Eclipse, Veil, And Nothing

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">last chance for 3.0 updates</div> Hey guys,

I've been snooping around for feedback on the updated Eclipse, Veil, and Nothing builds. Eclipse is mostly just cosmetic, but Veil has a few notable changes and Nothing has been rather extensively optimized.

What I need to know is how much work needs to be done on each, so if you have feedback, now's the chance to toss it my way. I'll be making one more update to each map (mainly trying to optimize file size), then a second update to any of them if I do anything wrong in the first one, and then that will likely be the last I touch any of them before handing them off to the next person in line (for those of you not yet aware, I'll be joining Ken at Raven on the Quake IV team in early July or so and will have to give up my NS work).

Help me make these maps as solid as they can possibly be before I leave. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2004
    The main thing that comes to mind is in ns_nothing; is there anything you can do about the three elevators that divide the map? They all just take an obnoxiously long time to move and can be a serious danger for Onoses(especially when hitting Generator from the via side). It seems ridiculous to me that it should be more efficient for marines to just jump down an elevator shaft and get meds at the bottom. Personally I think elevators are just obnoxious in NS maps, but if they have to stay in then they should be considerably faster.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    A big reason those are as slow as they are is the focus Ken put on some of the "shared experience" recommendations in the early versions of the mapping guidelines. Unfortunately, this is something that didn't work out so well in-game.

    I'll see if I can give them a little boost without losing any of what he was going for.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Also, That door near generator that you can close would be real cool if you added some flashing lights and steam coming out of it when it closes. (like the one on hera)

    Also Generator seems empty now that the pit of doom is gone....maybe you can put somethig in there? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    My only request would be a vent or something, leading from the inside of powersilo hive to forboding. It's just too hard to attack incoming marines from powersilo when there's a long, narrow hallway between you and the marines.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    Gameplay:

    -about ns_nothing elevators, make em go up quick, but down slow. You can also have things that people can jump to as a 'middle step' so they dont take damage (see the center column in the elevator to power silo). I actually find it sorta sad that the original elevator concept didnt work out...from what I can make out, it seems quite atmospheric.

    -compared to before, nothing has been pretty much fixed. Thanks for demolishing the cargo->redroom->silo strat.

    -powersilo vents would help. just one vent from the top part (the 'cliff' things) to anywhere outside the hive room would work.

    Looks:

    -of all hives of all NS levels, the veil's hives have got to be the most squeaky clean. If the hive wasnt there, I wouldnt have known that Pipeline or Cargo was infested. Seeing that both hives have limited vision to the outside hallways, I believe you can go crazy on the infestations without killing the r_speeds. But thats based on my none-existant knowledge of mapping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    -Ill mention it again, but it doesnt look like youll change it or anyone cares. In the 1.0 version of eclipse, the hallway leading to horseshoe and another one (forgot its name) had this style on the wall that I quite liked. I dont know why it was replaced by the dull rock and fence thing you have there now :/ Im hoping you can bring em back and possibly expand upon it.

    -comp core, water...now!

    -nothing, gen room, as someone has mentioned, put something there to break up the now plain looking room. Perhaps move the res node to middle.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    nothing: Make it impossible to build alien structures under the elevators to block them (or make the elevators deal a significant amount of damage to them so they die soon), if that is possible.
    Also, the elevators should keep moving completely up or down once they are triggered, so they can not be stopped in the middle to trap some marine/onos in them.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    On ns_nothing, the railing next to the pipe in Ominus Kismet is non-solid; func_illusionary missing a clip brush mayhaps?
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    edited March 2004
    - Take out all elevators from any map ever made.
    - Map is centered around cargo - aliens have no chance in silo node wise.
    - Red room is a waste of space that just makes the map harder to traverse while providing little use. It makes the map "too big" and is just a bad layout design.
    - The map in general is just poorly designed, look at an overview. Its nothing but hallways - I hate that style of map personally. Maps like tanith, eclipse and origin that have actual rooms provide much better gameplay from my experience.
    - In addition to the map being long hallways, there is too much going on. Too many objects protruding, or cracks - Mineshaft suffers from the same problem and maybe even caged. Basically things that make movement for both teams more difficult. Again maps like Veil, Eclipse and Tanith keep things simple and the gameplay is better because of it.
  • ThrillhouseThrillhouse Join Date: 2002-11-01 Member: 3178Members, Constellation
    edited March 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Red room is a waste of space<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Ummm..... Sieging Viaduct anyone?

    Nothing and Eclipse are my favourite maps, and viel is up there too.
    Anyways, to the suggestions


    Nothing

    -Elevators are people have mentioned
    -Maybe a vent from cargo into Generator? Seeing as Gen is one of the most important areas of the map.

    Eclipse
    -Cant really think of anything. It's pretty balanced. Maybe add some more weldables. Those are always fun and strategic.

    Viel
    -Everything is REALLY spread out in this map. It's not really a bad thing, nor is it a good thing. Also there's really no way of fixing it. Just an observation I suppose. I'd suggest throwing a res node somewhere, but that'd probably throw off the balance.

    -Marines start, the ledge. The only time I've seen this used is when the marines are hopeless and they just plant like 20 turrets up there prolonging the game another 10-30 minutes. I understand that its there for strategy (to actually put turrets up there in the begining), but it's more abused than it is used


    Other than those, they're pretty solid maps, and certainly some of the best.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Nothing is one of the most sexy maps i have ever seen, i just love it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . Too bad the elevators provide kind of bad gameplay..

    Eclipse is also very fun, especially the part around sub-junction. The only thing I can thing of is more vents..

    Veil - well, love this map since it's so damn fine, but i actually think that aliens, especially skulks are having a very hard time in all the long corridors without any crates or anything, too few vents that you can make ambushes from and overall too few good ambush locations.. There are very few important doors that you can hold as a skulk, i feel that raping as a marine on veil is very very easy, maybe make it a bit darker, shorten the corridors and make some good ambush spots.
    Ive played entire scrims on this map without dying once, I just find it to be wrong.

    Now dont get me wrong, I really like veil, I just think that aliens are having a hard time because of all the big areas without any places to take cover what so ever.

    Congratulations to the job btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    <u>Ns_nothing</u> is one of my favorite maps and the only issue I have with it is the "gg powersilo" syndrome. Powersilo I feel is too remote and an alien team that starts there is significantly disadvantaged. However, I don't feel the problem could be solved without a good deal of redesign...so I'll make a small suggestion that might help.

    The generator room is a key strategic location, but I feel it is a little too marine friendly. I think that a vent should be added that leads from ominous kismet to generator. This would give aliens coming from powersilo a faster, more direct route to gen room(current routes, run up the elevator and through miasma, likely getting shot by marines going to gen or getting shocked by the RT if it's electrified, or going up the elevator on the viaduct side)

    <u>ns_eclipse</u> I feel is one of the most balanced maps. I have no issues unless the weld points at the vents can still be broken.

    <u>ns_veil</u>...I feel this map favors the marines too much. Easily siegable double node, and the long, wide open, brightly lit hallways that 70% of the map is composed of make marine gameplay like shooting skulks in a barrel. Hopefully these significant changes you mentioned will fix these issues.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    edited March 2004
    <b>ns_veil</b>

    A few minor issues: The new Northloop area's info_location appears ingame as "veil_northloop"

    The Western set of stairs that are in The Dome (the set that leads to Cargo) require ducking to get down them as an Onos. The same thing happens as you travel up them.

    <b>ns_eclipse</b>

    I know you have expressed unhappiness with the Maintenance hive and your desire to revert it to a pre-1.0 version. I'm neutral about the hive as is, and basically I just wanted to flag this up as it'll be the last chance for this to see the light of day.

    There is something very odd about the infestation on the western side of the Computer Core hive. <a href='http://dl.branzone.com/ns_eclipse0007.gif' target='_blank'>Link to an image of the area in question.</a> If you switch on dev_overview, <a href='http://dl.branzone.com/ns_eclipse0002.gif' target='_blank'> or look at it from the right angle in the Commander view</a>, it appears as if there is no floor there at all, and if you build marine buildings on it they <a href='http://dl.branzone.com/ns_eclipse0008.gif' target='_blank'>sink into the infestation</a>, making them hard, and in some cases impossible, to attack.

    <b>ns_nothing</b>

    The entire map has some balance issues, in terms of Res Node locations, and attackability (if that wasn't a word before, it is now). The starting hive has a direct impact on your chances of winning, though its certainly not as bad as it was in 1.0x. I think it still would require significant redesign to even it up, and I'm not sure that is realistic before 3.0 goes final and/or before you have to hand the map over to someone else.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    ns_nothing
    <ol type='1'><li>Fix Elevators</li><li>Power Silo is a miserable hive to start with</li><li>Cargo hive being a double node isn't cool</li><li>Needs more rooms over hallways</li><li>Consider making the map smaller</li></ol>

    ns_veil
    <ol type='1'><li>Map could be made a bit more alien friendly</li><li>Bigger doorways</li><li>More nooks for skulks to hide and ambush from</li></ol>
    ns_eclipse
    <ol type='1'><li>Map is really marine friendly</li><li>Fix Maintenance?</li><li>Consider making Traid node a bit to the side so you can't snipe it from the hallways as marine</li><li>Comp core is one tough hive to seige, consider moving the hive up a bit... or not, tough call on this one</li></ol>
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    The new northloop in veil seems to be a pointless addition to me, Im glad you can no longer siege from marine start, but its far too easy to sneak around back of double and siege it since no alien will really ever go there, and by the time the PG is up its too late to react.

    I think a vent is needed from computer core to south loop in eclipse, and the issue with buildings sinking into the infestation in computer core hive has already been brought up.

    Omnious Kismet res nod really needs to be moved a bit closer to power silo, maybe even the otherside of the entrance (by the small vent) so it is out of siege range from gen. The elevators are too slow going up, and a vent should be added going to powersilo hive, the long narrow corridors are a death trap <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Altho if the vent went directly into the roof it would make getitng up there and bile bombing a bit too easy, if the vent came out of the wall just underneat the overhanging roof, then it would atleast give turret and marines a chance to shoot the skulk before it gets to saftey <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    func_illusionary rails in generator damn you!
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    My thoughts are also mainly with 'nothing'. The main issue I think that is holding this map back a bit is the lack of vents. If you lok at nancy, one of the things that makes it a great map (in terms of balance) is the vent system. You can get nearly anywhere in the vent system without too much trouble. This gives aliens a chance to protect zones without an advantage (since the vent access points are regulated) In 'nothing' the lack of vents is troublesome, especially in power silo. That hive is just one big death trap for aliens. Long straight hallways make killing skulks as easy as shooting fish in a barrel. Same with generator and the long hallways on each side of viaduct. They all have a lack of vents and make any kind of alien counter-offensive extremely difficult. I'd love to see lots of new vents for this map, so that any area has a point where aliens could reach without needing to 'rush head on'.

    Examples:

    Power silo

    -vent from foreboding to silo access south
    -vent from west hall of silo access north to power silo hive (but with an inclination that cannot be climbed - IE, skulk, lerk and jetpack is needed to access hive from this point)

    Viaduct

    -vent from back of hive to red room
    -vent from the red room vents to both viaduct access east and west
    -vent from viaduct to cargo hive gets added vent that goes to generator
    -vent from intimidation (or kismet) to generator room

    Cargo

    -vent from communications hub to generator (catwalk area)
    -vent from the junction to miasma walkway
    -vent from communications hub to ventilation chamber and room with things

    The more vents the better. That seems to be the only thing holding this map back is the lack of vents to keep the game swinging back and forth.

    On Eclipse I'd just like to see a few more vents. Namely from north core access to south loop, from triad access to station access and from computer core vent to connect with the vent over by maintenance hive. I'd also like to see the triad node moved more torawds the vent and then make the area where the railing is (without the ladder) so that there is a unbreakable glass barrier that comes up to cover half of the height of the opening. So that you could not jump down or shoot from that point, you would have to shoot or go down by the ladder access. (which would remain the same) The glass barrier would not go floor to ceiling, so that skulks could get over top.


    Veil is another map that could use more vents. (you can never have too many vents!) A vent from the double node to the area BEHIND the double node would be a must. If they get in there it's easy to pick off any aliens from a distance. Also, connect the two vents in the double node so you can use one or the other without needing to exit. I'd also like to see the vent from cargo to sub sector. (I think that is what it is called) While there is a vent on the pipeline side, if aliens start on the other side they are forced to rush headlong into the hive (because of the lack of vents) and this makes them easy pickins.

    Anyway, great maps, just need more vents! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Regards,

    Savant
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Savant I think there are enough vents in veil, in fact veil does a very nice job with the vent system.

    There is a vent from cargo to sub sector, a vent from cargo to pipeline, vents sprinkeled through the map.


    One thing though, and that is you know the vent at the node near pipeline... I can't recall the name right now... but it's a vent right above that node... it should lead from that node to the area behind it...

    CRAP I'll post pics later when I get back home to show you what I'm talking about
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin-Forlorn+Mar 22 2004, 08:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 22 2004, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Savant I think there are enough vents in veil, in fact veil does a very nice job with the vent system.

    There is a vent from cargo to sub sector, a vent from cargo to pipeline, vents sprinkeled through the map.


    One thing though, and that is you know the vent at the node near pipeline... I can't recall the name right now... but it's a vent right above that node... it should lead from that node to the area behind it...

    CRAP I'll post pics later when I get back home to show you what I'm talking about <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    c12?
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <b>ns_eclipse</b>

    I prefer the old keyhole layout, with the siege location and hive entrance from southloop. Its too easy to cover both entrances to maint by standing at the fork.

    <b>ns_veil</b>

    I like the addition of Northloop, but im not keen on the new doorway that was added to the area just west of nanogrid. I think it makes the area too open.

    <b>ns_nothing</b>

    It needs to be easier to assault generator room from the lower level. Suggest shorter elevator shafts (i.e lower the entire upper level a bit) or faster moving elevators. If you want to try something drastic, consider replacing the generator room elevator with a set of stairs/ramps ( think eclipse's SAA balcony but on a larger scale).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-MMZ>Torak+Mar 22 2004, 09:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Mar 22 2004, 09:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Mar 22 2004, 08:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 22 2004, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Savant I think there are enough vents in veil, in fact veil does a very nice job with the vent system.

    There is a vent from cargo to sub sector, a vent from cargo to pipeline, vents sprinkeled through the map.


    One thing though, and that is you know the vent at the node near pipeline... I can't recall the name right now... but it's a vent right above that node... it should lead from that node to the area behind it...

    CRAP I'll post pics later when I get back home to show you what I'm talking about <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    c12? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    YUS

    The vent at c12 should be three pronged, also there should be a vent from inside of that hallway on the right side of cargo which leads somewhere around the double node area.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited March 2004
    <b>RE: nancy vents.</b>

    I dont think nancy is a good example of how to impliment vents. Some sections work well, but overall its excessive. The scale and complexity of them just confuses the hell out people. Im hoping the remake team can prune them back a bit more.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Just to re-iterate what people have already said, starting in powersilo on nothing is a distinctive disadvantage. Moving the ominous kismet RT out of siege range of gen closer to power and some vents out of powersilo would be welcome changes.

    Veil is very marine friendly with all the long hallways with little cover.

    Eclipse I can't really complain about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    On eclipse maintenance hive is by far the worst of the three. The layout of Keyhole makes any skulk based attempt to go through keyhole impossible. A skulk friendly keyhole would be welcome.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    It's been mentioned, but it bears repeating: The camping balcony in veil's MS really needs to go. I've seen it too many times: aliens have the map, res out the wazoo, but marines have turtled long enough on a turret farm to heavy up most of the team. They hide on that balcony with an armory, and you can't get into the room without falling to HMG fire almost instantly. You can cover the two entrances very easily from up there. Onos can't get up there without climbing a ladder. Onos + Ladder = Death. Especially when 3 or 4 heavies are looking down at you with HMGs. The aliens eventually win, but only after a loooong unenjoyable attack. If the balcony must remain, consider lowering it down and adding ramps instead for Onos access. Or, just take the accursed thing out.
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    <!--QuoteBegin-Thrillhouse+Mar 22 2004, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thrillhouse @ Mar 22 2004, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Red room is a waste of space<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Ummm..... Sieging Viaduct anyone?
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wow, I had never thought of that. So a giant piece of the map is dedicated to a solitary - highly expected tactic, that isn't even useful 75% of the time. Neat.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited March 2004
    Red room can be interesting in pub games, i say leave it. If certain players think its useless they can simply ignore it.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    nothing- You cant shoot through the railings on the higher ledge in generator room. Perhaps remove them?
  • SlamDunkYourFunkSlamDunkYourFunk Join Date: 2004-01-05 Member: 25063Members
    On veil, some doors aren't onos friendly.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Ok, I'm confused... did the updated version of Veil get into the 3.0 beta or not? Some of you talk about the North Loop and changes to the map, but others comment on changes that <i>have already been made</i>. Please, for the sake of my sanity, make sure you are in fact talking about the newest version!
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    ns_nothing:

    Move the res node that's really close to Cargo hive near Powersilo, and add vents to Powersilo, make sure that those vents can also lead out to those two cramped, narrow pathways that marines love to camp with, while building sieges.

    That would make it one of the most balanced maps, in my opinion.

    ns_veil:

    Northloop is entirely ****. It's too easy to siege double, and not very hard to defend.

    ns_eclipse: Maintenance hive is a bad place to start. There's 2 adjacent res nodes and one's pretty close to marine start. :|
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