there, there is no way out. You should provide marines a way out, if you make a vent, that they can get stuck in before JP.
I also think some of the best looking sections of the map, was in dead ends route wise. You would have all these cool cinematics for atmosphere going on, just to the left of where the game was actually being played out.
Maybe consider cutting down on the accesory prop amount in the lockers and cases, and emphasize your awesome looking detail for the main play areas, if you want your map to perform its best, on most players pc's, there's no reason to have so many bottles, guns, etc. Remove some and you make players happy, and you get extra space to make other awesome stuff!
Example, you should change the smog to be over the door and the pipes to be in the background, that would look really cool going out and in.
Can't wait to see the coming builds, really good ground stone!
EDIT: Forgot to add in a rt point at the bottom right. woops
RED = Tech point
BLUE = RT
Green = Fixed spawn point
Highlighted Yellow = underpass (going to fix that)
Average travel time 15s ( from Tech/RT to RT)
I had a similar issue in Caged where there was a route with no junctions from Marine Start through Monitoring, Stability, Generator, Auxiliary Generator, and finally to Upper Shipping Access. I have since added a junction in Monitoring and one to Auxiliary Generator, as traversing that route was very linear, and having to change your destination midway meant just having to complete the loop anyway.