[MAP] UnVeil - Official thread - Bug report and tactical analysis.
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
in Mapping
ReadMe & Change log
2014 04 30:
First playable version of this map called UnVeil
Original NS2 map by Obraxis.
Reworked to become a "5 hives NS2 map" by Tex
Over here : http://steamcommunity.com/sharedfiles/filedetails/?id=254947741
My motivation is :
As a NS1 player i've played Veil since the beginning and i've seen this map carrying a long change log. Now NS2 is NS2! Let the past be past. I think NS1 maps just don't fit the bill for NS2. But in the mean time why leaving Veil atmosphere behind ?
I found that NS2_Veil is played the same way over and over. It's more a robotic move than anything now. I don't even have to tell to new players not to get in Nano but wait for the Arc... The last breath for Veil isn't far away.
So i tried to find a way to improve that map. Transforming it into a NS2 map was a way to explore. I did some tests with the editor and it did well. So as it is not a huge pile of work, i do proceed.
Note to testers:
I have no intention of stealing somebody's work. It's just a mod based upon the original map NS2_Veil.
Maintaining the map:
Based only on the player feed back, i will see if it deserve a polishing session (or minor debug). If no one wants to play it like that it won't be a huge loss and i'll forget it.
Don't bother telling me that i should remove a closed area. I know the vents i closed and will remove them depending on the "UnVeil" fame. It's in case we test a "vent re-opening".
Bug and tactical reviews are welcomed. Play it son before say you don't like!
I have to decide to let it a 9 RT map or make a 10th. Apparently Subsector would be the "poor" part of the map. Time will tell.
What enhancement could be done?
-Better connection of hive and ceiling in new rooms.
-Remove closed parts (better FPS)
-Better decoration in rooms that were modified (Skylight - Cargo)
-Better minimap
It's now up to you guys.
To be fixed:
Ground in Cargo. It's a mess. Some decal, geometry and or Collision stuff where sharing same vertexes and vice versa. When i modified it i did destroy some faces leaving a hole. Redo this ground properly Tex!
Commander View
Cargo: tarp and crates are flying.
Tech Notes on the map:
Floor / walls / ceiling faces not connected together all other the place. I believe it was done when the engine / editor nor the game were in a solid and stable stage.
Comments
Cargo
Nano
Skylights
BKLERG
BLERRGGG
I admit the idea of making a more normal NS2 map out of Veil would be interesting, but you didn't do much of any work. There is 0 layout changes besides walling off Cargo. Skylights and Topo look horribly off, and you didn't do anything to improve the flow of the north side. I mean it could be a fun map to durp on but it really is designed for four starting locations and the map is good overall.
Must be just a misconception, because it says obraxis in the secret room, but not fmpone.
2/ As said it is useless to "redo" things with full details as it is out for testing the layout. It has to work on the tactical level first. Otherwise it would be a waste of time. Thanks for reading the ReadMe.
It is a pain to work on a map (I believe you know that isn't it ? ) and more pain to work on something like Veil which from the mapper POV has many issues (oh god). I found more holes and mistakes than i could count, it's really something.
But that's not the point. The point is : it's useless to invest a lot of time if it doesn't work on the tactical level. First thing, first.
If you could read the full text and "ReadMes" it would nice. TIA.
You're joking right ? I mean : Everytime i heard that on a server it was meant to pick on other players.
On a more general note:
If anyone has suggestions to improve this. You're welcome.
As BeigeAlbert said: secret room = Obraxis.
Maybe we're wrong but as you know, this kind of information aren't sticked on the file. Another file format disappointment it seems.
The map IS good as it is now. It's one of the best maps available at the moment, second only to tram and summit... er... third I guess...
Really, the only issues I have with it are: the ridiculousness of trying to fight jetpackers in cargo, and how easy it is for marines to take nano grid with arcs. Now that first point, you've pretty much fixed by removing everything of value from cargo and shrinking it down, but the last problem you've exacerbated dramatically. No longer will aliens be losing two res nodes, they'll be losing a HIVE!!!
Thought about that... obviously.
The thing is : if marines get Nano they end up in a "yeah we got the center" BUT "it's a nest configuration facing south" (with enough vents to make it a pain to marines. It becomes less easy to travel to a north TP. North TP on which alien can focus.
There are still enough vents to set up an attack on Nano for the aliens. Granted, not many players know the Veil vents like the back of their hand. Though they should!
With this configuration Alien can stop thinking South to North only. They can also attack from North.
For Cargo side it is a little difficult to make a cargo storage as small as Departure. Kind of weird. So making a windowed control room is ok and fit with the landscape.
Concerning maps 9 (do i forget one?) are official:
Summit - 5 TPs Cross configuration
Descent - 5 TPs Cross configuration
Biodome - 5 TPs Cross configuration
Tram - 5 TPs Circle configuration
Mineshaft - 5 TPs Circle configuration
Refinery - 5 TPs Circle configuration
Docking - 5 TPs Circle configuration
Veil - 4 TP Christmas tree
Eclipse - 4 TP Christmas tree
All Circle configuration have a little problem. The big room in the center that is just making the maps unbalanced. Who said Docking ?
The only 2 that stand IMO are Tram and Mineshaft.
-Tram because Hub is small enough and have pillars.
-Mineshaft because Central catwalks allow to unlock some situations.
And there are still issues depending on starting alien TP. I won't develop here many have done that before.
So Refinery, Docking, Veil, Eclipse : Yes they are lovely but for me these maps don't show up a real tactical depth with these flaws. Far from it.
Biodome is one exception amongst the Cross configuration. Falls is too "opened" for some, some others think ceiling is too high etc...
Add to that server are never under 8vs8...
So basically half the maps are more played on the competitive level due to the other half set of maps that is flawed. Stays the public places. I understand that new comers cannot be a 5 stars general after installing the game for the first time. Still, it doesn't take long to see the issues and how ppl vote on maps...
See original thread: http://forums.unknownworlds.com/discussion/114979/surprise-veil-re-make