.fixed the cc vanishing issue that occurred sometimes when the game would start.
What caused that weird bug?
the bug was caused by the tech points not being setup right in their properties. When i fixed it so that the map had fixed spawns i had set up hydrolift as marine only and test as any team random instead of alien only
So when marines spawned in the random aliens had no spawn and so both hive and cc disappeared
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
okay so I got a bunch of feedback for this map after taking a good look at it:
current minimap picture:
Basically this map has the problem of less good game flow. The reasons why I see this are following:
- too many choke points and the try to fix those with vents
- RTs are in the way of main rotation route
- a tiny bit of too many corridors and other claustrophobic stuff
So here is a list of choke points, which I see problematic (suggested solutions in image description in the spoiler):
- Descent - Uplink
On the minimap you can see 2 connections here but there is only 1. Maybe add a second door similar to the one in the picture.
- Approach
I came up with a special solution here that also tackles another problem with approach. More about that later
- Dagon - Neon Walkway
What I would like to see here are 3 minivents. One that comes out bottom left, another one bottom right and the last one above the pipe at the top. With minivent I mean like you did in between energy core and aquarium above that doorway
- Air Flow
Forgot to take a picture here but with marines standing in server room, this is quite nasty for aliens. As shown later I'd suggest to redo the vents here.
Here are the RTs that are in the way of the rotation routes:
- Uplink
- Catwalk
- Aquarium
- Approach
Solutions for those are shown on the map at the end of the post.
Other requests that make the map feel very claustrophobic, restricts movementand complaints of personal taste:
- this part of Descent is very cramped. Pls get rid of that pillar and have it as an open indent
- you have no room to manuever around Cradle RT. I'd personally like to have a bigger platform here
- this one is not shown on the map at the end but pls remove that vent (it will be replaced by a southern halls to coil vent)
- remove the glass in monitoring and replace it by some railings. (it's optional but it would give a feeling of more room)
- in hydroflow, put some pipes or so between the glass tank and that greenish glowing cable box thingy... You have a nice room here which is not used at all since everyone uses that jump as shortcut (I think aliens shoukd still be able to go above that as shortcut)
Picture of minimap with all changes I had in mind (Red Box = TP; blue X = RT)
While this is just roughly drawn and some Lign of sight issues would probably occure if done exactly like that, I think those changes would contribute to getting a better game flow.
I also added an extra lane in the center because I noticed people have fun when rotating between lanes. Makes the game dynamic, more fast paced and less lane camping
Also I moved Subnautics TP so it wouldn't be arcable from the northern central lane
This will be a 2 part update and here is the first part.
.expanded uplink a little and moved the rt to a better location
.expanded catwalk a little and moved the rt to a better location
.removed the vent from approach to cradle
.added a vent from pipestream to cradle
redesigned the vent from southern halls to aquarium
.removed the rt from aquarium and added props
.added a new small room to southern halls and added an rt
.reopened the corridor from coil to southern halls
.redesigned the vent from dagon to coil
.increased the size of the generator thingy in hydroflow to stop mariens taking a shortcut.
.added glass to the balcony in energy core, to prevent easy grenade of the hive there.
.added various props to the map to imporve cover
changed some parts of uplink a little bit.
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
This map is really hard to skulks and lerks.
The geometry and props make it really hard to skulks to wall jump, especially in areas like Dagon, which are really tough to take back from marines.
Lerks have a hard time finding exits due to the lighting, whereas vents have this very subtle orange, there's tons of other colors which you construe as vents or exits in the heat of combat. I'd suggest lowering your lighting color count to two in each room, with a third color for vents, and probably use a better color to highlight those things. On the same note, don't put lighitng on doors (or door-like props) which don't work.
Also Dagon is really rough, even with the little nook things on the side.
It is true. Dagon is kinda hard to take back from marines. Then again there is a vent to get around, but still maybe something could be done, even tho the corridor looks cool. I am thinking maybe some additional vents in Dagon itself to make the room more dangerous. Otherwise im really liking the new updates. Had alot of fun on Wooza with it today. With some small improvements it should become an official map imo.
Comments
Ok good then!! But just keep in mind this may take quite a While and doing the animation might not become a feature.
i got plenty of time
@deathshroud is this a good theme?
. moved dagon rt backwards a bit. It should now be harder to snipe from coil
.fixed the cc vanishing issue that occurred sometimes when the game would start.
made a simble trick on how to make those wierd corridors in the roof more (handsome).
just add lamps!
What caused that weird bug?
the bug was caused by the tech points not being setup right in their properties. When i fixed it so that the map had fixed spawns i had set up hydrolift as marine only and test as any team random instead of alien only
So when marines spawned in the random aliens had no spawn and so both hive and cc disappeared
current minimap picture:
Basically this map has the problem of less good game flow. The reasons why I see this are following:
- too many choke points and the try to fix those with vents
- RTs are in the way of main rotation route
- a tiny bit of too many corridors and other claustrophobic stuff
So here is a list of choke points, which I see problematic (suggested solutions in image description in the spoiler):
- Descent - Uplink
On the minimap you can see 2 connections here but there is only 1. Maybe add a second door similar to the one in the picture.
I came up with a special solution here that also tackles another problem with approach. More about that later
What I would like to see here are 3 minivents. One that comes out bottom left, another one bottom right and the last one above the pipe at the top. With minivent I mean like you did in between energy core and aquarium above that doorway
Here are the RTs that are in the way of the rotation routes:
- Uplink - Catwalk - Aquarium - Approach Solutions for those are shown on the map at the end of the post.
Other requests that make the map feel very claustrophobic, restricts movementand complaints of personal taste:
- this part of Descent is very cramped. Pls get rid of that pillar and have it as an open indent - you have no room to manuever around Cradle RT. I'd personally like to have a bigger platform here - this one is not shown on the map at the end but pls remove that vent (it will be replaced by a southern halls to coil vent) - remove the glass in monitoring and replace it by some railings. (it's optional but it would give a feeling of more room) - in hydroflow, put some pipes or so between the glass tank and that greenish glowing cable box thingy... You have a nice room here which is not used at all since everyone uses that jump as shortcut (I think aliens shoukd still be able to go above that as shortcut)
Picture of minimap with all changes I had in mind (Red Box = TP; blue X = RT)
While this is just roughly drawn and some Lign of sight issues would probably occure if done exactly like that, I think those changes would contribute to getting a better game flow.
I also added an extra lane in the center because I noticed people have fun when rotating between lanes. Makes the game dynamic, more fast paced and less lane camping
Also I moved Subnautics TP so it wouldn't be arcable from the northern central lane
This will be a 2 part update and here is the first part.
.expanded uplink a little and moved the rt to a better location
.expanded catwalk a little and moved the rt to a better location
.removed the vent from approach to cradle
.added a vent from pipestream to cradle
redesigned the vent from southern halls to aquarium
.removed the rt from aquarium and added props
.added a new small room to southern halls and added an rt
.reopened the corridor from coil to southern halls
.redesigned the vent from dagon to coil
.increased the size of the generator thingy in hydroflow to stop mariens taking a shortcut.
.added glass to the balcony in energy core, to prevent easy grenade of the hive there.
.added various props to the map to imporve cover
changed some parts of uplink a little bit.
The geometry and props make it really hard to skulks to wall jump, especially in areas like Dagon, which are really tough to take back from marines.
Lerks have a hard time finding exits due to the lighting, whereas vents have this very subtle orange, there's tons of other colors which you construe as vents or exits in the heat of combat. I'd suggest lowering your lighting color count to two in each room, with a third color for vents, and probably use a better color to highlight those things. On the same note, don't put lighitng on doors (or door-like props) which don't work.
Also Dagon is really rough, even with the little nook things on the side.