ns2_descent_goodvents
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
Updated with new modid and stuff, now called ns2_descent_goodvents! Please update your workshop links!
Workshop link!
I've limited the scope of this mod from its previous iteration. The intent is simply to make the vents more fair as well as remove a couple minor gameplay greviances that players have had. It should make the map a little bit more fun for players (particularly marines).
The layout!
Balance
* Removed Launch-Shipping vent
* Removed Monorail-Water vent
* Removed Shipping-Hydro vent on South side of room
* Added additional Shuttle Bay-Gravity vent
* Added Gravity-Shipping vent
* Added Water-Silo vent
* Fixed Hydro broken glass tube to prevent dumb shotgun marine hijinks
* Added pipe and cables to block LOS from northern Hydro vent entrance to
prevent Gorges from biling structures from an invincible spot (Thanks, Psyk!)
* Broke down catwalk in Shuttle-Grav hallway to increase marine speed to the top
* Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
* Broke glass and opened door in desk/kiosk thing in Receiving to offer some additional way into/out of Shipping
* Broke glass on rounded corner of room East of Gravity to give LOS to vent for marines to kill escaping aliens
* Removed crates and a support beam to upper Shipping to make the area a bit better for combat
* Added additional crates to right conveyor in Shipping to help protect Gorges biling arcs from above
* Removed ability to stand on wall in Shipping-Hydro connector
Visual
* Added reflective glass reflections and geo to props that don't have it (big ones being room in between Observation-Drone and the tubes in Hydro)
* Fixed a number of areas with misaligned textures and holes (don't remember where, but all over the map)
* Removed a bunch of lights that were inside the walls
* Changed the signs in Plaza and other areas to have proper aspect ratios (the Descent Station signs should show a round planet now instead of an oval one)
Workshop link!
I've limited the scope of this mod from its previous iteration. The intent is simply to make the vents more fair as well as remove a couple minor gameplay greviances that players have had. It should make the map a little bit more fun for players (particularly marines).
The layout!
Balance
* Removed Launch-Shipping vent
* Removed Monorail-Water vent
* Removed Shipping-Hydro vent on South side of room
* Added additional Shuttle Bay-Gravity vent
* Added Gravity-Shipping vent
* Added Water-Silo vent
* Fixed Hydro broken glass tube to prevent dumb shotgun marine hijinks
* Added pipe and cables to block LOS from northern Hydro vent entrance to
prevent Gorges from biling structures from an invincible spot (Thanks, Psyk!)
* Broke down catwalk in Shuttle-Grav hallway to increase marine speed to the top
* Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
* Broke glass and opened door in desk/kiosk thing in Receiving to offer some additional way into/out of Shipping
* Broke glass on rounded corner of room East of Gravity to give LOS to vent for marines to kill escaping aliens
* Removed crates and a support beam to upper Shipping to make the area a bit better for combat
* Added additional crates to right conveyor in Shipping to help protect Gorges biling arcs from above
* Removed ability to stand on wall in Shipping-Hydro connector
Visual
* Added reflective glass reflections and geo to props that don't have it (big ones being room in between Observation-Drone and the tubes in Hydro)
* Fixed a number of areas with misaligned textures and holes (don't remember where, but all over the map)
* Removed a bunch of lights that were inside the walls
* Changed the signs in Plaza and other areas to have proper aspect ratios (the Descent Station signs should show a round planet now instead of an oval one)
Comments
The correct term for descent is descent_andfreefall or descent_andfalling, provided the name isn't refering to the meaning origin/lineage.
Much to learn you have, young mappawan, but I can teach you all about it, when you visit me next time above the summit on cloud 9
Now to the less important stuff..
Great changes, looking forward to playing them!
Mineshaft_andunder works too though right?
Shhh you're revealing too much, too early!
Not in my game plan. I'm not really interested in working on Tram.
* Removed some pillars on path to Observation to make the hallway more marine friendly
* Removed some pillars on the north entrance from Silo to make the hallway more marine friendly
Water Treatment
* Removed catwalks for marine friendliness
* Added ladders to each big container
* Added some crates for skulks
Energy Flow
* Removed pipe above the power node for marine friendliness
* Made side-room larger to better store gorge tunnels and phase gates (the latter not likely)
Plaza
* Graphically changed the signs to have the proper aspect ratio
Crew Quarters
* Removed the center pillar to make the hallway more marine friendly
I'd rather see those 2 pillar props being put back more into the middle of the corridor instead of more crates.
Surprisingly tho it looks a lot better now and you can actually see more of the actual "Depot" theme with the window showing the Armory and the wall stuff.
REVERTED TO ORIGINAL MAP...
Vents
* Remove Monorail-Depot-Water Treatment vent
* Added lower Depot-upper Depot vent * Added Water Treatment-Energy Flow vent * Removed Shipping-Launch Control vent
* Added Shipping-Gravity vent * Added Gravity-Shuttle Bay vent * Heavily modified Hydroanalysis vent to prevent invincible Gorging and provide better lifeform escape route
* Made vents Marine accessible
Gravity
* Broke more glass to provide better vision on new vent exit
Hydroanalysis
* Replaced broken water tank with unbroken one to prevent annoying lifeform/shotgunner spot
Shipping
* Removed some excess crates and supports toward entrance to Hydroanalysis
Depot
* Added ladder to allow vent to be marine accessible
Water Treatment
* Fixed an issue where part of the room isn't visible on the map overlay
* Minor fixes to LowLights
* Minor fixes to Occlusion
Vents
* Removed Depot-Depot vent
* Reworked Water Treatment-Energy vent, now Water-Silo
Silo
* Fixed missing faces on SW wall
Shuttle Bay
* Broke the catwalk to make it easier for marines to get up on the upper deck (ala descent_andbelow
* Added cosmetic glass to many areas where it was missing
* Massively toned down reflections in most areas to make it less visually noisy and easier to track
* Rebuilt all reflections throughout the map for accuracy
Vents
* Retextured Gravity-Shuttle Bay vent
Silo
* Fixed some holes in the wall (whoops)
Energy Flow
* Fixed some misaligned textures
* Reverted Hydroanalysis vent
* Added ladder to Hydro vent for marines to fight invincible gorges
I agree, my previous implementation was not without issue though. I'm still chugging along and thinking of things, a future update will have a better system in place.
This once slipped my mind. Thanks.
Shipping
* Added additional crates to eastern conveyor to give some cover for Gorges bile bombing ARCs in the lower area
* Fixed Grav - Shuttle vent showing dev textures in Commander view
* Fixed some areas that were missing good looking glass
* Fixed some more areas with Descent logo in wrong aspect ratio
* Added NSL Lowlights options (Thanks Tyr for pointing this out)
So far it seems fun. I'll see if it works, though.
The stairs will make it even harder for Aliens starting in Fabri to defend Plaza, since Marines have more evasion/backpeddal space there, while shooting the Harvester.
In general I'm not a fan of the new stairs and upper level arrangement tho.
They add almost useless playspace, which will just be used by Aliens for troll tunnels or easy escape routes, while it will make it super hard for Marines in that room.
Since there is no exit/entrance coming from the upper level, there is almost no point of being there in the first place.
At this point I would suggest to remove the stairs and access to the upper level completely; cover it all with windows like it already is at some parts.
Of course, the more interesting option would be to change this area so much that one entrance connects to the upper level. Then you get way more interesting (vertical) fights in Plaza (e.g. remove the exit to Crew Quarters/ Launch Control and add a corridor + stairs to connect those locations to the upper level.).
The cleaning cart in security is a nice idea, but I think it's a little too much in the way. Putting it a bit more out of the way of the entrance to Security should do it; and updating the reflection probe.
The vent coming from Fabri is still a problem.
Maybe you can add a tall shelf in the shop with the vent exit or put some infront of the shop windows. Aliens need some way and means to immediatly take cover after coming out of that vent. Breaking one shop window would also give another way out, since the exit is so small and in line of the vent exit.
Currently, you can't place any buildings up there including tunnels.
Yeah, I agree. I really don't like the Fab-Plaza path there, it's no bueno
I might make the vent exit near the Info station with the next build as it will allow sneaky aliens to enter the room a bit more stealthily. That idea still lacks cover, though.
Good feedback from you guys, though.