LokiJoin Date: 2012-07-07Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited March 2016
well the LS spot light ended on monday, so yeah whatever UWE decides to do next. Its just LS was picked first so dunno what is next.
I have no control over it as I am not part of UWE / PDT.
Just gathering feedback for ls maps
Its just LS was picked first so dunno what is next.
Well Faded was firster
I just thought that i'd be nice to have more modes in the the "Play Now" section and I didn't know where to bring it up but here.
Its just LS was picked first so dunno what is next.
Well Faded was firster
I just thought that i'd be nice to have more modes in the the "Play Now" section and I didn't know where to bring it up but here.
Your own thread INTER totally dragging this one off-topic, I would never do such a thing
But yeah, bi-weekly or monthly mod highlight could be a thing IMHO, even if we only have a few mods... They definitely deserve spotlights more often!
Perhaps the marine base could be moved to the central techpoint and if aliens could spawn all around the map on every techpoint. That would half the walking distance from their spawn points from any direction. It has two vents and two long hallways leading into it right IIRC...
Starting with a welder is nice, but makes it extremely hard for aliens to do anything until lerks come out due to the starting Armor 3.
So if we rebalanced the prices of all equipment and made it so they're a onetime purchase at the start for everything but a pistol and the axe, I think these should be the prices if they only have 30 res to work with.
It would promote teamwork and give players pseudo class like choices in how they want to play. Powerful lifeform killers like Shotgun/Jetpack would be balanced by needing to be repaired by more team oriented loadouts.
I think the exo needs to be stationary. It allows the mapper to place it, or not place it, based on what is best for the map. Hellevator is a good example of this. There are places that the exo could be a lot stronger.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
A multiple alien spawn point option, similar to how the ls_marine_spawn is used would be nice. The ls_alien_spawn would need a flag to spawn infestation though (on/off). I've tried placing more and the infestation was VERY THICK, spawning from all those eggs
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2016
Yep, It is pretty much inspired. I'm using a different texture style though. But the architecture is still that angled stuff I like to do Also I saw the Xenocide issues with Hellevator and how it did work very well in other areas. So now I'm trying a similar setup, with a bit more breathing room for Marines. The Jetpack vs Xenocide balancing so to speak.
It kinda has a similar fallback point, like the elevator shaft in Hellevator. But in this map the marines will have a bit more line of sight into the main battle area and longer lines of sights in general into the hallways, which will be more of a staggered cover line with crates along the walls and a longer way to travel. Instead of short elevators hallways. It will have two main hallways (maybe a third that has a slightly longer travel time and more cover) and three vent exits (two pointed away from the combat area and one pointed into the combat area). All of which can be covered by the EXO
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited March 2016
Well, we have a new map. No OCCGEO yet, I hate that stuff and after slapping together a map in two evenings I don't feel like torturing myself even more with this Spark Editor, It seems to perform fairly well without it for now, map ain't that big I'll get around to it when I feel like it hehehe
There is an error when I pressed F4 to get back to Team Choice the game crashed. Sorry no log of that. Pressing my bindings for Team1 and Team2 didn't work either to switch team though they did not crash the game.
Comments
I have no control over it as I am not part of UWE / PDT.
Just gathering feedback for ls maps
I just thought that i'd be nice to have more modes in the the "Play Now" section and I didn't know where to bring it up but here.
Your own thread INTER totally dragging this one off-topic, I would never do such a thing
But yeah, bi-weekly or monthly mod highlight could be a thing IMHO, even if we only have a few mods... They definitely deserve spotlights more often!
Perhaps the marine base could be moved to the central techpoint and if aliens could spawn all around the map on every techpoint. That would half the walking distance from their spawn points from any direction. It has two vents and two long hallways leading into it right IIRC...
Could make it so turrets use ammo.
Which puts them at the same limited use or situational use as starting mines.
And they'd have to ration their turrets perhaps...
Can we drop them once picked up so we can relocate them to a safer spot to retrieve during end game? Haven't check that out yet :P
So if we rebalanced the prices of all equipment and made it so they're a onetime purchase at the start for everything but a pistol and the axe, I think these should be the prices if they only have 30 res to work with.
5 Res Cost
- Welder
- Grenades
- Mines
10 Res Cost
- Rifle
- Flamethrower
- Grenade Launcher
- Sentry Gun
15 Res Cost
- Shotgun
- Jetpack
30 Res Cost
- Functional Exosuit
It would promote teamwork and give players pseudo class like choices in how they want to play. Powerful lifeform killers like Shotgun/Jetpack would be balanced by needing to be repaired by more team oriented loadouts.
It kinda has a similar fallback point, like the elevator shaft in Hellevator. But in this map the marines will have a bit more line of sight into the main battle area and longer lines of sights in general into the hallways, which will be more of a staggered cover line with crates along the walls and a longer way to travel. Instead of short elevators hallways. It will have two main hallways (maybe a third that has a slightly longer travel time and more cover) and three vent exits (two pointed away from the combat area and one pointed into the combat area). All of which can be covered by the EXO