Ns_agora (3.0 Beta4)

ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
edited May 2004 in NS General Discussion
<div class="IPBDescription">Map feedback thread</div> Welcome back ladies and gentlemen, to Uncy Imma's bimonthly map feedback threads. If you forgot the etiquette, check it out <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=39&t=61293&st=0#entry902288' target='_blank'>here</a>

We start out with the absolute most sexy kitten of the new batch of maps, Agora by Kawak. The map has its fans and its haters, but let's keep it civil and most of all balanced. If you want to criticize, you also have to mention something that does work. And "I think the map is pretty BUT.... <500 lines of whine>" is NOT going to make me happy.

Right now I am aware that some people find the map is too large. So if you are in that crowd, please realize that this is most likely Kawak's final build. The map is NOT going to be receiving a major reworking. So don't post "I think the map is too large" if that's all you have to say.

Here's the latest changelog

<b>O Final version of ns_agora (thanks Kawak!)
- Added more covers in Tunnel and Cargo
- Added new vents
- New Sewer Hive and New "Main Generator" (so there is some changes in the layout for this side of the map)
- Added a ladder near "Freight Elevator Access" , but Marines need to weld a door to acces it.
- The vent leading to "The Wedge" from tunnel is now weldable.
- Fixed "Onos getting stuck" in "The Pit"
- Added/modified lots of little things here and there</b>

Now gimme some feedback!

Comments

  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the only thing i must comment about is the blue water. it's just so ugly... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    apart from that, it's an awesome map.
  • DrakkenDrakken Join Date: 2003-11-12 Member: 22728Members
    I love the changes that were made to the sewer hive, just that hive alone makes it stand out from every other hive I've seen in all the maps.

    Likewise mentioned, the dark blue water, doesn't feel like it fits in and it appears too dark, so you can't see if anything is hiding in it or not.

    Otherwise, the changes made to the map are great and it may be a bit large to what I'm used to, but that's why I like it. It's different and sets it apart from the rest of the maps which I believe are much too small and the hives are located to closely to each other.

    Great map.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    I got lost in Sewer. 3 times. Using the map. Awsome <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    The water is a tad ugly. Would it be possible to make it transparent?
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Is the sewer hive "secret" siege-spot fixed? In the previous version, a lame commander could block both entraces with a CC and thus permanently lock the hive. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    After running around the map for an hour, checking out all the new vents, the cool furniture and the new sewer, I must say I'm impressed. The sewer water acts as protection for the sewer hive, but if you use a welder and drain the water, it turns into a nice defensible hallway and siege spot (The old secret siege spot is gone, bw).

    The vent system is extensive and excellent, with lots of concealed openings. Lots and lots of nice ambush spots, and the ambience is second to none - walking around as a marine on this map is a scary experience.

    Five claws up!
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Members
    This map is large, and thats what makes it so Great.

    This map is outstanding, good job.
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    I absolutely love agora and have nothing to contribute that others haven't said before me, but I do want to raise a point about the doors in The Wedge.

    A marine or alien can effectively jump onto the window of the door while it is closed, blocking it from closing or remaining open and making it flickeringly open-close which leads to spiking pings. Not exactly sure how you could fix this but it's one of the same bugs that eclipse's old doors had, which even sometimes crashed the server.

    Anyway, awesome map.
  • kawakkawak Join Date: 2003-01-11 Member: 12160Members, Constellation
    Thanks for the feedback guys, i appreciate <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Yes, i'm planning to put more lights in sewer and its surroundings, and for the water i know it doesn't looks very good, it's not easy to have a good looking water which is not fullbright in the dark.. But i will do something about it (like a more "cleaver"(brillant?) texture)

    And for the glass-doors in the wedge, i know about that "exploit" but I dont know how to resolve it so i will simple delete theses doors and put a simple "grid door" at the place..

    thanks again for the feedback guys and keep it coming if you have more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I really like the new updates to sewer and other parts.

    However, I think sewer should be a looot brighter, maybe like lights on the bottom of the pool that become dimmer as they go up. It's just really uncomfortable to move around in the dark since you fall down half the time.


    Also, I think the pit should be moved somewhere as to not slow down the marines. Early on, especially if aliens have Cargo, they can blockade the pit and keep the marines out for quite some time.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    That weld area which lowers the water is incredibly unfair for the aliens to break and it should be removed.


    Also, I hope you realize because of the map size this map will most likely never go competetive; it is a large game only type map.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    There is this huge network of rooms surrounding marine start that make the map far too big and complicated. The hive rooms themselves are nice, just too much stuff in between. Usually games will drag on with both sides holding the nodes nearest to their bases. Too many nodes in remote spotsm, too far to be worth attacking.
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