Official Map Feedback Thread!

ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 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 Posts: 751 admin
Hi community duders,

After receiving some bug reports from some of our community members (Thanks @The_Welsh_Wizard, @Nordic, @F0rdPrefect and @Kasharic), I've decided to create this thread such that the community can post issues with official maps. As @Loki, @Flaterectomy and I do a lot of work to maintain the maps in Natural Selection 2, we sometimes forget (or have not seen) many of the bugs and things which have been left outstanding for many, many months. These fixes can range from misaligned textures, missing props, bad CommanderInvisible geometry, to weird sound falloff. In fact, recently, I helped push an update which contained a fix for missing floor collision in Eclipse, which had been left in the map for over two years, having thought it was fixed long ago.

Typically, these things are located in internal forums, which limits accessibility. As I am a huge proponent of including the community in development, I extend the arm of legit-mappers-goodness to call on your help to help refine and perfect NS2's maps!

There's a great tool called ShareX which can instantly take a picture and upload it to Imgur. I'd highly suggest installing it for your personal use, but it also would greatly increase your efficiency and ease of linking pictures to this site!

Note: If there are any serious gamebreaking exploits or bugs in these maps, please instead message me directly so that we can directly solve this.
CDT Map Testing Lead and NA Playtesting Whip
Steam / Watch live video from zavaro on Twitch / Twitter
Have a bug in NS2? Report it in the thread! If you can, post how to reproduce it, or private message me on the forum!
KasharicIeptBarakatNordicradionaut

Comments

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    If you really need work, take a look at Cargo in Veil and Cave in Mineshaft :P
    Both are just broken. In cave's case marines just need to walk in and shoot the hive. Cargo requires JPs, but it's still frustrating as hell...
    formerly known as F0rdPrefect

    I am good Onos
  • BlrgBlrg Join Date: 2013-09-01 Member: 187580Members, Reinforced - Supporter, Reinforced - Gold, Reinforced - Shadow Posts: 152 Advanced user
    About Cargo in Veil, please make the vent to look down to prevent gorges bile bombing.

    Vents were not designed to be hidden places for gorges to destroy a base. And the solution of having one marine making his way through a jumping marathon to prevent a base being destroyed is terrible. Especially because the gorge is only LMB clicking while the marine is making a series of jumps that are not that easy in pub level and that he can be killed by any lerk/fade/skulk during this vulnerable process
    Resistor
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,662 Advanced user
    " I extend the arm of legit-mappers-goodness"
    Classic Zavaro. I will post things here instead of internally. More to come.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
    Zavaro
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 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 Posts: 751 admin
    Blrg wrote: »
    About Cargo in Veil, please make the vent to look down to prevent gorges bile bombing.

    Vents were not designed to be hidden places for gorges to destroy a base. And the solution of having one marine making his way through a jumping marathon to prevent a base being destroyed is terrible. Especially because the gorge is only LMB clicking while the marine is making a series of jumps that are not that easy in pub level and that he can be killed by any lerk/fade/skulk during this vulnerable process

    Personally, I think that vent is actually completely fair. You can go into the vent and shoot him from below. Plus, if the Gorge is dumb, he's created a ladder for you to climb up. I could put a ladder entity in the vent, as well. I'll test it and see how it goes, but quite frankly, that vent is pretty chill with the cause-of-alien-depression that is Cargo Hive.
    If you really need work, take a look at Cargo in Veil and Cave in Mineshaft :P
    Both are just broken. In cave's case marines just need to walk in and shoot the hive. Cargo requires JPs, but it's still frustrating as hell...

    I've been considering making some slight changes to Cave recently. It was originally planned as a huge revamp (last year) to Mineshaft with some changes to the Cave-Cavern-Crusher areas, but I will not have the time to redo these areas given all the other stuff I'm working on. @SamusDroid had a build, I believe, with some legit changes. Or @Mephilles, I can't remember. Though I did like the @Kasharic build of Mineshaft as well, it had good ideas.
    CDT Map Testing Lead and NA Playtesting Whip
    Steam / Watch live video from zavaro on Twitch / Twitter
    Have a bug in NS2? Report it in the thread! If you can, post how to reproduce it, or private message me on the forum!
    Kasharic
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts Posts: 2,154 mod
    edited May 2016
    I have it somewhere, I backed up all NS2 stuff before nuking it
    My mods --- Watermod collaboration with Feha
    For some reason, the instant you ask players to behave differently to be successful, they associate that with bad mapping. - KungFuDiscoMonkey
    Z5UIr2s.png
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,662 Advanced user
    edited May 2016
    Both of these may be fixed.

    Refinery:
    The hole in Chasm's death trigger doesn't kill everywhere.

    It is here.
    z8o4G3i.jpg

    If I jump from here I can land there as a marine.
    ONVVTDY.jpg

    While standing in the spot a skulk you can walk towards the corner where this skulk is.
    e4vJX14.jpg

    Another image with I think two skulks fit in the spot.
    lugaJhe.jpg

    Mineshaft:
    It used to be really easy to get stuck on the edge of this glass. I am assuming it is fixed because I couldn't do it anymore but I am posting just in case.
    qHgiOnZ.jpg
    Post edited by Nordic on
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    SamusDroid wrote: »
    I have it somewhere, I backed up all NS2 stuff before nuking it

    Why don't we take a look at next sunday?

    Could be fun/interesting even if no one wants to work on it.
    formerly known as F0rdPrefect

    I am good Onos
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 926 Advanced user
    @Zavaro I was the dude with kodiak and if I would have more time I'd actually improve the biosphere area on it, by retexturing that area. It needs the wall props of crevice in summit and some snow on the ground while the water is frozen.

    That way the area is less frustrating for marines because skulks are actually visible then
    return to zero
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,662 Advanced user
    edited May 2016
    Tram no power and refinery stuck spot.
    No power on robo
    WnfHZCX.jpg

    Fade was stuck
    0qPDQ7y.jpg
    Post edited by Nordic on
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, NS2 Playtester, NS2 Map Tester, NS2 Community Developer Posts: 627 Advanced user
    Death trigger in Ventilation on summit isn't blocking the whole area, not sure how but I got down to the fan without dying :/
    wDCrJTM.jpg
    JYKlgsA.jpg
    Meph isn't an NSL admin anymore!

    #blameHefty
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    On Descent, the area below crew quarters is too small. If a marine goes down there, his head sticks through the geometry, and aliens can kill him from above.
    formerly known as F0rdPrefect

    I am good Onos
  • The_Welsh_WizardThe_Welsh_Wizard Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter Posts: 753 Advanced user
    Zavaro wrote: »
    Blrg wrote: »
    About Cargo in Veil, please make the vent to look down to prevent gorges bile bombing.

    Vents were not designed to be hidden places for gorges to destroy a base. And the solution of having one marine making his way through a jumping marathon to prevent a base being destroyed is terrible. Especially because the gorge is only LMB clicking while the marine is making a series of jumps that are not that easy in pub level and that he can be killed by any lerk/fade/skulk during this vulnerable process

    Personally, I think that vent is actually completely fair. You can go into the vent and shoot him from below. Plus, if the Gorge is dumb, he's created a ladder for you to climb up. I could put a ladder entity in the vent, as well. I'll test it and see how it goes, but quite frankly, that vent is pretty chill with the cause-of-alien-depression that is Cargo Hive.

    It is not about the vent itself which is completely fine. It is solely about the reason that the vent is (almost) inaccessible for marines and a single gorge can bile the whole cargo area. It is extremely frustrating and not fun for marines and not balanced, dropping a CC or IPs in Cargo is impossible because of that single reason. You can keep the vent as it is, but modify the exit please so a gorge cannot bile.

    I also think how the room performs with a Hive in there is irrelevant because the problem is only present when marines hold it.
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 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 Posts: 751 admin
    True, I could add a ladder to the vent. That's one of the things I considered after you suggested a change.
    CDT Map Testing Lead and NA Playtesting Whip
    Steam / Watch live video from zavaro on Twitch / Twitter
    Have a bug in NS2? Report it in the thread! If you can, post how to reproduce it, or private message me on the forum!
  • The_Welsh_WizardThe_Welsh_Wizard Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter Posts: 753 Advanced user
    Is there a reason btw why this thread doesn't show up in the forum overview? Hard to notice it.
  • ResistorResistor Russia Join Date: 2014-08-01 Member: 197747Members Posts: 32 Advanced user
    edited June 2016
    Arcing "smelting" from "transit" at ns2_refinery looks like a bug.
    biia5rjjyn9y.jpg
    pmd8hctxmfcm.jpg
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 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 Posts: 751 admin
    Definitely is. Will get it sorted ASAP.
    CDT Map Testing Lead and NA Playtesting Whip
    Steam / Watch live video from zavaro on Twitch / Twitter
    Have a bug in NS2? Report it in the thread! If you can, post how to reproduce it, or private message me on the forum!
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer Posts: 366 Advanced user
    edited July 2016
    Hey Zavaro,

    since I've didnt find your thread I unfortunately created one for the ns_veil bug.

    Getting Stuck as Marine in Nano :)

    Thanks for Fixing

    Handschuh wrote: »
    Since ns_veil is one of the most played and probably oldest maps I thought it should be bugfree ... anyway not sure, if thats the correct forumarea - or where I can report Bugs..and whether it's an individual problem of mine?


    In NanoGrid I seem to get Stuck in the Round Corners as Marine- especially If I leave NanoGrid close to the wall...
    Just look at the picture


    gmrcrc4nwavc.jpg
    radionaut wrote: »
    confirmed. it's likely the player model (head?) getting stuck on the protruding geometry:
    808hlmf.jpg
    lTmqixw.jpg

    uqjipsoacqeb.png

  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer Posts: 366 Advanced user
    I also have these issues with Lerk or Fade... especially while armorblocking the entrance for Onos I try to blink left or right of the armory... but Ill somehow get rubberbanded back so i need to blink several times and need like 2 seconds to get around that corner in order to free myself from the rubberband... it is quite bad when you cant use the whole entrance of Nano in order to dodge bullets :(
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer Posts: 366 Advanced user
    edited April 2017
    f06905d2d2eb43d08174f600398a3b9f.png
    This cyst cannot be shot, weldered ... just is unkillable
    crevice - summit - if you stand in front of the
    powernode: look right and thats the corner
  • minsciminsci Finland Join Date: 2013-05-27 Member: 185382Members, Reinforced - Shadow Posts: 37 Fully active user
    Biodome1av19Dd.jpg
    DockingPqoQrC4.jpg
    BtGABzo.jpg
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