Map based on Veil
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Hey,
You can follow the tech stuff here:
http://forums.unknownworlds.com/discussion/134729/map-unveil-official-thread-bug-report-and-tactical-analysis#latest
Otherwise pls test it and comment:
http://steamcommunity.com/sharedfiles/filedetails/?id=254947741
(I hope Steam workshop won't bug)
You can follow the tech stuff here:
http://forums.unknownworlds.com/discussion/134729/map-unveil-official-thread-bug-report-and-tactical-analysis#latest
Otherwise pls test it and comment:
http://steamcommunity.com/sharedfiles/filedetails/?id=254947741
(I hope Steam workshop won't bug)
Comments
TPs:
Topographical, West Skylight and Nano become TP
Cargo is no longer TP
Vents shut:
Overlook - West Skylight
Maintenance - Dome - Cargo
Lower Nano system
C12 - Topographical
Other stuff:
-Cargo may not be the best place for a RT. Maybe moving it to Y-Junction to mirror "The dome" RT would do it.
-Alley from West junction to System Waypointing will probably need extensive modification to slower field units.
-Vents from E & W junction to Control (marine start) may help, but bile bomb may be a problem. Junction vent entries should be close to ground.
-Skylight should have two distinct doorway. Then comes the straight alley issue. So reworking this region isn't out of the question.
Bot test seems to be OK. But only human trials will help decide. Hmm wait...(:) )
Other than that, I'd like to play it. Might give it a go later
I agree but that require a lot of work this time. The more i look to it the more is see the map should be rebuilt from scratch. The layout can be fine if ppl tests confirm it. Including of course the rule not to ARC Nano (it's obvious isn't it ? ). See if the other parts are ok or not.
Then i'll be able to do something with solid grounds. Let's say it's a test map before engaging real stuff. New names new things etc.
As always it requires reports form players. I hear the community is shrinking these days.
But if you're completely remaking it... Making a whole map is a lot of work. Why not make an all new map, then? It's not like there is a huge demand for veil2.0...
to save time on texturing and theme
A layout is easy compare to the rest.
-following artistic set of rules. ex: Descent (space station) vs Biodome (lab).
-The shape of rooms. Ex Overlook isn't really logic but has tactical design in it. etc.
That is why i ask for testing on this.
I never directed it towards you did I? I am talking about UnVeil, in the comment.