ns2_tram
<div class="IPBDescription">feedback thread?</div>Hi I could not find a thread for feedback on tram so I am opening one.
I realized today that you cant leave the vent connecting warehouse and tram tunnels as a gorge. I dont know if that is intended and if it is also the case for rines.
I realized today that you cant leave the vent connecting warehouse and tram tunnels as a gorge. I dont know if that is intended and if it is also the case for rines.
Comments
Also if the Marines spawn at shipping, the starting IP can be located at the non powered flor to logistics.
And last in the same floor you can drop a building at the corner to the tunnel and it's not powered.
General game feedback: Please make your location on the map MUCH more noticeable. A dark green blob isn't particularly easy to spot.
Found a bug at a door in "Elevator Transfer", which occurs at some angles
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The boxes at Warehouse, the ones by the door that look like you can jump on them to shoot into that vent to kill the vent gorge/lerk, you actually can't and it makes me rage every single time.
Also, the stuff at the very top of warehouse, the little ledges up there that look like you can crawl on top of as an alien (and used to be able to) now have an invisible wall and are just plain misleading. There needs to be a visual indication that says "you cannot go here, so don't even bother trying".
---------Annoyance for Server Room:
If you spawn here it's quite impossible to expand. Really. You'll get maybe 1-2 RTs but they are very far away. Ever since the door from Server Room to Warehouse was removed this spawn has become no-man's land.
I like the shipping/repair room/logistics side of the map though. But Server Room/Warehouse/Elevator Transfer just seem way too un-integrated and difficult to expand to.
If aliens spawn in server, they can't cyst through to elevator transfer, because it seems like a completely unconnected part of the map. This means they have to go into tram tunnels and past warehouse. So server room normally ends up as game over for aliens.
I realized today that you cant leave the vent connecting warehouse and tram tunnels as a gorge. I dont know if that is intended and if it is also the case for rines.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is actually a ladder in the vent that goes to server room in which you can climb out.
ah alright then. thanks :) I will try that.
It might just be the server I play on, but every time I see a team spawn in server they have lost. Especially because the other tech points are so close together (and have connecting nodes) and server room is all by it's self on the other side of the map.
The vents entering Warehouse and the one in the north end of Server basically spell doom for marine bases. Bilebombs come flying out of those and it's very difficult to respond effectively. If they were lower (so you could shoot down them) or had some kind of a jink in their path (so that skulks could use them effectively but gorges could not) that might be a different story.
Getting the power on and building things in the hallways is ######y. There's weird spots you can't build, and a number of odd spots you can build but that don't have power, or draw power from an unintuitive location.
Control's power is just glitchy. Trying to drop an Armory in there so that my marines can pour fire into the Server hive from Control is essentially impossible.
Not sure what the trigger is but drifters sometimes spawn in the hallway between Ore Processing and Repair Room. When the marines have Repair as start this effectively dooms the Aliens, if the marines are paying any sort of attention. This is pretty much game over for the round.
You can often see a blink-like glitch in the location as well which also happens to be where the drifters appear.
It's insanely frustrating really. As alien commander you can sometimes guide the drifters out of danger but it's nearly impossible if the marines are attentive at taking them down.
Server Room spawn sucks, needs 1 more res node nearby ( I suggest in alien tunnels)
Drifters sometimes spawn between Ore Processing and Repair Room, seems to happen with either a Warehouse or Shipping hive
Power node in Control does not drop at all, it is only buildable by a MAC.
Power nowe in Server Room is bugged too (only sometimes though)
Besides the issues I think tram is a really nice map :)
- incorrect drifter/egg/ip spawns in shipping
- certain powernodes never drop (the one just south of server might be the only one)
- alien commander can't cyst south from server (sometimes I can, sometimes not, you never know!)
There are other glaring issues with the map, but these can be fixed in 15 minutes and would make the map 200% more playable.
<img src="http://filesmelt.com/dl/2012-03-24_000022.jpg" border="0" class="linked-image" />
<img src="http://filesmelt.com/dl/2012-03-24_000011.jpg" border="0" class="linked-image" />
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Lol, read what Walter wrote ^^, same as always.
Also this happens a lot:
<img src="http://i43.tinypic.com/5aowo7.jpg" border="0" class="linked-image" />
Drifter pathing in general is messed up. Drifters intend to fly over the map to take absurd shortcuts and then get stuck above the ground and you can not always get them back down.
I think Elevator room could be hugely improved. It's not very interesting with just two cargo containers plonked in the middle of the room. Now that more and more of the rooms have been redone, the older ones start to seem unimpressive.
<img src="http://i.imgur.com/qG4a0.jpg" border="0" class="linked-image" />
Also, it's really hard right now to actually tell where the doors are in Server Room. All the purple circles look like they could be doors leading out of the room, when in fact, there are only two exits. Since I haven't played Tram in quite a while, I was trying to use the map to find which exit from Server Room I needed to take, and I couldn't tell any of these purple spots apart.
<img src="http://img.photobucket.com/albums/v346/Sajomir/NS2minimap.jpg" border="0" class="linked-image" />