ns_lucid feedback

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
edited November 2006 in NS General Discussion
I'd like to know what you think about ns_lucid.
Specific things I'd like feedback on:<ul><li>How close Fear hive is to marine start</li><li>Any stuck points or structure sink points you know of (screenies would be nice)</li></ul>
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Comments

  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    edited November 2006
    Artistically I like it. Gameplaywise I'm still skeptical of the rounded corners, especially for 3.2b1. Technically I hate it, but not because there's anything especially wrong that a couple repaired stuck spots wouldn't fix (killed one of my fades earlier today). For example, I believe there's one as you enter nemesis from final approach on your right side curved wall, but I'm having difficulty reproducing it.

    It's very different from other maps, and the variety is welcome. Thanks.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    That hive with the deep bit in the middle and the sheer wall up to a catwalk with a resnode on it. Standing near the hive and looking at the resnode, the doorway on the left is killer-hard for skulks to get to if there's even one marine camping up the little ramp there. Mayhaps a vent?

    --Scythe--
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited November 2006
    In all i think it's too small, and theres no major combat area (apart from conflict, which only has a little). I think nexus should be redone to make it more a tactical place (make it like the importance of dbl res to nubs). At the moment its just another rt point.

    The textures are fantastic and i like the whole feel of the map, apart from those things above. And yeh, that hive pit should be changed a bit.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    I like the difference of this map to others, its fast paced and direct. Both teams can move accross it quickly and there are no key areas. Contrast this too say tanith. The only thing i'd day is add some decorative effect or something so different parts of the map can be differentiated from other parts easier, for example in most ns maps youd know where you are instantly just by looking around.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Hard for onos to navigate? Often blocking hallways from other aliens?
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    <!--quoteo(post=1580631:date=Nov 25 2006, 12:04 PM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Nov 25 2006, 12:04 PM) [snapback]1580631[/snapback]</div><div class='quotemain'><!--quotec-->...add some decorative effect or something so different parts of the map can be differentiated from other parts easier, for example in most ns maps youd know where you are instantly just by looking around.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think if we play it more we'll get there just as it is, though I'll give you that it's hard to navigate as a new player - I had my map down more than I care for, especially for a smallish map.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Again, like I mentioned elsewhere, I have yet to actually play any 3.2 maps with people but so far I like it!

    The relative lack of 90 degree corners on the minimap strikes me as being quite unique! Quite like the distinct style! And I found it quite easy to learn as well, I was doing laps with a lerk in no time!
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    by far the best of the new maps.
    I realy like the size, i've never been a fan of large maps, way too hard to keep control of the large maps.
    Moving from one RT to another on the large maps takes too long.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    you should try using different color lights in different areas to help distinguish areas of the map. i don't like having to look at the minimap to know where i am.

    i also think its pretty hard for the marines to siege out the hives due to the lack of.. siege areas, its all tight hallways and hard to set up a good spot. i was in a game and we were tryin to siege out FEAR, damn it was near impossible due to the tight areas.
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    personally I like it, and I posted a stuck point in maps but no one responded.

    <a href="http://www.unknownworlds.com/forums/index.php?s=1382331128106195712&showtopic=98894" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=98894</a>
  • 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
    Thanks for the feedback guys. I'd love to know how it plays in organised games (pugs, scrims).

    @<b>F4tManMGS2
    </b>Aye, it seems lucid has a few hard to reproduce stuck spots; I'll do what I can to fix them.
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    Yeah; in a different game I tried to reproduce the problem but I was unsuccessful <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> I do know for sure that I was stuck there (the players in chat are confirming this) and I ended up having to build an MC to get out of the spot. It may have been my lag that helped the problem, but I'm not sure. Hope this helps <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • HivelordHivelord Join Date: 2003-06-21 Member: 17567Members, Reinforced - Shadow
    I think fear hive is a good distance from marine start, i can see people complaining about it though as last night on a scrim we managed to shutdown the aliens real early and locked them in their hive from conflict (we had sgers camping it), i think it was just a matter of people not knowing the layout (no skulks used the vent next to the ladder to escape, I had a hard time noticing it myself), but overall from the pugs etc there doesn't seem to be one team dominating over the other, is definitely one of my favourite maps now
  • xportxport Join Date: 2006-12-01 Member: 58794Members
    Fear hive is far enough from marine start, aliens just have to move out quickly, and try not get dominated early game, or else they get camped trying to get out of the hive. the map layout its self is great makes for a fast paced game and as N# said no one point in the map is a key point to hold. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    it got some eclipse feeling over it.
  • 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
    To coincide with puzl's 3.2 feedback thread; now that you've all had a chance to play on lucid a bit, what are your thoughts?
  • TsunamiiTsunamii Join Date: 2004-01-31 Member: 25786Members
    edited December 2006
    I agree with the map being too small, the narrow hallways accentuates this. Expansion pack to the map! Perhaps an underground level to it? I ask for too much =(

    Edit: but then again, that's too many nodes
    Edit2: oh right, the current system doesn't allow underground levels like that other game I played... what was it called again?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    For the record, I love the style of this map. I can't comment on gameplay.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I love this map, the fresh style and gameplay, thanks a lot.

    Some notes:

    You can build in many "vents" but the chambers sink into the floor.
    At the middlehive you can build pg, tf, 2 sieges and observatory on the upper level with jetpack, thus oni won't reach these buildings.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--quoteo(post=1582682:date=Dec 1 2006, 05:20 PM:name=Hakuna_matata)--><div class='quotetop'>QUOTE(Hakuna_matata @ Dec 1 2006, 05:20 PM) [snapback]1582682[/snapback]</div><div class='quotemain'><!--quotec-->
    it got some eclipse feeling over it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    mmh, I was just gonna pat you over the back and congratulate ye.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    I love the tight corridors, and the RT placements are really good, with plenty of vents to bile them from as a gorge. The tight corridors help maintain a balance as sieging isn't so easy anymore.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i am sorry mosue i havent really gotten to play it yet

    i gotta go have a godo crack at it i had one shot, about 2 mintue worth i got in was in fear hive had a look around ran to the front as aliens stomped rine start

    i encountered a rine near a pillar note i had scent of fear he obiously had motion and i managed to cat and mouse him around this pillar gain the upper hand on his ###### even tho the com was medding him, i took him down and i gotta say this map has my best KD ratio ever so far : )

    but i hpe to give it a real test or two even if i run around with SV cheats on

    latters keep up the good work
  • TMMDarwinTMMDarwin Join Date: 2002-11-28 Member: 10164Members
    In short, too many vents related to siege locations.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    Very very nice map! But it's too small, the marine start is to close to the hive positions.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    we used the for the first round of the NSP-RR mouse, if you didn't already know. Alot of people said its not a warring map but it wasn't that bad. Marines can easily control the top and middle of the map. But even with 3.2 there were 2 very close 2-0's (out of 3 games held so far).
  • DoloresHazeDoloresHaze Join Date: 2006-11-04 Member: 58342Members, Constellation, Reinforced - Shadow
    great balance, one of the best maps. keep the great job.
  • 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
    Bump!
    A new patch and a (slightly) new version of lucid
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
    * Fixed several clipping issues.
    * Filled in the alcove behind Nemesis Hive.
    * Fixed HOM near Void hive.
    * Fixed minimap for cl_lablemaps 0. <!--QuoteEnd--></div><!--QuoteEEnd-->
    As you can see, there isn't much new in lucid in this patch. But 3.2 has been out for a while now, so I'm curious as to what you all think of lucid now that you've had a chance to play it a bit.
    I'm particularly interested in what clanners have to say, as I'm getting mixed opinions from the clan scene and I'd like to hear what their thoughts are.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    edited January 2007
  • DigitalAnthraxDigitalAnthrax Join Date: 2006-12-24 Member: 59219Members, Constellation
    I love the overall atmosphere of the map and agree with N3's idea of giving various areas of the map their own face so they stand out. I personally love how it's different especially in the hive (Fear?) where the skulks spawn on the ledge above the hive. I can see however how this could make alot of people not feel as though ns_lucid is much of a war map.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I love the style of the map. It's tight at times, but that's okay. Gameplay is very different. It's frantic and fast paced, almost like combat. It's not entirely too my taste, tbh, but I see it getting voted in quite often anyway. It really requires some different, faster thinking. Marines can push a hive <i>very</i> quickley if you're not careful, likewise, a one hive fade can hit ms, heal at a hive, hit ms, heal, all very quickley.

    One thing I'm not too terribly fond of is the pit in... oh what's it called, the one hive on the far left. The slope is too steep going out, I'd say, making it difficult to get out for gorges and onos. It would be nice to not be tripping over things in the hive rooms like that.
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