Official Map Feedback Thread!
Zavaro
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
![Zavaro](https://forumsdata.unknownworlds.com/uploads/userpics/921/nKBM89CKEDW6C.gif)
in Mapping
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.
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.
Comments
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...
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
Classic Zavaro. I will post things here instead of internally. More to come.
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.
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.
Refinery:
It is here.
If I jump from here I can land there as a marine.
While standing in the spot a skulk you can walk towards the corner where this skulk is.
Another image with I think two skulks fit in the spot.
Mineshaft:
Why don't we take a look at next sunday?
Could be fun/interesting even if no one wants to work on it.
That way the area is less frustrating for marines because skulks are actually visible then
Fade was stuck
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.
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
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
Docking