A Plea For 3.0.

DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
edited December 2003 in NS General Discussion
<div class="IPBDescription">Correct 2.0 official maps.</div> All I ask is for mapmakers to review their maps on the current topics I am about to list, who never had to crouch as an Onos to walk off a hive or got stuck on the top end of a ladder while trying to walk foward and needed to jump-crouch over it?

This is not a suggestion thread, more like a "buglist" or "not cool designs list".

A list of maps that strongly needs reviewing and corrections by the mapmakers and why:

ns_bast - Ladders that stuck you at the top, lots of places where the Onos must crouch to move (Engine Hive, Refinery and near the second RT in feedwater are the most annoying), marine start is very difficult for Onos to attack (they come from 2 very vulnerable entrances, the vertical elevator and the rotating elevator) and lots and lots of vents where heavy marines can place Sieges to hit the hives but no Onos can reach them.

ns_caged - Sewers <b><i>almost</i></b> always makes you teleport/redempt (not respawn) in the water, making you a very easy target for any marine above the ladders, also the only exits to it are ladders that usually stuck you on top, forcing you to jump off them while being too vulnerable, again very easy to put a siege outside and protect it from aliens. There is only one way to leave the Ventilation hive for Onos and gorges without help from skulks to get in the vents, and it is the slow moving elevator that puts you on a very vulnerable spot. Ventilation hive itself is very hard to move around as an Onos (yes Im talking about them a lot, because if we were still at 1.04, then the maps would be perfect, but they are too small for our new popular big fella).

ns_nothing - Narrow hallways outside almost every key location, like marine start, powersilo hive and cargo bay hive. This makes it easy for marines as the aliens virtually can't dodge much in narrow, long corridors. If there's an Onos present, there are no room for more aliens on the hallway, but you can fit 6+ Heavies there. Also, all the elevators move too slow.

Please don't take this thread as a flaming thread, its just some points I think mapmakers should look at and correct before 3.0 release. If they fix these, their maps will be perfect IMO.
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Comments

  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Don't forget processing...

    I can't believe that one wasn't fixed for 2.0
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    I believe ns_bast was lost in a harddrive crash.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I believe ns_bast was lost in a harddrive crash<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    i wish
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--Anderval+Dec 22 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Dec 22 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I believe ns_bast was lost in a harddrive crash<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    i wish <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's lost.
  • TestamentTestament Join Date: 2002-11-02 Member: 4037Members
    But unlike Nancy it's still in NS. I hate Bast. I miss Nancy. Alot. -sobs-
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    also, it seems that all the maps the railings don't allow skulks to climb them anymore as in 1.0x (at least the ones you can shoot through)

    Why? It's just so bad to try to go up a railing and just fall back down as you helplessly try to get up. The only solution is to time a jump and that's not always easy in the heat of combat.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    edited December 2003
    I agree that key locations (such as double res and hives) should be closely examined for fair play (or as best as can be.)

    but other movement restrictions are simply a penalty for being the onos. If an Onos were intended to be small and quick, it'd be a skulk. But it's not. It's a large alien that can't go everywhere.

    Ladders do need to be looked at.. but the Half Life engine handles ladders like.. well.. crap. Some of the worst laddr physics EVER.

    No offense intended, but I think some of the points are rather moot. Onos shouldn't have a smooth go of it.
  • SuddenFearSuddenFear Join Date: 2003-06-21 Member: 17571Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ladders do need to be looked at.. but the Half Life engine handles ladders like.. well.. crap. Some of the worst laddr physics EVER.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's not that bad, it's only due to the Onos massive hull. I never have problems with marines or other aliens when climbing ladders.

    In comparison, I've been playing Deus Ex again lately, a game that uses the Unreal engine. Try to climb over the top of a ladder while looking slightly up and down and you'll do an "Onos jig".
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Uhh....you left one out.

    ns_origin - If an Onos is at Furnace Hive, it can't walk to any other hives without walking through the marine spawn (of course without the help of MCs)
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--RaVe+Dec 23 2003, 01:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Dec 23 2003, 01:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uhh....you left one out.

    ns_origin - If an Onos is at Furnace Hive, it can't walk to any other hives without walking through the marine spawn (of course without the help of MCs) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    can it? I'm sure I can. I think you mean you can't move from any hive to another without passing by the doubles or MS. And of course, the double level of ventilation (can't go up the ladder quite easily enough) and the fact you can't go anywhere from ventilation apart the double rt
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Cereal_KillR+Dec 22 2003, 07:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Dec 22 2003, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    can it? I'm sure I can. I think you mean you can't move from any hive to another without passing by the <b>doubles</b> or MS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Uhhh there's a problem....Skulks, gorges and Leks can walk there just fine, Marines and Fades have to crouch to get through and well....the Onos is too big and fat to fit through the vent leading to double res.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    <!--QuoteBegin--Birdy+Dec 22 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Birdy @ Dec 22 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe ns_bast was lost in a harddrive crash. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    map makers need to learn to keep more then one copy of there maps
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    While Onos is a huge investment, we're talking about an alien lifeform that can just utterly demolish anything it gets within melee distance of. We're also talking about a lifeform which can instagib any marine it points its horn at, with an infinite vertical range. And that's just at hive one. At two hives, the onos can paralyze floor-bound marines for upwards of a quarter of a minute at a time. Onos is a ridiculous deathmachine if you can save up enough to get it, and have the smarts not to go and get killed. Add MC and DC and GG. I feel that because it's an impossible-to-miss target which has trouble getting ANYWHERE, it's rather balanced out. If the Onos gets bottled up in a hive like ns_veil : Ventilation, the marines were smart. Ditto Nothing : Viaduct / Silo, ditto Caged : Sewer / Ventilation, and somewhat Generator.

    The fact is, there are a lot of hives which have exits that are impossible for something like an Onos to get all the way down without getting shot up to hell and back. It's one reason Fade is seen so much more often than Onos, along with the halved pricetag. However, since the Onos sweeps through undefended marine positions with the subtlety and tenderness of a noisy space-rhino, as long as the Onos can find a way out of base, it can present the marine team with a two-front situation. Most hive assaults will taper off with an onos camping the marine base IPs and PG. Also, Onos make end-game, when more than two people have saved 100 res, much faster, assuming both onos don't get waxed due to stupidity and the ever-present God-complex.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Cereal_KillR+Dec 22 2003, 06:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Dec 22 2003, 06:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also, it seems that all the maps the railings don't allow skulks to climb them anymore as in 1.0x (at least the ones you can shoot through)

    Why? It's just so bad to try to go up a railing and just fall back down as you helplessly try to get up. The only solution is to time a jump and that's not always easy in the heat of combat. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Skulks can climb railings in 3.0.

    Max
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    edited December 2003
    Try ducking while going up ladders. A good ol' fashioned duckjump (Jump, hold duck) onto the ladder gets you up pretty darned fast. I've seen lots of onos die in Daimos coming up the sewer ladder into 'rine start. Most of them pause like idiots at the top. If you pause that long (half a second or so) just drop back down or whatever. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Ducking essentially negates most of the onos problems with ladders. As for the other bits.. Oh well.

    Edit: Ducking for ladders and stuff as well as knowing how to get to somewhere safely are part of an onos. It's not that hard to learn like the blink/swipe/blink of a fade or anything.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--Max+Dec 22 2003, 09:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Dec 22 2003, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cereal_KillR+Dec 22 2003, 06:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Dec 22 2003, 06:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also, it seems that all the maps the railings don't allow skulks to climb them anymore as in 1.0x (at least the ones you can shoot through)

    Why? It's just so bad to try to go up a railing and just fall back down as you helplessly try to get up. The only solution is to time a jump and that's not always easy in the heat of combat. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Skulks can climb railings in 3.0.

    Max <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yay, railings have gotten me killed many times

    Whoever said they wanted bast to be lost deserves to be shot, thats an awesome map.. and you have no reason to insult the person who made it, when you cant even come close to something like it
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Onos also have problems on Tanith trying to get into or out of Waste hive. The entrance into labs forces the Onos to crouch walk to get through. The main entrance to waste also requires the Onos to crouch walk in. This is extremely frustrating if your a) running from marines or b) attacking marines in the hive.

    Its very apparent when Marines are situated up high near the Waste node, as they can easily get any Onos to 1/2 health (provided they have reasonable upgrades and aim) in the time it takes to get into the hive and up the ladder (which can also be blocked by a TF/turret). Which brings up another problem being that the only way up there is using the ladder, meaning its very hard to attack as a Skulk/Onos.
  • M1keM1ke Join Date: 2002-11-17 Member: 9067Members
    I think it's OK if some key locations (ex: ns_bast marine start) are onos-proof. That's just part of the map strategy. But I think it would be reasonable to make it so the onos can at least get in and out of the alien hives easily. Best example I can think of is ns_tanith which is a great map except if marines relocate to waste, which usually turns out as a 60 minute stalemate because an onos has to crouch to get into either entrance AND walk up a ladder just to get to the marine buildings.
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    Tanith is fixed for 3.0.

    Stop whining.
  • DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
    edited December 2003
    <!--QuoteBegin--Delphi+Dec 22 2003, 09:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Dec 22 2003, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tanith is fixed for 3.0.

    Stop whining. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dont start a flamewar. We are just pointing out some map's flaws that we would like to be corrected before NS 3.0 is released.
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    <!--QuoteBegin--DoL | Thunder+Dec 22 2003, 09:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DoL | Thunder @ Dec 22 2003, 09:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Delphi+Dec 22 2003, 09:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Dec 22 2003, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tanith is fixed for 3.0.

    Stop whining. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dont start a flamewar. We are just pointing out some map's flaws that we would like to be corrected before NS 3.0 is released. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    When two people back to back complain about the same map when there's a sticky thread with a changelog clearly stating that the waste hive has been changed as of 3.0, my temper gets short.

    And if you think that's a flame.. Hooboy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Like I said, most ladder issues can be resolved by ducking on the ladder. Learning when to release duck when off the ladder on top is a bit of a skill, but after four or five goings-up on the ladder, you get the hang of it.
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    The amount of flaws i have found in maps is not funny, especially when they are official. I won't be specific here because theres not much of a point listing some and not all (<b><u>eventually*</u></b> i will record every fault in individual map(s) and post them in the forums). Just by playing vs myself i have found normally inaccessible parts of the map, places where u can build phases ontop of lights, lots of perilous v0ids u can hide in.
    A major issue in most maps is being able to build in the bottom of v0ids, most marine structures die but the comm chair survives with 3 bars of health, being at the bottom of a v0id the comm chair is invisible from above and a rine can jump down and get in. Several chambers also live but they can be scanned and seiged.

    Cargo in ns_tanith has going as fade in the water (or sometimes u can sink phases in there and build an underwater base), and the weird L shaped room just behind fusion hive which u can build a phase through the wall.

    *when i can be bothered or next time i get very bored
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    I dont know about you folks, but it would hellava nice if you atleast remember the names right..

    map with problems in them which are the most hated by me.

    ns_origin ; the random killer elevators. (just last night on a pcw our opponent lost a fade to one, though hilarious for us, they didnt like that ;P)
    Ventilation hive fences, you can so easily get stuck in them.

    ns_bast ; the thing between MS and Main Aft, door or what ever, seriously. You can kill yourself with it for crying out loud. Get rid of it, pls :/
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    I'd just like to add.

    ns_bast: Fix the vent at marine start. At the moment there is no point welding it as the aliens can open/close it at will. (open it to let some skulks through, close it to give the sporing lerks cover <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> )
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    ns_bast is not included in 3.0 release.

    two reasons. 1, the source file was lost in a hd crash (From now on, flayra demands that you send him not only a copy of the compiled map but also a copy of the source file just in case.)

    2 The designer got so annoyed at everybody saying how bad his map was that he left the NS Community, which is a shame, becasue it was a decent map.

    As for nancy, the remake team have got a version together, but r-speeds are too high in places and it is doubtful that they will be able to get them down in time for 3.0.
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    He DOES plan to include Nancy (When it's finished.. yes, horrible horrible phrase..) in a steam patch when it's available, however. So no scouring the net for a map that everyone is playing on. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FlashFlash Join Date: 2002-10-31 Member: 1783Members, Constellation
    I know Bast is gone but what I liked the most about that map (ignoring that vent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) was the variety in locations and architecture. There are several maps in NS that consist of nothing but identical corridors and rooms, with the odd bit of creep thrown in like Veil. Bast had memorable, original locations and perfectly captured the NS atmosphere.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    That's too bad bast is going away, it really would be a great map (apart from the MS)

    My only problem with bast's Marine Start is how vulnerable to attacks it is in the start of game and how hard of access it is to oni at end of game. Else, I agree with Flash, the map got perfect atmosphere. (Is it just me or did the Mother easter egg leave with 2.0?)
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    I miss the classic 1.0 maps <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Most of the maps, old and new have had alot of changes to make them more friendly all around.

    Don't worry be happy, most of these problems have been fixed in 3.0
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