Ns_altair Feedback Thread

GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<div class="IPBDescription">Give useful feedback here</div> OK.

1) Specific descriptions of problems are wanted. List the problem and the reason why it's a problem, even if it seems obvious to you.

2) Respect the author of the map and his work. Flaming will just get you into trouble. Respect the purpose of the thread. Off topic posts on this thread will be deleted without warning or explanation.

3) Since NS_Altair is currently in development, unless you have played the most recent version (i.e. the one that comes with B6) then I'm afraid your feedback is not going to be helpful.

If mappers want other threads made, hassle me on IRC about it since my PM box on these forums is broken.

Comments

  • WarningForeverWarningForever Join Date: 2004-05-06 Member: 28503Members
    1) Too dark

    2) Top hive is very alien unfriendly. I had a helluva time trying to take it back as onos.

    3) Rooms are too bland. What sells a map is atmosphere, altair's rooms all look the same.

    4) Sewer network should be shown on minimap, nuff said.

    5) The hive with the pit should have a wider walkway, at the very least. I've owned onoses on that thing with one shotty.

    6) The bottom hive should be easier to defend, too many long hallways, not enough vents.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    First off, I believe you are playing the b5 version. Second, let me give you an example of good feedback and bad feedback.

    Think of it this way, when you're giving poor feedback, it's like you saying that you want me to make a pie and you don't want it to be burned. You're saying you want me to make the map better but not make it suck. You really haven't told me anything that I can use.

    When you give me specifics, you're telling me what kind of pie you want. You may not like that the middle isn't important enough to the way the map plays so you suggest moving the resource node from Phi into Station Monitoring and moving the node near parts room into parts room so that you can't attack the node from such a long distance.

    Do you see the difference?
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    as soon as i get constellation il look at altair...

    maybe i can find some guys to playtest...
    but ill surely see what i think can be done
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    KungFu, the map has FPS issues. It performs really badly on a lot of machines. I don't do mapping so i don't know what specifics go into that. But i get about 20-25 less FPS on altair than on most maps.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    KFDM, I think altair is one of the most visually stunning / graphically impressive maps of NS, I have always loved the dark corners to hide in and the extensive vent system. I know I'm probably playing the old version, but the spawnpoint over the pit of doom is not to hot. This map could use some balancing work, I've heard people say that most large areas make for decent lockdowns. I love the feel that this map has and believe that is has alot of potential, please keep up the hard work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited January 2005
    First off, I must point the the first post and ask you to make sure you are playing the beta 6 version of the map.

    TAK: I think you're playing the b5 version

    Router Box: If you can give me something specific like where you are having FPS issues I may be able to do something about it. With out specifics, there's really very little I can do.

    Edit:
    If you don't give me specifics to work with, you're wasting my time, and your time.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    KFDM,

    It was before i got my new motherboard, and it was everywhere. Just being on that map doomed me to 9 fps. I've heard other people say the same thing. Sorry, i really wish i could tell you what the problem is. On my new mobo, which clearly doesn't have pipeline issues, the map runs fine. So it might just be attributable to sucky hardware, but the other maps ran fine which is why i'm saying something.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Well I made several changes for the most current CM build so I'd appreciate some feedback on how Altair plays.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Un pinned this topic... seeing as it has been inactive for 3 months <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->, and we've gone through several patch updates.
  • Malibu_StaceyMalibu_Stacey Join Date: 2003-04-06 Member: 15243Members
    you also forgot about the part where KFDM asks us for input then ignores 99% of everything useful said and then whines about us not giving helpful suggestions.
    See the CAL-NS forum for examples.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    um, thats not right.

    KFDM has been AMAZING. Just wait untill you see the new Altair, pretty much everything thats wrong with the current build is fixed or being fixed.

    Keep up the good work KFDM.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Malibu Stacey+Apr 27 2005, 10:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Malibu Stacey @ Apr 27 2005, 10:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you also forgot about the part where KFDM asks us for input then ignores 99% of everything useful said and then whines about us not giving helpful suggestions.
    See the CAL-NS forum for examples. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <span style='color:orange'>Of course malibu you are willing to put your time and effort into making an official NS map... no? Then be nice.</span>
  • whenyougofowardswhenyougofowards Join Date: 2005-04-03 Member: 47366Members
    edited April 2005
    <span style='color:gray'>2) Respect the author of the map and his work. Flaming will just get you into trouble. Respect the purpose of the thread. Off topic posts on this thread will be deleted without warning or explanation.

    *snip*
    </span>
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    You can put a comm chair on the moving arm in submarine lock (or something)

    Its fun...
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    get rid of the grates on the vents. it's absolutly impossible to swing round behind the marines and ambush without them hearing you chomping your way thru it. adding some light to the hives might help. you cant help but be raped when sieging omega from the bottom entrance.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Gecko God Of Dooom+Apr 27 2005, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of Dooom @ Apr 27 2005, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can put a comm chair on the moving arm in submarine lock (or something)

    Its fun... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The movement of the arm also makes the comm's view sway back in forth if you are looking at it. It's relaxing.
  • monk3ymonk3y Join Date: 2003-10-30 Member: 22139Members
    Altair is fine.. just get play it more often.. and you'll get use to it..

    I really like how this map is different from the others.. its all twisted and dark..

    GJ, to the creator of this map.. you've created a very unique playground <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    The map is great for hide and seek since there are so many places to hide in and they're all so dark <!--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-->
    And that it's so huge - it takes a while to get around for the searching party.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    When you can't see skulks because it's dark then things start to get annoying. Darkness is cover that only varies from individual to individual and shouldn't be relied on to balance out an area. It's important that you can see what you're shooting at, you have to understand that competitive players don't care too much for atmosphere and if atmosphere gets in the way during a critical moment then the map will never be played.
  • DaJMastaDaJMasta Join Date: 2005-01-10 Member: 34750Members, Constellation
    my opinion on darkness: it rox, just in small doses.

    Some vents and corners i just dont go in as alien because even the flashlight cant help see into them. I like my gamma low to get the full atmosphere of the map, but having extend dark areas is a problem. If anything, i think some skulk/lerk sized completely black shadows would be a benifit for setting up ambushes and stuff, but hallways without any light can just be annoying.

    So show off your textures, use a little more light.

    Show off your brushes, use a little more shadow.

    If it makes sense, do both, adding more lights, but never just blanket a room, and dark spots will add atmosphere and hiding spaces, as long as they arent big enough for like squads of marines.
Sign In or Register to comment.