NS2_Summit competitive feedback
fmpone
Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
Hey guys, if you have any small nitpicks about Summit's gameplay let me know and I'll try to accommodate you. Big layout stuff, not so much.
So far I've:
-made Atrium an alien-only spawn
-moved the power nodes in flight control and atrium to their present locations
-added a staircase in place of the barrels in pipe junction
-disabled collisions on all wires and obvious decor
-added extensive player clipping
So far I've:
-made Atrium an alien-only spawn
-moved the power nodes in flight control and atrium to their present locations
-added a staircase in place of the barrels in pipe junction
-disabled collisions on all wires and obvious decor
-added extensive player clipping
Comments
Make that pipe near the vent leading from flight control to comp lab have actual collision detection so you can't hide inside the model.
Maybe add some additional geometry to crevice so it isn't so plain and boring, and has more tactical options besides just hiding under the platform. Maybe a few arches overlooking the rt platform to give cover.
Make that pipe near the vent leading from flight control to comp lab have actual collision detection so you can't hide inside the model.
Maybe add some additional geometry to crevice so it isn't so plain and boring, and has more tactical options besides just hiding under the platform. Maybe a few arches overlooking the rt platform to give cover.<!--QuoteEnd--></div><!--QuoteEEnd-->
Brilliant. This is exactly the kind of feedback I'm interested in. Thank you. These will be done.
If you jump down there on the rocks as onos (not the hole, but from the railing on the side) its very hard to get back out again... sometimes marines dodge jump down there and if you dont know how to make the jump out, it could be a 75res deathtrap.
Same situation in ventilation.
edit: long spawns are kinda bad for marines atm(current balance and tech options + longspawns is the worst case scenario for marines), especially if marines are flight and aliens dc. but that requires a bit more work to fix...
The problem is that you have to get very close to dc to get to vent or reactor and there will be infestation that says hello aliens we are here!, or you have to go the extra long way around which makes it easy to attack the marine base or pressure the rts at crevice and comp lab...
Marines dc and aliens flight is not as bad because crevice and computerlab are not as unfriendly as having to run past pipejunction or glass corridor, also the hive room is not as easy defended by aliens + hydras and whips and whatever.
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Thank you, I'll address that!
Probably an issue, lol.
Probably an issue, lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
XD
Sub(m) vs Atrium(a) or FC(m) vs DC(a), the close spawns causes gameplay to take a big hit.
And then close the vent entrance into sub access.
This is the spot, as you enter the vent you fall through the map.
I would much rather have static spawns (as they were before), because the entire flow of the map was set up to support this encouraging balanced gameplay. swalk's suggestion would also be much better than the current situation though, if that was more to your liking.
Agreed. Some sort of pathway would be nice.
On another note -- the new stairs in pipe-junction, you often find yourself getting caught on the bottom.
Absolutely. Consider it done.
<!--quoteo(post=1921616:date=Apr 3 2012, 06:30 PM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Apr 3 2012, 06:30 PM) <a href="index.php?act=findpost&pid=1921616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed. Some sort of pathway would be nice.
On another note -- the new stairs in pipe-junction, you often find yourself getting caught on the bottom.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, this is a known issue and fixed, couldn't get it out in time for the patch though. Next time.
Keep them coming guys!
Right. We're looking into the collisions on rocks
Also, in our VS against Cyd last Sunday, an Onos got stuck in the hole in FC between TP and Summit Corridor. He got out eventually, but it took him a good 30 seconds. Might just be user error, might be map issue.
Also, in our VS against Cyd last Sunday, an Onos got stuck in the hole in FC between TP and Summit Corridor. He got out eventually, but it took him a good 30 seconds. Might just be user error, might be map issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll address both of these, thanks.
You can already do this jumping up the railings though.. I have concerns about the ability of skulks to chew on that fc rt and play rt ring around the rosie like usual :p.
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nice.
Unfortunately there's no feature in the Editor to specify no close spawning without fixing them entirely.