Ns_Nexus Final pre-release download and comments
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">Its finally done! :D</div>The full release, set for tomorrow, will be ns_nexus_v1, for Final Version 1. Its no longer in Beta.
For those of you who played Nexus and loved it, its gotten WAY better. For those of you who played it and hated it, its practically an entirely new map. Only one room has not been changed; Marine Start.
Use this thread to post any comments about the map. If anything needs changing, i'll do a new compile for the release tomorrow.
<a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_nexus_v1a.rar" target="_blank"><u>Download Here</u></a>
Please read the .txt for some notes on what i'm already planning on doing before the release, the changelog, etc.
Thanks guys, and enjoy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<a href="http://www.imagehosting.com/out.php/i750808_nsnextest6f0001.JPG" target="_blank"><u>Unlabelled minimap</u></a>
<a href="http://www.imagehosting.com/out.php/i750807_nsnextest6f0000.JPG" target="_blank"><u>Labelled minimap</u></a>
The completely new areas are marked as 'Keystone Interface' and 'Engineering'. There are numerous smaller areas that are new, and the vent system was completely moved around as well. Not to mention how every room was spaced apart more.
For those of you who played Nexus and loved it, its gotten WAY better. For those of you who played it and hated it, its practically an entirely new map. Only one room has not been changed; Marine Start.
Use this thread to post any comments about the map. If anything needs changing, i'll do a new compile for the release tomorrow.
<a href="http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_nexus_v1a.rar" target="_blank"><u>Download Here</u></a>
Please read the .txt for some notes on what i'm already planning on doing before the release, the changelog, etc.
Thanks guys, and enjoy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<a href="http://www.imagehosting.com/out.php/i750808_nsnextest6f0001.JPG" target="_blank"><u>Unlabelled minimap</u></a>
<a href="http://www.imagehosting.com/out.php/i750807_nsnextest6f0000.JPG" target="_blank"><u>Labelled minimap</u></a>
The completely new areas are marked as 'Keystone Interface' and 'Engineering'. There are numerous smaller areas that are new, and the vent system was completely moved around as well. Not to mention how every room was spaced apart more.
Comments
Nexus got a lot of play on the big servers in its previous versions, so most people have seen the older ones. I might post some screens for the full release tomorrow.
I've created a little (WIP) script for photoshop cs (version I have) that simplifies adjusting gamma and size of a bunch of files at once as well as exporting them right away to jpg/png/gif/whatever. PM me if you're interested.
Anyway, downloading the map right now! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
That aside, solid improvements over the last version!
Things I can (sort of) remember:
-Hives could use more infestation. As it is, they are pretty clean... almost too clean. Well, I don't even recall seeing infestation, though I'm sure there <i>had</i> to be some?
-The dead end in Nexus Mainframe, if you're going to keep it there, would look better, I think, with a closed door at the end. Just to suggest that it does lead somewhere. (Just struck me as odd when I walked in there.) Maybe a counterpart closed door in the room adjacent. I'm a stickler for continuity like that!
-I like the placement of the rts in the bottom hives. A smart gorge can buy time keeping the rt alive!
Still love the unique layout, and will look for it out in server land!
looks interesting though! i always like to see new maps!
The reality is; each hive is the *same* distance from Marine Start, which is completely unlike any of the current official NS maps (who all have a baseball-diamond layout).
The middle hive is actually really high. Port Shaft is a HUGE elevator (with ladders in nooks, that run all the way to the top). Keystone is pretty high compared to the rooms around it, hence the smaller elevators required to get to it.
The idea is this; if you have a starting point (marine start) and you want it to be equal distances from 3 other points (which are supposed to actually be equal distance from each other as well), how do you do it? You form a 3-sided pyramid. This is what I did in Nexus, basically, except its tilted a bit, so the bottom hives are a bit lower than Marine Start, and Chromo is a LOT higher.
There were definitely issues with this in the previous versions, like being able to siege it out from underneath. But all of those issues have been solved; the hive can only be sieged from exactly where i've deemed acceptable.
Its a pretty bad flaw of 'normal map design', but we've all learned to live with it; the strategic difference between the middle and the outer hives. If you have Subsector, you damn well want to secure Cargo (on veil). The addition of +using the hive DRASTICALLY helped, but even so, going from outer hive to opposing outer hive is still a huge tactical obstacle, should the middle hive be locked.
I've pretty much avoided this completely with Nexus. In previous playtesting, when one hive was taken, it wasnt 'OMG WERE SCREWED', it was 'well, hows the other one?' This usually only happens when you have the <i>middle</i> hive, but when they're all equal distance, its no worries.
Sorry, im starting to write an essay on mapping here. Keep the feedback comin guys! I want to fully release this tomorrow night!
I cant wait to try relocking into engineering <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I dunno if you checked the map or just the minimap... cuz somehow i dont think eng would work out too well <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
There's a lot of fun to be had in this map. Port Shaft is just one example. Imagine a three-tiered, circular elevator shaft with entrances at either side but nothing to connect them. There's a set of ledges around the outer edge of the shaft that can be used as stepping stones to get to the other side. Once there you'll find a switch. Activate that to bring up the elevator platform to your level so anyone not so nimble won't have to risk falling to their 'dewm' and can cross safely. Then press it again just as that Onos catches up with you, and laugh, point at, and cajole him from the relative safety of the other side (then run as he starts bunny-hopping round the ledges towards you - he's played this map before!).
At the top of this shaft is Chromo Hive. The massive height variation in this map is actually a design point which aims to make all Hives equidistant from both the MS and eachother. A formula often contemplated in the ND Mapping forum but never attempted, Nexus represents the first to test out this theory. This map is no prototype, though - it's a fully-fledged map in its own right, heavy on the fun factor and immersion, you'll really feel like you're walking around an abandoned (or was it?) freighter of some sort.
The fun continues with 5 different weld points to seek out, each with it's own unique effect. One drains the H20 tanks either side of the Port and Starboard Thruster Hives, opening them up as buildable zones that are within siege range. Another opens up a jumping puzzle that -with a minepack to help you make the last jump- will lead you up a ladder to a 'red room'-esque siege room outside the middle Hive. A similar effect can be seen from the weld spot in the Mag Pump room, and an extra route to the upper deck of Residencial Block (double res) can also be opened via welding. If you find out what the weld point in Keystone does, though, let me know. I heard a breaking sound when I finished welding and emerged to see no noticeable difference.
With all this going on, Nexus is almost bordering on a funmap, but you can tell a lot more effort has gone into the grandeur of its design. It's honestly too enormous to tell if it's balanced well, but my gut feeling is that it's overly complex and large for competitive play. Although after quite a short while (and mostly ignoring the vents, which is where most of the confusion comes in) I started to learn the layout quite quickly, the Hive rooms are too big and busy to make them easily defensible for Aliens. A simple JP and GL combo will soon make short work of lower lifeforms leaving the Fades a formidable task (Onoses - good luck, you're going to need it!). Also there are two siege points where you can hold a Hive res node from another res node (and one of these is by holding a double res node).
With any luck though, this map -taking the visual style, epic scale and labyrinthine passages common in oldskool ns_maps like Nancy and combining it with newskool tricks of the trade like mine ladders- could be the next big thing on the pub scene. Well worth the download and should provide massive replay value.
(feel free to use this as a review for sites like ReadyRoom.org)
The thing that interested me the most when loading up this map was the higher hive.
I enjoy a good atmosphere and lots of different action on a map.
When I went to Port Shaft to get to this hive, I could allready imagine some unique fights around this area.
When I got into the Chromo hive, I noticed this great ambience in the area. It actually gave me the feeling that I had reached the top of the map, and that I was far from base...
I could allready imagine how it would feel to fight downhill to hold of the marines.
What I also like about this map is the weldables.
They help way more then simply closing a vent, they open new possibilities for the marines. Not just simply opening a door, but opportunities for the marines to try something different.
Something I particulary noticed were the H2O tanks and the other 2 hives.
These look a lot alike, which could mean that the action around both hives could get repetitive.
How this plays out, I have no idea, but one thing I do know: It adds to the unique feeling of the map.
There are weldables in this map that aren't easily accesible for the marines, such as the manual override of the H2O tanks, which is only accesible by getting in the vent system.
You'd think that this weldable wont see a lot of action because of the location, but this weldable can be <b>very</b> important.
It opens up 2 siege spots, 1 for each of the bottom hives, meaning that it can be a <b>big</b> boost for the marines.
A great design decision from the mapper, in my opinion. This could very well play out as a last resort when the marines are losing, or the commander could order one marine to find that weldable and clear the H2O tanks for sieging to get another alternative.
The unique parts in this map, combined with the epic scale and the level of immersion of the map, can make a very cool pub experience.
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Recommended players: 16-26
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What I'm worried about:
- If the marines can hold engineering and drain the H2O tanks, the short walk to both siege locations could mean a lot of trouble to the aliens.
Best elements:
- Unique height system.
- Very good atmosphere
- Weldables that, instead of giving aliens disadvantages, give marines usefull boosts.
- Detailed vent system
Suggestions on visual changes:
- The dead-end at nexus mainframe. As BigD said, add a closed door or something to the end, because that would look a lot better.
- The weldables and buttons. They don't really fit in with the rest of the map.
I'm still aiming for a full release tonight, so i'll try to fix up everything on my list and do another compile in a few hours.
Some notes about the reviews:
<u><b>Crispy</u></b>
-<u>The elevator in Port Shaft</u> doesn't stop at the middle floor (where the exit is to Double). It used to be a 'real elevator', i.e. func_train, so i couldve added in the middle floor, but i found out that the comm could actually break the elevator by clicking on it to start/stop it, anytime. Its now a func_door, so while the comm can still click on it to run it, it wont stop until its gone all the way up or down. I dont think i can really deviate from this, since the comm issue was pretty serious (talk about death for an onos). I could add another button on the middle floor to simply start the elevator though; do you think its necessary?
-<u>The Coordinate Mapping weldable and jumps</u> dont actually require mines. They DO require a mine or a boost (preferably the latter) to GET to the weldable, but the point of the weldable is to raise a little platform so you dont need the boost anymore. The real issue is the last jump; you *need* a strafe jump, and a pretty much perfect one, to make it. A normal jump will land you about 2 feet shy, but its true, a mine would definitely ease the pain.
-<u>The Infested Hub</u>, and the rest of the vents; I'm assuming this is what you mean by the 'res room-esque' vent siege area? I've placed func_nobuilds in there to specifically stop marines from being able to build more than two structures in there. So, a PG and a TF would be all that would fit. You *can* fit some structures into the tight vent hallways, but theres no way to get past them as a marine, so a skulk coming up on the other side (who knows the vents, or can follow the minimap) would have free ability to bite them down. Of course, a well placed mine could temporarily hold this back, but everyone is allowed their attempts <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-<u>Mag Pump Weldable</u> is interesting; the room, unwelded, has one vent. When welded, it opens a siege spot (fits 3 exactly), but also opens up 3 more vents. So the battles get a bit crazy.
-<u>Keystone Weldable</u>, i'm open to suggestions of how to make this more obvious, because currently its not. If you go near the RT, you'll notice a tall black... thing against the wall. The weldable destroys this, allowing access to the ladder that was previously concealed. This lets marines/gorges/ whatever to go from the *very bottom* of Keystone, up past the RT, all the way to the top. I know its kinda hard to notice, so if anyone can help with making that more obvious, im all ears. Maybe i could add a delay of 5 seconds or so between welding and destruction?
-<u>The Bottom Two Hives</u>, it has been suggested to add more cover. I tried some variations on this, but they all felt like they were starting to really clutter the room. Theres one small thing i'm going to do (to give SOME cover to the long side-balcony), but when it comes down to it, these hives already have a lot more cover than most hives in the official maps, so they'll likely be left mostly how they are.
-<u>Map Balance</u>. Nothing will tell this aside from pure playtesting. But i tried my best, as much as i could; i created relative RT symmetry (like Veil, though not as exact), made sure each hive as well as MS had one easily defendable RT, and another a bit worse, then with the rest of the map as fair game. Double was kept relatively isolated from the rest of the map so that, hopefully, a Tanith-like '5-5' RT split will generally result, which I always found was great aspect of Tanith for creating epic battles. From there I tried to balance each room and keep the runtimes to hives and between hives pretty much identical. Aside from that, we just gotta see.
-<u>Siege spots, to hold a hive res node from another res node</u>? Could you elaborate? I didnt know you could siege anything from near double (unless you mean a TF and siege in Port Shaft...? Gutsy). I'm usually exact with my sieges, but things like this can often slip through the netting. I also try to keep official-map examples in mind when considering my own mapping; would this be like siegeing Sub's RT when marines hold Overlook (in Veil)? Please explain <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<u><b>Johnie</u></b>
-<u>The Manual Override for the H2O Tanks</u>: This actually is accessible, it just is a bit tricky, and hard to notice just from a quick run-through. The hallway to the right of Engineering has a button-door that isnt totally noticeable at first. Look at the <a href="http://www.imagehosting.com/out.php/i750807_nsnextest6f0000.JPG" target="_blank"><u>labelled minimap</u></a>; see the tiny piece of red directly to the right of the word Engineering? You open that up, and hop in; you're now in those higher-up quasi-rafters in Engineering. If you crawl to the north side of the room, you can get up on top of the whole platform. From here you can actually jump into the vent entrance, which will bring you right to that weldable (though be careful not to touch the exposed Engine Core!). I love map items like this; its there and accessible, and in plain sight, but it takes map knowledge and determination to achieve a special goal. Try it out sometime <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<u>Marines holding Engineering</u>: Being a fairly critical room since its right between two siege spots, I tried to make it a damned difficult area to hold as marines. It has two vent entrances (both accessible from all hives), three regular entrances, a healthy amount of cover (with the huge centerpiece as well as the very top level, which fades/lerks could make use of, or even for structures), tons of biling potential, and this isnt even taking into account the mid-rafters that would be pure insanity as skulk/lerk/gorge. We'll obviously see how it actually plays out, but i tried my best to make it hell-on-a-spaceship for marines to hold such a critical area.
-<u>Weldables in General</u>: You say they dont fit in? How so? The buttons themselves, or the fact that each weldable has a bright red spotlight on it currently? Those were just added in, and can be just as easily removed, but i wanted some kind of visual cue to really emphasize that they're special parts of the map. Please expand <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<u><b>BigD</u></b>
-<u>Hive Infestation</u>: Heh, there actually is a medium amount of infestation. Both of the bottom hives have huge blocks of solid infestation that either support (Starboard) or cover (Port) the hives, with a healthy amount all splashed around the surrounding 5-10 meters. The rooms are clean for the most part. I thought about adding some hanging infestation to Starboard, but decided against it; maybe i'll revisit the idea.
-<u>Door in Nexus Mainframe</u>: Done and done.
Beautiful feedback guys. I might actually have to push back the release until tomorrow... a lot of little things to change. At least i have them all in a nice list though.
Oh, and you'll all get a mention in the readme <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Review,
Map: ns_nexus_1a
FPS: Was always maxed 71
Memory: 2 Gigs, stable no lag or leaks detected.
Goodjob! Before i tell ya some improvement points, other people might of stated already.
(These are opinions, don't mean you need to do them, it's more what i feel when i play the map)
- Square, maybe have the hives different distances from marine start
- Port Thruster Hive seems not infested enough, and not fully placed right. (The walls are, but only some floor, not the engine, and the rest is untouched.
- Love weldables and the elevators
- Starboard hive is better, with the floor, but some odd spots where u made the infestation fade away right next to the hive.
- Chrono hive really high, needs to be brought down and i think needs more infest. (seems to only be in really small area around the hive, i like the feeling of coming in the room and it feeling like a hive room.
- also i would like to see more randomness in the walls, floor, ceiling and such. cracks, dirt, any alter textures, to make it look less of a repeat.
- Res tower in the box is neat, but i think u need to add the lid slid off to the side or something so it's easy for gorges to jump in <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thats some to start out with, only had 15 min today. But i will prob look at it more and if u have any revisions and i will edit this post and add to it, or post with the changed map.
I think this map is neat, i would love to try to play on it to see more strong, weak points, in the gameplay design. My xfire is archfiendchris, msg me if you decide to do a full test.
I like the little places u give aliens to hide, and how u get different feels from the rooms. With weld points all over, and a layout that seems to go good with the theme.
Screens
<img src="http://i18.tinypic.com/4mteudy.jpg" border="0" alt="IPB Image" />
<img src="http://i15.tinypic.com/6blvvc4.jpg" border="0" alt="IPB Image" />
<img src="http://i17.tinypic.com/6b3b4af.jpg" border="0" alt="IPB Image" />
Thats as important as any technical issue.
-<u>Distances of Hives</u>: Although they may the relatively the same distance on the minimap, the routes to each of the hives are very different. The runtimes (how long it takes to *walk* from MS to any hive, no wigglewalk etc) are kept within a very specific range in an attempt to really balance the map. The routes down the middle of the map (nexus -> View Halls -> Engineering -> H2O Tanks -> Thruster Hives) are themselves similar, yet different all along the way. If you look at the layout of this map, you'll notice that there's actually a few more routes to any location, than there usually are in normal NS maps. The vertical aspect is what adds this ability, which imo adds to the dynamics quite a bit. Its much more difficult to really predict the enemy. Plus, everything was planned out so exactly, that for me to move any hive would create an insane amount of extra work, for no specific foreseeable benefit <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-<u>Hive Infestation</u>: Aye. I've added a bit more infestation, especially on the ground, to all the hives. Not a crazy amount, and Chromo got the most (since it had the least before).
-<u>Height of Chrono Hive</u>: This, again, is an <i>exact</i> distance. Try siegeing it from random locations and you'll see why. It cant be lowered anymore. But, betcha didnt see the ladders behind the hive; take the main ladders up, then go to the pillar closest to the back of the hive (in your first pic, they're the two pillars on the left), and see what its hiding <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. You can go ALL the way up, onto the platforms or even the one that's actually supporting the hive.
-<u>Randomness in the walls, floors etc</u>: Sorry man, this is HL1 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. If this was Source, i'd toss Overlays onto everything (and i will, once the Tech Release comes out... i'm planning on being in the launch map team). But for now, sorry man, not too much i can do. ...and most people already say Nexus is crazy detailed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-<u>Chromo's RT-in-a-box</u>: Good call. All throughout testing, i always used Marines to jump up onto that box. While gorges can make the jump from the higher ledge, it should be easier; I've added a ladder on the front of the box.
Thanks for the feedback, it had some really helpful remarks!
I'm starting a compile now. If anyone else has more feedback, it would be greatly appreciated. If not, i'll check the new compile tomorrow morning, zip it all together, and do the full release. WOOHOO!
I think for the next version, if it transitioned nicer, had a more organic feel, that would be nice though. Maybe some custom textures or overlays of the stuff. Use lots of triangles (odd shaped pyramids) to make it look nice and lumpy too if you want. It's kind of flat and blocky right now. It's not a big deal for now though, purely asthetics. (Though Chromo doesn't look bad by any means this way.) Doesn't hurt to nail the gameplay first.
I had a better post explaining how to go about doing all that but firefox went all IE on me. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
if you put some more brush work in the ways using more textures or closing the open areas that is much troublesome to game play for aliens.
some textures look like sliced and not fit to the heavy textures puts in the middles.
i only say it based on the screens maybe playing the map surge many more ideas.
the pipes on floor need a check for onos pass.
he stuck many times in that sharp edges, u square it with clip brushes.
Lets get to playin! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
however
-chromo rt and anything on the floor can be sieged from below (not a big deal really) from nexus and the view halls
-only one vent goes directly into chromo and the hive room itself is very open with very open spots leading to it. this may make it near impossible for aliens to retake it from marines. although it will also be difficult for marines to siege it so i suppose that's okay.
-double, railgun or nexus could end up being pretty damned good relocation spots but i don't see that as a problem. the bigger problem would be a chromo relocation, especially once jetpacks were out.
anyway i don't see anything i could easily exploit in it so that's good. i hope to play it soon.
edit: actually even structures on the upper rails/catwalks in chromo can be sieged from nexus and the view halls. everything but the hive.
My only concerns are that the low lip running around the base of the Engine hives seems somewhat annoying. It would be a pain to run bots around it at any rate. Was the goal of those ledges to help prevent spawn camping? THe only other thing that seems odd it the jump to get to the ladder ledges in port shaft. it looks great and follows esthetically but makes bots nuts. For humans though none of these matter.
All in All very nice! I am currently putting Waypoints on it for whichbot and will post how they do on our servers in a few weeks.
I hope this can be recreated for NS2. I've got my fingers crossed, because I want this map to live on a very very very very very very very very very very very very very very very very very very very long time.
Honestly, i'm so happy people are really enjoying it. The older versions, while they aimed for exactly the same thing, had just too many issues that led to the map only getting a few rounds of beta testing. It looks like i might have finally cleaned it up enough for people to be able to properly learn and enjoy it. Who knows, maybe it can even go official <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
So while it took about 21 months to reach ns_nexus_v1, the first 'final' release, there were PLENTY of gaps in there, multiple months at a time. Mapping gets really frustrating, especially in your early years, and often when you hit a 'wall' you just say screw it and dont touch it for awhile. In the beginning, that could simply be a leak. Now the most tedious of leaks, i can locate and fix in about 20 seconds. But as every mapper will say, there's always more to learn, and its all about experience <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
This is probably one of the biggest maps I've ever played on and it defiantly beat Machina in detail and atmosphere. The map also seems kind of impossible for bots to navigate through due to its complexity.
Still needs work in texturing (cause i find the texture usage pretty average), and it definetely worth to be official <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
edit : Played on the G4B2S server tonight (you were in the game too ^_^).
Lot of fun in the map. Great gameplay.
I found a skybug here :
<img src="http://img292.imageshack.us/img292/2209/nsnexusv10002rg5.jpg" border="0" alt="IPB Image" />
The multi-level thing works surprisingly well. Its a refreshing change to have an ns map that isn't completely 2 dimensional. My only problem with it is that it makes navigating using the minimap completely impossible. It took me about 15 minutes to figure out how to get to chromo hive from the bottom of the map. Of course, its just a matter of time before people learn those kinds of things, but if you could make the minimap clearer somehow so that we know what areas are above others that would be great. Also, about chromo hive, what's with the ladder leading above the hive? theres a platform up there but there isn't enough room to drop a chamber anywhere, and a gorge can't heal the hive through the platform. Then again, if there was enough room for marines to build a phasegate, it would be hell trying to clear it.
I know its apparently not obvious at first, but if you look at the minimap, Chromo, being high up, is a much lighter blue than the View Halls, which are very low. This helps show where the hive meets its adjacent rooms, but most people dont seem to notice <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
The ladders leading way up top in Chromo are partially for utility (so gorges as well as marines can get on the catwalks; great spot for chambers/ocs), but also for fun. Being a marine all the way up there might not be especially useful, but i sure enjoy doing it.
<img src="http://i53.photobucket.com/albums/g53/scaryface666/stuck2.jpg" border="0" alt="IPB Image" />
in the vent above port h2o tank, if you strafe along the right side of the vent. I agree with hiding some of the vents beneath the rest of the maps at least for the areas where it's obvious where the vents lead. And never mind about the platform thing; I just found out you can drop chambers at the very edges of it without having them fall off.
<img src="http://i53.photobucket.com/albums/g53/scaryface666/majorblockage.jpg" border="0" alt="IPB Image" />
The pistons can be blocked by structures. A tf on this piston lets you weld open the seige spot without opening the vents since the rest of the pistons seem to be influenced by this one master piston. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (except, coincidentally, the ones that open up the seige room.)
By the way, whats the point of that seige spot? you can only fit in 2 or 3 seiges that barely reach whereas you can fit 5 in the hallway to slug room (the next room over) which is just as defendable, and maybe more so since there aren't any vents for skulks to pop out of..