ns2_xyllery

ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
edited July 14 in Mapping

Comments

  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 926 Advanced user
    Mod Id: 509ef49f
    return to zero
  • XaleXale Paris / France Join Date: 2003-12-26 Member: 24767Members Posts: 126 Advanced user
    Screenshot indicated it's not THAT greyboxed, how is the reste of the map ?

    Most important is that every room has its identity / color
    Old NS1.0 player (JP/HMG for the win)
    Mapper (de_mangashop for CS1.6 / CSS / CS:GO )
    Re-Worked ns_hera, taking ns2_hera by |-DMD-| Rusty as a base
    Released : https://forums.unknownworlds.com/discussion/155092/ns2-hera2018
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 926 Advanced user
    most important is that the layout works. Room (shape) design comes after that and then we can talk about visual design of the rooms
    return to zero
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    edited July 16
    What the map looks like (as of when this is posted)

    Tech points
    Lobby (marine start) nw3aihhp8dpo.png
    Rielle ps4xpqhiddf8.png
    Drainage (alien start) 7ab7j5kak1y5.png
    Luna nw0d4do1jfs7.png

    RT rooms
    Cookie t5b0sbp6k531.png
    Cafe 4k5cbbkh88gt.png
    Pumps 52wjtfuao5of.png
    Cleaning 0fa7ginjfk4s.png
    Tunnel qu5jd6ppauby.png
    Desalination cuqdvljv9lx8.png

    Other rooms
    Shipping m3v878t3hyme.png
    Lockers zhakccndppzu.png
    Command 3gjd99pjn26f.png
    Power n6vuvi7z3bwe.png
    Pipe vqmdtl1yn98d.png
    Drain td4wvjek22jh.png
    Cleaning 3ra17i64bsnj.png
    Crate pomm69j9xh7u.png
  • skav2skav2 Join Date: 2007-05-28 Member: 61037Members, Reinforced - Gold Posts: 164 Advanced user
    Nice. Looks like it might be a bit marine favored with the hallways being so close to tech points and the long hallways leading in.
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    edited July 24
    minor map changes
    rebuilt pumps and power and moved lobby and cookie closer to the rest of the map.
    1sqszosn9x1e.png

  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    Minor changes to Xyllery.
    Before
    cn9jbb2ikn37.jpg
    After
    xjm54n3f5z2z.png
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    Xyllery has been updated

    Current layout.
    79wen5gyxeas.jpg

    Some of the rooms.
    26fp29ca7zpu.jpg
    xxm9uhitra1z.jpg
    wwthjm55y4fd.jpg
    0kby4y3ehpz1.jpg
    vmihghnyk256.jpg
    oc3g5q84boob.jpg

    Hope you all enjoy. Feedback is always welcome.
    KasharicVetinari.trixX.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    This is shaping up quite nicely. Unknown looks like it could use some cover, though.

    Also, that sure is a lot of reflections :P
    formerly known as F0rdPrefect

    I am good Onos
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members Posts: 796 Advanced user
    edited October 10
    Vetinari wrote: »
    Also, that sure is a lot of reflections :P

    Consuela was hard at work!
    vlo3zf7y495x.gif
    NO Cyril, when they're dead they're just hookers!
  • XaleXale Paris / France Join Date: 2003-12-26 Member: 24767Members Posts: 126 Advanced user
    Good start but not enough props, so that disavantage aliens (We played 2 game on SCC server and marine won 2 times).

    Also add more ambiant sounds

    Oh and not fan of the readyroom altough there's an original idea...
    Old NS1.0 player (JP/HMG for the win)
    Mapper (de_mangashop for CS1.6 / CSS / CS:GO )
    Re-Worked ns_hera, taking ns2_hera by |-DMD-| Rusty as a base
    Released : https://forums.unknownworlds.com/discussion/155092/ns2-hera2018
    Kasharic
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 926 Advanced user
    @Xale this map is in a so called greybox phase. It is a minimalistic version of the map without much details to figure out if the layout if the map is working correctly or not. Changes to the map can be done quickly that way.

    Marines usually have an advantage in a phase like this. Ambient sounds would be a part of the detailing phase which usually comes at the end of map development. During that phase the map should get more alien friendly aswell.
    return to zero
  • XaleXale Paris / France Join Date: 2003-12-26 Member: 24767Members Posts: 126 Advanced user
    Mephilles wrote: »
    @Xale this map is in a so called greybox phase. It is a minimalistic version of the map without much details to figure out if the layout if the map is working correctly or not. Changes to the map can be done quickly that way.

    Marines usually have an advantage in a phase like this. Ambient sounds would be a part of the detailing phase which usually comes at the end of map development. During that phase the map should get more alien friendly aswell.

    Yeah of course... thus it really needs lots of testing to better get what's wrong or not at that phase

    In my opinion, as long as your layout follows something "logical" to NS2 gameplay it shouldn't be a problem.


    Thus, in it's actual form, luna seems a bit hard to get (believe me I was killed a hive just after dropping). Marines always check this hive since it's not very far. I think the map should evolve more of a biodome/summit layout with an additional hive command point on the south of the map.
    Old NS1.0 player (JP/HMG for the win)
    Mapper (de_mangashop for CS1.6 / CSS / CS:GO )
    Re-Worked ns_hera, taking ns2_hera by |-DMD-| Rusty as a base
    Released : https://forums.unknownworlds.com/discussion/155092/ns2-hera2018
    Kasharic
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    Layout change to help balance high alien win rate on ibis
    v6bgpr91nqmv.png
    Kasharic
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    New ready room! And balance changes.
    zrn9f1e8tujg.png
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    Small update.

    New loading screen (temporary)
    fmc01qx80spq.png

    New layout
    ds9gnb045871.png

    Some of the "more done" rooms
    xkjqbnnmphe4.png
    g12wc7si9ntb.png
    c1uv8rkrjvhf.png
    ypa3zhjf69cx.png
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 926 Advanced user
    edited December 13
    Is it just me or does xyllery changes layout more often than I crash trains?

    If you switch pumps and dive anchor with each other you could have a classical pinwheel map though.

    Also the way from rielle to pipes seems a bit awkward on the minimap + if rielle is a possible alien spawn I think I might see a problematic arc position in pipes.

    Also not sure how strong the arc position from hangar to pumps is. There is an "arc_range_circle" entity in the editor. If you put that on the techpoints you can see the spots from where you can arc possible hivespots and maybe see any problematic positions.
    return to zero
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    yeah i am still working on the entire left side of the map to hopefully address that arc spot. Aliens always start Pumps and marine start Rielle or Dock
  • The_Welsh_WizardThe_Welsh_Wizard Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter Posts: 753 Advanced user
    Mephilles wrote: »
    Is it just me or does xyllery changes layout more often than I crash trains?

    LOL.

    I am sure I said this before, but you should really establish a layout before building a map. And then adjust accordingly the problems, so the layout improves over time instead of just changes. You are basically always begin from anew, which is very ineffecient.
  • ThesaltyseacaptainThesaltyseacaptain Canada Join Date: 2018-07-11 Member: 242113Members Posts: 13 Fully active user
    Building grey box is fun lol. But yeah I get what what your telling me this layout is almost final just got to add 1 more rt and probably move the middle tech point farther south. and then just add to the map instead of rebuilding it all. Or I could go back and fix/ finish building one of the 11 old versions because grey box. :p
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