Ns_hera

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Comments

  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    edited February 2004
    <span style='color:red'>**** Burnination ****</span>
    <img src='http://www.tristan-north.com/other/Hera/ns_hera0074.jpg' border='0' alt='user posted image' />
    <img src='http://www.tristan-north.com/other/Hera/ns_hera0075.jpg' border='0' alt='user posted image' />

    Quick note, texture alignment with the lights is a little off from below, doesn’t matter too much, just a detail I noticed.
    Also, you can build in the black area… that’s a problem. It’s achived by dropping structures in quick succession, and needs to be addressed (perhaps enlarge the area the trigger-hurt damages?




    Well, that’s all from me. Was rather a large post, and obviously the ideas in it are quite major, however, I’ve love it if you could at least make a low-detail version with a couple of the changes, to see how it plays, then detail it if my suggestions were worth it.

    Overall, still one of the more beautiful maps, although releasing a high-entity count version as well as a low-entity version would be great for the more powerful servers to show off Hera in all it’s beauty.


    Great work, keep it up man, and I hope this was slightly useful even if it did focus more on problems then praise :\


    Bahamut



    Hehe, I so owned this thread with my images O.o
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    Alrighty, first of all I've always liked ns_hera.
    When others were whining about it I was loving every bit of it.
    This version... is... flakey in my opinion (with all due respect).

    What I <b>personally</b> don't like:

    - Marines can reach Holo room from their commchair in under 15 seconds.

    - The concentration of rt's on the leftish side of the map (top view) is uberly high.

    - The rt inside Archiving looks hastily fitted in... the straight edged cut out in the floor just doesn't come across as quite right to me.

    - The beaming light at the middle entrance to archiving... I think it does more wrong than good and I find it quite annoying and "unnatural".

    - The newly used dark brown water texture... I don't know, I just don't quite fancy it. On the other side the water texture in Archiving comes across as too transparant...


    - The removal of the small sliding door in cargo, whilst the buttons to open the door are still there... remove the buttons as well.

    - The lift in cargo... I mostly agree with the other critiques on it...

    - The "beams" on the ceiling of marine start, two of them end up floating in the air, not connecting to the wall.

    - The ladders in processing... they don't connect to the floor whilst it'd look better if they did in my opinion, and of course the grey texture...

    - The changes of the map room before you get to Archiving... what was so horribly wrong with it that it required such rigorous changes? It takes away alot of space and makes it a little claustrofobic.


    What I <b>personally</b> do like:

    - the small entrance to Archiving where a marine will have to crouch to get through

    - the renewed ceiling/wall in holo room (removal of the big ledge)

    - One can't shoot DCD hive from the vent (remodelling of the ceiling and such)

    - The inability for marines to build on top of the see through tunnel outside hera platform and the ability to easily shoot aliens attacking from this location. The inability to "lork on teh clorf" is quite refreshing as well.

    - Don't know if this was there in previous versions or just that it stands out now, the fact that you can see the shadow of the fan in Vent hive upon the water.

    - The added ladder in Vent hive.


    These comments are based upon going around the map as a jetpack marine and a skulk for 45 minutes.

    Once again, I have the upmost respect for any mapper, I'm not capable of mapping myself and I don't know the ins and outs. But I have always liked hera very much yet some of the changes seem very hastily done and unthoughtfull, as the previous little "in between patch" in 2.0 was, <b>in my opinion</b>.

    I haven't actually played the map with others yet, but if this is what's needed to improve the gameplay of ns_hera (if it needed changing at all) I'd rather play the older version, just because I like the look and feel of it alot better and I'll take that over the gameplay in the case of ns_hera (which seemed fine to me as it was, except for the double siege spot perhaps).

    Good luck and I do hope some of the changes everyone has suggested/will suggest here are going to be implemented in a newer version of ns_hera.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Man, Bahamut. You need to learn to hold back. A commendable job but just too many "And this is me standing in front of The Little Mermaid" pictures of no relevance. I want nice concise feedback, but I'm afraid the thread grew too ridulously huge. I had no idea you would run rampant like that. Please, dont use 3 images to tell what 1 can do.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Well, been playing ever since the first Hera came out, and have liked of this map very much. *But*, it still has some problems.

    - The new marine start isn't as good as it was in v2. I suggest that you leave it otherwise untouched, but replace the corner "CC-box" with a small, roundish place. This could serve as the base (or the corner could simply be like the current cc box, with a little more space in front of it.

    - Marines have too easy access to MS, Holo, proc, and maint from cargo. In v2, marines had too difficult access to proc, but now it's too easy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    - I have considered the "pillar of computers" before archiving to be one of the "trademarks" of the map. Now it's gone <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Good replacement, but still... Maybe it would be a good idea to leave the pillar untouched in the future versions...

    - Processing. Personally, I don't like it. Now that marines have easy access there from cargo, they can easily siege DTD hive. And vent, if that has not been fixed. Maybe it would be a good idea to separate the corridors to their own areas and give DTD a bit distance? This way, that vent access near arc could be made a regular corridor (good visuals there, btw)

    - Marines should not be able to siege double-res with one TF at hera. Veil was modified from this same reason -marines could siege dbl from their base too easily.

    -Holoroom could be made darker, as it is currently a shooting-track for marines. Dark + hologram +small pillars of light = beauty <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    lmao dude, sorry, guess I got just a little (lot) carried away there. (love the comments you made when deleting them, lol)

    I'll be much more careful next time, guess I was just trying to prove how good some parts looked, although now that I think about it that was unnessesary.

    *hugs Immacolata* I'll never do that again...promise ;)


    I'd like someone to comment on my ideas (if that's allowed in here...), I did do it all at once so I might have got a bit carried away with changes, but yeah, I believe most of them don't sound too bad, even if they require a lot of work :\


    I'd just like to see more use of the siege cannons to decimate hives rather then resource nodes, as at the moment sieging a hive isn't very viable on hera, as you have to be practically in the hive (or actually in *looks at archiving*) to siege.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Thanks for all the feedback so far from everyone (and please don't stop if anyone has anything they want to say), I've read all the posts so far and am getting the picture of what needs to be changed.

    The route through to the cargo room will probably be welded shut again, but I think a way for skulks to be able to get through might be left in. (eg that gap at the edge of the lift, but redesigned so it's less viable for marines to use as a path)

    The water will most likely stay as it is. Whatever anyone says, I personally like it. It's dark and grungy because the areas with water are usually dark, and since water brushes cannot recieve light I opted to make the texture a lot darker so it wouldn't appear to be glowing in the dark quite so much. The ground level in Ventilation will be raised so skulks don't spawn underwater, and marines can see them.

    Route from cargo to holroom will be reevaluated.

    All texture errors posted have been fixed (most were due to a rushed release), and 'bland' new corridors may or may not be tinkered with.

    Question: Does anyone have any real beef with the sub-vents in Systems Handling? (where data core alpha was) If not then I'd rather leave them in and edit the minimap sprite so its less confusing in that area.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I dont like the new water in Data Core....i liked the 2.01 (or earlirer 3.0) one better. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> It just doesent complement the map...it sticks out too much and makes the room look really ugly.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin-Merkaba+Feb 15 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Feb 15 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thanks for all the feedback so far from everyone (and please don't stop if anyone has anything they want to say), I've read all the posts so far and am getting the picture of what needs to be changed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Great to see that you're still involved with the community and listen to the critiques. So when are we going to be seeing some new maps from you? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <!--QuoteBegin-Merkaba+Feb 15 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Merkaba @ Feb 15 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Question: Does anyone have any real beef with the sub-vents in Systems Handling? (where data core alpha was) If not then I'd rather leave them in and edit the minimap sprite so its less confusing in that area.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think the vents add or subtract to the room but I think it would be best to at least fix the minimap for that area because it does make it a bit confusing.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Good to hear merkaba. I don't hope you judge my Ruling with an Iron Fist too harsh on the feedback threads. I want the atmosphere with less whinge and more constructive feedback, since maps are the heart and soul of NS experience. And the mappers doing it often get a lot of flak but no lovew <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> But if you want me to butt out I'll butt out!

    I might reevaluate that "please don't post only criticism" policy. People have been quite good at giving good useful feedback, and sometimes you might just have a small item to add but everyone already said the good stuff. So anyone a regular contributor to map feedback, consider yourselves relieved of that rule <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    - The marine start node should be moved back inside.

    - Map has too many nodes now.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I found a spot in the new area between cargo and MS on the floor where the texture was AAAtrigger, and visible to the player. A small square on the upper part of that room. Look around, u will find it.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Am I the only one besides saberx who really wants the marine start node to go back inside? Right now it's just a liability to marines, you can't shoot a skulk until you go aaallll the way down there and to the side of the node, and they can always just run underneath it or something until you leave. And of course if a Fade gets back there there is nothing you can do to save the node.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    I like of it, even though it's a sure-kill-place for a fade and lerk -it's nice to have some open areas too to contrast with the closed ones.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    As said many times, the marine spawn is overly cramped tucked way back in there. I say you go with what you did in the old 1.04 and back heras, and place the marine spawn like those. The way the CC was setup in it made building on the below floor an easy task, and it looked really cool too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    And if the marines RT is still outside on the landing platform, I suggest moving it...sever problems with keeping that up.

    I've got some more ideas for marine spawn though. Perhaps make it below the landing platform/rt, with an elevator running up to the RT. I think that would be pretty cool, and you could have windows for walls so you could look at where your hanging over below the platform. The entrance to the platform could just be a door thats facedown on the ground, and an elevator runs up to it.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    maybe you can make the overall distance too the marine rt shorter, that ramp is sooo long bring it in more.
  • JasJas Join Date: 2002-11-11 Member: 8161Members
    On.. hera i desided.. to bild a com.. for a joke out side on this ledge the only place u can bild it.. so we went to the glass to try and bild it! and guess what we could bild it :/ so basily if u had 1 com there.. it would be impsoible due to its in the sky part of the map to win for alien so.. here is a screenshot of were it is and please fix it! thanks!

    (sorry if this thread makes other people acsess the bug.. and abuse it.. but.. i wanted to let u know and this is the only way .. i could.. so if u want anymore help then email me at steve_o_dblb@hotmail.com. i have found another bug.. on the game simler to this one for information.. NS team only email me dont want 2 bugs floatin around the place to be fare. thx!
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    edited March 2004
    Just after reading this I saw a clan do it on there own server, and yes it can be done and is very lame. Although a fade was able to somehow shoot acid rockets though the glass hallway, and a lerk flew a gorge into the sky and started bile bombing. The lerk/gorge team was funny to watch, but the CC outside the map is very lame. The map changed b4 we were able to kill the CC.

    I think there should be a weldable vent leading from maintnance to the outside area at marine spawn. There are abunch of vents out there that are blocked by an invisible wall, but that is where i think the vent should lead. Just incase anyone is not clear, on one side there is the glass hallway (part of it is blocked by a wall 2, the invisible wall should be removed), and on the other side there are steam vents (you can clearly see steam coming out). That whole area should be unblocked. Having invisible walls in a map is just lame, especialy when they are that obvious.
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    edited March 2004
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    A double post two and a half weeks apart?! I just have to say: Holy Cow!
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Bahamut: I'm not near as thorough or even as skilled as you at picking out things, however, I'll point out that when I play, all the areas you say are too bright, I don't find to be that way at all.

    Brighter than average, but not blinding at all.
    In particular, the sign is very easily readable.

    Perhaps you're playing with your gamma/brightness up too high to see the map as it was meant?
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    After playing hera while, it seems marines just have way too big of an advantage in that they can rush double res immediately. From there, it's easy to take and hold the rest of the map. Why not try removing the Cargo -> Holoroom path and leaving everything else? Cargo itself is a pretty strong position to hold.
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    Actully i used the double post to bump this thread to the top. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Having the vent leading from maintnance to the outside of marine spawn would mean the commander would have to electrify that res tower. This would mean the marines wouldnt be able to drop as many res towers as fast.

    I agree that the marines can take over to much of the map way to fast, adding the weldable cargo door is a good idea.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited March 2004
    On ventilation; there is the large red pipe which leads into reception which is connected to the walkway in there. It would be nice if marines were able to get into the "pipe", but not directly shoot the hive from there. To do that they would have to jump down into the water.
    I mean, make said red "pipe" curve to the right(when looking from processing), and then remove/break the catwalk inside the hive area, so that you can't walk to the resource node from the pipe. And then add a ladder up into the pipe from processing. This will allow marines to siege ventilation, which means we can remove processing double siege point. But, it will disallow marines to stand on the walkway and shoot the hive with impunity(Unless they come from maintenance, then they will still be able to shoot the hive from the walkway).
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    If the marine team is even semi-competent and the commander knows somewhat how to comm then this map is easily dominated by the marines.

    There's too much res, way too much. The double res especially is far too easily accesable from marine start. Let's see: marine start res, the steam hallway, hera reception, cargo, and holo. That's six nodes that are very close to marine start. Way too many. Remove the steam hallway res(like how docking wing was removed from nothing).

    Cargo is still too powerful and not having to weld into it is a horrible idea. Even worse is making double directly accessable through cargo, which is directly accessable from marine start. Make the marines have to work at least a little to get to the double res.

    Finally no double siege, a very good thing that took a long time. However archiving is still out in the boondocks compared to data and vent. And vent is still a crappy hive. Not being able to get from the bottom to the res node as a gorge or onos is just wrong.

    I have to admit hera has never been one of my favorite maps, but with some modifications to improve balance it could be a fun and great map.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    - I’m not a huge fan of the closet base, if you expanded it a bit it would be better, more room, important for large games.

    - The weldable vent that allows the marines into data core hive from behind needs some sort of way to let aliens to the other side of the map with out going through holoroom. Perhaps even remove the weldable, it wouldn’t change much, most hives on maps have two entrance anyways.

    - processing is a death trap for marines, which is balanced because of its important.

    - Cargo room is now a huge choke point, perhaps a second welable that keeps the hallway between maintainace and cargo closed cargo side to make it a little more defendable.

    - Marine base node and a fade with regen are major problem, the glass hallway is mostly to blame. Maybe an open fuse box up there that sparks and causes some damage to discourage aliens from hiding up there... Or a weldable access vent in the glass hallway that allows marines to get up there.

    - Node count is a little high, but the number of nodes that stay caped at once is pretty average

    - Holo room is too easy for marines to hold (and reloc to) but cargo is to easy to hold keeping for aliens. Perhaps lower that "lift" a bit so marines on it can shoot at more of cargo, even perhaps kill skulks on the node. Perhaps give holo room a vent from archiving side that leads to holo room, have the vent up high so that it’s still not impossible to defend. Possibly a branch of vent off the current one that leads to the hallways between holo and hera.

    Take them or leave them, I think they would balance the game a bit. Im really impressed with your mapping skills, both visually and blance wise, you made a very challanging and fun map for both teams. Keep up the good work!
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