Ns_eon

2

Comments

  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin-Olmy+Mar 14 2005, 03:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Mar 14 2005, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Haze, yeah sleeping quarters really bugs me, i can't find any bed textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just use some old half life textures. Be creative, create your own bed and copy the brush everywhere. Only need a white sheet and pillow, even if it says the texture is a metal floor, it could be a sheet. Take the diamond texture, for example, it would make a pretty good bedsheet if it was a very thin brush.
  • KeamosKeamos Join Date: 2005-01-06 Member: 32981Members, Constellation
    edited March 2005
    Besides needing to use a little more variation in textures, here's what I think the map should be like. Red circles = hives, green circles = RTs, yellow circle = marine start. Weldables stay in the same spots. In my opinion, this is one of the better 'new' (2.0+) maps, especially for a first release.
  • Dr_aaaghDr_aaagh Join Date: 2004-02-07 Member: 26194Members
    I have played this map roughly 30 times so far on pubs and rines won 4 times (although perhaps in clan matches things are different). The main problem is that the corridors are too short and the corners are too tight and therefore skulks (and other aliens) have too much advantage (early MT is a must for this map).

    In fact, the only hive that is approachable from rine start is the lower hive and advancing from a pg in that hive is the only tactic that seems to work due to the relatively wide corridors on the far side of the map.

    I too find the nodes outside rine base too far away and notoriously difficult to defend.

    However, the tight corridors are one of the unique features of the map and perhaps should not be changed.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    @Keamos

    Why does bridge hive need 3 home rts?
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Ok, here is my current plan.

    (1) Move engine walkway node closer to ms start by putting it in living area.
    (2) Shorten the corridors leading out of ms, and shorten ms itself (horizontally).
    (3) Put the Gunpod node on the other side of the wall.
    (4) Bring Core hive closer to Core Monitoring, and add more space in core hive by making the central platform smaller in its xy dimensions. (This may make it possible to siege from Core Power however, which concerns me.
    (5) No plans for Bridge hive atm, but thats only because i don't know what to do. >_>
  • KeamosKeamos Join Date: 2005-01-06 Member: 32981Members, Constellation
    <!--QuoteBegin-Faskalia+Mar 15 2005, 02:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Mar 15 2005, 02:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @Keamos

    Why does bridge hive need 3 home rts? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I didn't change any of the RTs--just put them there for reference. One could easily (and probably should) be removed.
  • KeamosKeamos Join Date: 2005-01-06 Member: 32981Members, Constellation
    edited March 2005
    <!--QuoteBegin-Olmy+Mar 15 2005, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Mar 15 2005, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, here is my current plan.

    (1) Move engine walkway node closer to ms start by putting it in living area.
    (2) Shorten the corridors leading out of ms, and shorten ms itself (horizontally).
    (3) Put the Gunpod node on the other side of the wall.
    (4) Bring Core hive closer to Core Monitoring, and add more space in core hive by making the central platform smaller in its xy dimensions. (This may make it possible to siege from Core Power however, which concerns me.
    (5) No plans for Bridge hive atm, but thats only because i don't know what to do. >_> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    With bridge, perhaps a shift to the right and down a little bit? I like the other ideas you've put up, though. Nice work on the map.

    --edit--
    Oops, sorry for the double-post.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    My biggest complaint with Eon is that core is impossible to attack ATM. Jetpacks get absolutly mowwed down trying to get through core access, and then get stopped up by funky cieling architexture. HA have a hard time with the vertical steepness of core access as it means that they don't have a nice long hallway to shoot down towards the hive, and they constantly have skulks leaping up into thier face, plus the alcoves that surround both access doors make for increadibly dangerous skulk ambush spots to things entering the hive. Also LA and HA rines have to look almost straight up to shoot over the center core console the hive sits on, meaning that skulks have a field day anklebiting, expecially since the console protects spawn points from spawncampers. Last of all there is no good siege point for the hive. All the siege points are in the middle of corridors and increadibly difficult to hold.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    edited March 2005
    There are to much hiding places for aliens. In fact this map is a hiding place for alien. If a marins move and check all of them... it take a hour to get to the first RT. Even at the MS entries a skulk can hide. Too easy for aliens. I remember a game : k ~35 d ~3... i didn't feel i was pushing my limits. It's just that you can hide everywhere...

    MS and surroundings should be marins compliant. This is a problem on eclipse too. Put the CC elsewhere... think the IP can't be build far from it.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-UncleCrunch!+Mar 15 2005, 05:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UncleCrunch! @ Mar 15 2005, 05:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are to much hiding places for aliens. In fact this map is a hiding place for alien. If a marins move and check all of them... it take a hour to get to the first RT. Even at the MS entries a skulk can hide. Too easy for aliens. I remember a game : k ~35 d ~3... i didn't feel i was pushing my limits. It's just that you can hide everywhere...

    MS and surroundings should be marins compliant. This is a problem on eclipse too. Put the CC elsewhere... think the IP can't be build far from it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A: lots of hiding places isn't nessicarily a bad thing... it just means you have to give marines more preferance for nodes and siege spots. As it stands now this map gives aliens places to hide left right and center, and then forces the marines to travel long distances in order to get at any good resnodes or siege spots. If you are going to make the map so alien friendly, give the rines a little love.

    Same thing with origin just in reverse. Aleins have alot of work to get good control in origin, but the small guys get some really nice vents to work with and each hive has a nub node.

    B: It is a marine advantage for the IPs to be able to be put as far from CC as possible. Also rines will really benifit from there being 3 or more corners in MS that have a clear line of sight from the CC. Last thing, a high ceiling in MS really doesn't help the marines in any way, but small doorways do. MS should be balanced between being a hell to assult because it is too big and cramped in, and being a hell to hold because the aliens can zip in and out and the marines really don't have much space to shoot.

    Note to Olmy: The one thing I knowticed about eons MS that was uncharacteristic of most map's MS is that the MS res node is within IP range of the CC... I don't know if this was intentional, but it allows the com to snuggle the armory and ips around the node and electrify if he is getting in a pinch. This isn't nessicarly a terrible thing, nor is it a good thing, I just didn't know if you knowticed, and I didn't know if this was intentional.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Swiftspear+Mar 15 2005, 12:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 15 2005, 12:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-UncleCrunch!+Mar 15 2005, 05:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UncleCrunch! @ Mar 15 2005, 05:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are to much hiding places for aliens. In fact this map is a hiding place for alien. If a marins move and check all of them... it take a hour to get to the first RT. Even at the MS entries a skulk can hide. Too easy for aliens. I remember a game : k ~35 d ~3... i didn't feel i was pushing my limits. It's just that you can hide everywhere...

    MS and surroundings should be marins compliant. This is a problem on eclipse too. Put the CC elsewhere... think the IP can't be build far from it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    A: lots of hiding places isn't nessicarily a bad thing... it just means you have to give marines more preferance for nodes and siege spots. As it stands now this map gives aliens places to hide left right and center, and then forces the marines to travel long distances in order to get at any good resnodes or siege spots. If you are going to make the map so alien friendly, give the rines a little love.

    Same thing with origin just in reverse. Aleins have alot of work to get good control in origin, but the small guys get some really nice vents to work with and each hive has a nub node.

    B: It is a marine advantage for the IPs to be able to be put as far from CC as possible. Also rines will really benifit from there being 3 or more corners in MS that have a clear line of sight from the CC. Last thing, a high ceiling in MS really doesn't help the marines in any way, but small doorways do. MS should be balanced between being a hell to assult because it is too big and cramped in, and being a hell to hold because the aliens can zip in and out and the marines really don't have much space to shoot.

    Note to Olmy: The one thing I knowticed about eons MS that was uncharacteristic of most map's MS is that the MS res node is within IP range of the CC... I don't know if this was intentional, but it allows the com to snuggle the armory and ips around the node and electrify if he is getting in a pinch. This isn't nessicarly a terrible thing, nor is it a good thing, I just didn't know if you knowticed, and I didn't know if this was intentional. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well it isn't there by accident <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    edited March 2005
    As to your other proposed changes:
    1) Ok, though this still seems a bit too far, and for some reason marines never walk down in that direction of the map unless led by their noses (I'd make that exist from MS a little more prominent and exciting: maybe a huge clown mouth and a flashingneon sign that says "Free pizza inside!") Seriously though, I liked it when in the beta there was a res down in the actual end of the corridor away from MS. It was easy for aliens to chomp out of the vent, but also easy for rines to get to. Plus, I really like weldables on a map.
    2) I like shortening MS, but I dunno about the corridors. They seem pretty good as is. If anything, lengthen them to give marines a better home field advantage!
    3) No. While I hate how hard it is to defend Gunpod, reversing it like that would make it too brutally easy for rines to hold onto (it's right outside a major path to almost anywhere in the map: super high marine traffic, right out of MS. Having the wall block easy marine campage is a good idea. Perhaps englarge the whole area though to make it less of an alien killbox?
    4) Sounds good, but I'd more like to see core access be made wider so that it isn't such a kill box itself. Seiging from Core power would definately be a bad thing. I really like the design of the Core though: the platform splitting the room. It's unique. If anything, make the room bigger rather than the platform smaller.
    5) I like bridge. Don't see much wrong with it, though that minor vent change might help (vent comes out by the node rather than in the middle of nowhere).
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I saw marines winning on ns_eon rarely because of unbelieveable ignorant aliens.
    There are to many vent entrances for alien cover.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Ollj+Mar 15 2005, 08:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 15 2005, 08:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I saw marines winning on ns_eon rarely because of unbelieveable ignorant aliens.
    There are to many vent entrances for alien cover. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    true, maybe make some more vents weldable (but not too many of them)
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    ATM I think MS should remain a killzone for anything smaller than fade. This keeps skulks out, which IMHO is a good thing because marines have a hard enough time surviving.

    Second, shuffling the two nearest RTs to FAVOUR the marines will of course mean rines can expect a bit more res, and more res means better tech and more money to throw into killing core hive.



    I caution against making too many changes to too many areas in one fell swoop - it will be hard if not impossible to narrow down where the imbalance lies. Alter the res layout before touching vents/weldables/MS/etc and then we should be able to see if its JUST res related or something more.

    My opinion.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    Olmy, the node situation needs to be better for marines. The current ones are too far away from MS and too close to the hives. Move the node outside the south hive closer to MS. Same goes for the node directly east of MS. The one two rooms west of the core hive.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <img src='http://olmy.thezazi.net/Eon.jpg' border='0' alt='user posted image' />

    Proposed RT layout designed by JazzX. Waddaya think?
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Looking good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    You should give it a try.

    -rines have finally 3 accessible nodes.
    -each hive has 2 nodes in proximity
    -1 central node (although a bit far away from bridge hive)
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    No, the res node should go in living area, not the main marine walkway. Now it looks like its gonna be to hard for aliens to not only cap it, <b>but keep it capped</b> *cougheclipsehorshoecough*
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Don't you think keeping that res capped should be hard for aliens?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Now I have seen marines winning often enough on ns_eon to say, they can just do it.
    They just need to defend an outpost (turret farm) anywere outside a hive for some time, without suiciding.

    Still a little more difficult than on other maps, for example, winning marines have at least 3 times more kills than aliens.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Ollj+Mar 21 2005, 03:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 21 2005, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Still a little more difficult than on other maps, for example, winning marines have at least 3 times more kills than aliens. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which would kinda argue that the aliens had far less skill than the marines, in which case the rines shoula won...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Just wanted to say that ns_eon winning marine games have always ben extremely long games were even the leading team still took long time to finish it.
    That was what gave so many kills, ONLY in the near end.
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    all the rts next to vents could become too easy for aliens at the start of the game
  • Foxtrot_UniformFoxtrot_Uniform Join Date: 2003-06-12 Member: 17328Members
    I'm going to be completely honest with you. Your map is, in my opinion, one of the best introductions to NS in a looooong time. I love the atmosphere, the balance, the attention to detail, unique architechture and so on. This is one of my favorite maps.

    Core Power, between the two hive locations, is really cool. Very unique to have 2 hive locations so close to eachother AND you're able to maintain a balanced map. I don't think you should make any drastic changes because it really is a great release and maybe you should just leave it alone.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Another thought: Relocing to "the hub" and "core monitoring" will become a lot harder, cause the rts are moved away from those locations.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    What worries me is that if we take the alien method of rt capping, and combine it with marine capping, then gunpod is going to be horrendous still.

    If aliens rush to bag the nearest two res, and rines try the same, then all hell is going to break loose at gunpod. One side is going to throw a loooot of res into OC/turrets and regular patrols plus healing/welding as need be.

    The rt formerly in the room with the engine doesn't really need to be moved, if marines cap something that close to a hive then they should expect aliens all over the vents... especially when you consider that a mineladder to the top of the engine makes for a nasty PG spot.


    South hive works the same way - aliens will be squabbling with marines for the node nearest MS from the south.

    I think the constant res squabbling is where the problem lies - certainly a res shortage would account for the length of games.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Olmy, I don't really see the point in moving the two white res on the right side of the map, but I don't much care either way. Just seems to add nothing that I can see. Either way, you move it away from one hive and towards another: net effect is 0, and if anything, helps aliens because they are closer to the hives in general.
  • explodingheadboyexplodingheadboy Join Date: 2003-04-18 Member: 15636Members, Constellation
    I think that there should be at least one more resource nozzle thats easily accessible from marine start. The two closest are rather hard to defend because they take so long to get to.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin-Apos+Mar 22 2005, 01:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 22 2005, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Olmy, I don't really see the point in moving the two white res on the right side of the map, but I don't much care either way.  Just seems to add nothing that I can see.  Either way, you move it away from one hive and towards another: net effect is 0, and if anything, helps aliens because they are closer to the hives in general.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The first purpose of the proposed node layout was to get a node back into Maintenance Corridors (the room south of the Marine Start that has a Weldable vent at the end). Olmy had recieved many reports that Marines were no longer taking that south route at all, and Eon had a node in Maintenance Corridor almost until the 11th hour of 3.0, when I convinced him to move a bunch of nodes in that area. So you put that node in and suddenly the marines are going to cap Maint Corridor -> Engine Walkway -> Engineering Hall everytime its feasible (whenever the Alien don't start in Engineering), because they are right in a line. So to fix this you move the Engine Walkway node from West of the hive, to the East of it, only now you have to do something with Core Power or you have two nodes extrememely close to each other. So you delete the Core Power node and move the node from Cooling (which was a nightmare for either side to ever hold anyway) closer to Core by putting it in Cooling Maintenance.

    Net Effect: Same number of nodes as before (10), Marines get the Maint Corridor node back, all the hives have a node nearby, the hardest to hold node gets removed (Cooling), and you still have a node in the center of the map, which doesn't really belong to anyone by default, because of its location and accessability (Life Support Systems).
Sign In or Register to comment.