i think adding some bigger rooms with more space would be nice. to many hallways tbh.
i love the textures but perhaps adding some more variaty of texture themes would be nice.
the map feels much the same. to say it simple, add more contrast in level design a huge dark and open red room perhaps? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
If you are gonna have many hiding spots for skulks, at please make the paths wider <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I love eon. It has a great feel to it. I would like to see a few darker areas, as the map is kinda bright right now. Those res nodes near ms need to be a little closer, but all in all its a great map, loads of atmosphere, and above all plays well but feels lived (or at least once) in.
Not that this is helpful feedback, but I've only played it a total of three times on the servers I play on, since no one ever votes for it... the one time I enquired why no one votes for it, half the players in the ready room (think this was NSArmslab server), said "it's full of bugs".
I'll give you feedback the next time I get a chance to actually play it properly in any depth. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I've never seen a bug on it. I think people just are afraid of the new. The same thing happens with agora and ayumi (though no longer with agora, since its been taken out for a little bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->)
Just my ideas, it's your overall design and I don't care if you implement anything at all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Red = Marine Start should be moved here, more central to the map.
Green = Double res node, something central to marine power (for a change), and an easy relocation spot if marines choose to do so. (maybe add vents between hives to this location, so aliens have a chance of keeping nodes down).
Blue = Hives should be spread out a bit, almost surrounding Marine Start
Pink = hallways should be added in this area to connect hives... A sort of "tram" system, or even just vents and connected rooms.
Yellow = Large blast doors, or just normal doors? something interesting in this area, to help separate marines from aliens a bit.
I think with this layout, it would be a very intense game from the beginning, and alien rush victories a common thing?
^^^ That layout would ensure marine ownage. The marines would be closest to double. And if the aliens had the Core hive, there would be no chance for them to get double yet easily get to some of the other nodes on the map.
I like this map a lot, and I'm looking forward to the new changes.
Core hive is invincible in the games I have played. The ramps leading into it coupled with the protective covering make it impervious to shots and gl rounds. Also, there is no effective seige spot. I was playing this map last week with an absolute suck **** alien team and we butchered about 30 jetpackers who tried to siege and shoot this hive down for about 15 minutes. Thanks to core, we came back from 1 hive 1 rt 1 dc. This isn't my only experience with the map or this hive. I play it and vote for it a lot because I like it, but man that hive is insane.
I suggest raising the elevation of the core hive so you don't have down ramps into it. That should make it a little more vulnerable.
And who wants doors to MS? And weldable doors to MS? Have we learned nothing from Ns_Eclipse?
First I want to say, I think eon is a very nice looking map. With an immence amount of detail.
Which also creats the problem. bumpy walls are a realy pain to fade around, easy for newer fades, and some older ones to get stuck while fleeing.
My shuggestion would be to apply an invisable brush to most of the bumpy walls (Like what you can do to stairs to keep it looking like stairs but acts like a ramp.)
this would make it so its not a fading nightmare, but would keep the amazing good looks
<!--QuoteBegin-Apos+Mar 27 2005, 08:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 27 2005, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never seen a bug on it. <b>I think people just are afraid of the new.</b> The same thing happens with agora and ayumi (though no longer with agora, since its been taken out for a little bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You've got it. People are afraid of the new. Always. The only reason people like eclipse and veil so much is because it's old, they know exactly how to play it. Eon brings new games, and different strategies, but too many people are afraid to play the map and learn it. Eon is probably THE best looking ns map right now, it's a shame people ignore it so much.
I've only one little peeve with the map. It's not too big, but it's annoying.
South of Marine spawn is the weldable vent, where the closed door is, which would lead near the hive if it were an open corridor, from how the map looks.
I think it would help marines better get an offense going towards the south hive if that corridor, when welded, not only closed the vent, but opened up a new pathway.
<!--QuoteBegin-Apos+Mar 27 2005, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Mar 27 2005, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never seen a bug on it. I think people just are afraid of the new. The same thing happens with agora and ayumi (though no longer with agora, since its been taken out for a little bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Firstly, as everyone else has said, eon is a wonderfully detailed and beautiful map. I love playing it and can't wait till a new release is out there. From the look of the suggestions that you've recieved here and on the CAL boards, it's looking good and I'll do my best to pressure people into playing it more often. But now to address the inaccuracy of this post I've quoted.
I really don't care for agora, but I'll let that pass as it's being revamped at the moment. Ayumi though, isn't all that good of a map for playstyle reasons. It's a great looking map, but might as well be called ns_coldturn, for how important that one spot is. It just comes down to a battle for cold turn rather than a tree-like structure, as explained in the sticky in the mapping forum.
But once again, great job on the map, and best of luck to any future mapping that you might do.
i don't think its a question of map design, but rather that it is the increased benefits of movement chambers as first chamber and having a large team (8 +) that can cover the map a lot faster than marines... its really as simple as that in my opinion. Hopefully this will be compensated for in 3,01 but that's a whole different story =\...
<!--QuoteBegin-aeroripper+Apr 27 2005, 08:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Apr 27 2005, 08:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You should really add a "creator of ns_eon" to your avator thing or the text under your avator :-P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not allowed to change your own custom title, but the NS admins are. Get on it guys!
I have an alternative suggestion to the resource node problem (if we are indeed calling it a problem.)
Instead of moving Gunpod closer or any node for that matter, make it a double node and alter the room a tad.
The way I see it ... marines have never taken the game early on in eon ... that's fine. The aliens have too many easily obtainable resource nodes whereas the marines have to constantly guard their nodes. Gunpod and Engine walkway are far walks and once you get there you have to peak your nose aroudn a corner to get LoS (which means you are really freaking close to a skulk, not good.)
Gunpod should have that wall taken out that blocks LoS and instead have something that can give skulks cover, but not enable them to chew the node using its cover (like it is now.) maybe some roof over-hangs or something ... I dunno. Give it a double node since the marines will have five of "their" nodes (2 at gunpod, walkway, hanger, and the one inbetween sleeping and monitoring) and the aliens have their five nodes (All three hive nodes, core power and cooling.)
Since a double node is of tactical importance to even nubs it should be easy to hold dispite it's distance and would enable the Marine team to keep up with the alien res flow early and mid game.
Comments
i think adding some bigger rooms with more space would be nice.
to many hallways tbh.
i love the textures but perhaps adding some more variaty of texture themes would be nice.
the map feels much the same.
to say it simple, add more contrast in level design
a huge dark and open red room perhaps? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I'll give you feedback the next time I get a chance to actually play it properly in any depth. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Red = Marine Start should be moved here, more central to the map.
Green = Double res node, something central to marine power (for a change), and an easy relocation spot if marines choose to do so. (maybe add vents between hives to this location, so aliens have a chance of keeping nodes down).
Blue = Hives should be spread out a bit, almost surrounding Marine Start
Pink = hallways should be added in this area to connect hives... A sort of "tram" system, or even just vents and connected rooms.
Yellow = Large blast doors, or just normal doors? something interesting in this area, to help separate marines from aliens a bit.
I think with this layout, it would be a very intense game from the beginning, and alien rush victories a common thing?
That layout would ensure marine ownage. The marines would be closest to double. And if the aliens had the Core hive, there would be no chance for them to get double yet easily get to some of the other nodes on the map.
I like this map a lot, and I'm looking forward to the new changes.
I suggest raising the elevation of the core hive so you don't have down ramps into it. That should make it a little more vulnerable.
And who wants doors to MS? And weldable doors to MS? Have we learned nothing from Ns_Eclipse?
Which also creats the problem. bumpy walls are a realy pain to fade around, easy for newer fades, and some older ones to get stuck while fleeing.
My shuggestion would be to apply an invisable brush to most of the bumpy walls (Like what you can do to stairs to keep it looking like stairs but acts like a ramp.)
this would make it so its not a fading nightmare, but would keep the amazing good looks
You've got it. People are afraid of the new. Always. The only reason people like eclipse and veil so much is because it's old, they know exactly how to play it. Eon brings new games, and different strategies, but too many people are afraid to play the map and learn it. Eon is probably THE best looking ns map right now, it's a shame people ignore it so much.
I've only one little peeve with the map. It's not too big, but it's annoying.
South of Marine spawn is the weldable vent, where the closed door is, which would lead near the hive if it were an open corridor, from how the map looks.
I think it would help marines better get an offense going towards the south hive if that corridor, when welded, not only closed the vent, but opened up a new pathway.
*shrug*
Firstly, as everyone else has said, eon is a wonderfully detailed and beautiful map. I love playing it and can't wait till a new release is out there. From the look of the suggestions that you've recieved here and on the CAL boards, it's looking good and I'll do my best to pressure people into playing it more often. But now to address the inaccuracy of this post I've quoted.
I really don't care for agora, but I'll let that pass as it's being revamped at the moment. Ayumi though, isn't all that good of a map for playstyle reasons. It's a great looking map, but might as well be called ns_coldturn, for how important that one spot is. It just comes down to a battle for cold turn rather than a tree-like structure, as explained in the sticky in the mapping forum.
But once again, great job on the map, and best of luck to any future mapping that you might do.
Not allowed to change your own custom title, but the NS admins are. Get on it guys!
Instead of moving Gunpod closer or any node for that matter, make it a double node and alter the room a tad.
The way I see it ... marines have never taken the game early on in eon ... that's fine. The aliens have too many easily obtainable resource nodes whereas the marines have to constantly guard their nodes. Gunpod and Engine walkway are far walks and once you get there you have to peak your nose aroudn a corner to get LoS (which means you are really freaking close to a skulk, not good.)
Gunpod should have that wall taken out that blocks LoS and instead have something that can give skulks cover, but not enable them to chew the node using its cover (like it is now.) maybe some roof over-hangs or something ... I dunno. Give it a double node since the marines will have five of "their" nodes (2 at gunpod, walkway, hanger, and the one inbetween sleeping and monitoring) and the aliens have their five nodes (All three hive nodes, core power and cooling.)
Since a double node is of tactical importance to even nubs it should be easy to hold dispite it's distance and would enable the Marine team to keep up with the alien res flow early and mid game.