NS2_Summit competitive feedback

fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
edited April 2012 in Competitive Play
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

Comments

  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    Remove that hole in the grate floor as glass hallway enters into crossroads.

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited April 2012
    <!--quoteo(post=1920810:date=Apr 2 2012, 02:12 AM:name=eh?)--><div class='quotetop'>QUOTE (eh? @ Apr 2 2012, 02:12 AM) <a href="index.php?act=findpost&pid=1920810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remove that hole in the grate floor as glass hallway enters into crossroads.

    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.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I find that the vents in Sub let the aliens control marines spawn to easy since it goes from vent to comp. lab. I think make a vent go into there base from the tunnel and the doors in cross roads and come out at sub base and maybe one still go to comp lab.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1920810:date=Apr 2 2012, 08:12 AM:name=eh?)--><div class='quotetop'>QUOTE (eh? @ Apr 2 2012, 08:12 AM) <a href="index.php?act=findpost&pid=1920810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remove that hole in the grate floor as glass hallway enters into crossroads.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2012
    When you evolve into a Fade or Gorge in this area or just want to get some evolution upgrades. It is very hard to get out of this area as a Gorge or a Shadow Step Fade (hive1). I've highlighted the possible culprit as this forces you to jump and move forward is a very odd and unlikely way to get out of this area. Maybe a small slope in CollisionGeometry could actually fix this...

    <div align='center'><img src="http://farm8.staticflickr.com/7217/7038587849_de45fe6dda_o.jpg" border="0" class="linked-image" /></div>
  • AlchemyAlchemy Join Date: 2005-02-08 Member: 40330Members
    Found that ammo and medpacks drop through the floor in computer labs when dropped on the oblong grill that is centre of the floor just before heading down the corridor to flight control.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1921214:date=Apr 2 2012, 11:16 PM:name=Alchemy)--><div class='quotetop'>QUOTE (Alchemy @ Apr 2 2012, 11:16 PM) <a href="index.php?act=findpost&pid=1921214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Found that ammo and medpacks drop through the floor in computer labs when dropped on the oblong grill that is centre of the floor just before heading down the corridor to flight control.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you, I'll address that!
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    So I'm assuming you just found out about that spot in the sub access vent as you come from ventilation where marines and lerks fall through the map.

    Probably an issue, lol.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1921248:date=Apr 3 2012, 12:45 AM:name=eh?)--><div class='quotetop'>QUOTE (eh? @ Apr 3 2012, 12:45 AM) <a href="index.php?act=findpost&pid=1921248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I'm assuming you just found out about that spot in the sub access vent as you come from ventilation where marines and lerks fall through the map.

    Probably an issue, lol.<!--QuoteEnd--></div><!--QuoteEEnd-->

    XD
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    If you could, I would suggest cross spawning for summit.
    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.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I my self like the random spawns. It makes for differnt style plans.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited April 2012
    <img src="http://i1271.photobucket.com/albums/jj631/LV426-Colonist/2012-04-03_00001.jpg" border="0" class="linked-image" />

    This is the spot, as you enter the vent you fall through the map.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    As you are probably aware, the random spawns are what completely fudged the prior balance of summit.

    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.
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    can you make it a little easier for marines to jump into the rocks and then jump up to the RT in flight control. If you are coming from computer lab it is a long run up the stairs to get to the RT.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited April 2012
    <!--quoteo(post=1921606:date=Apr 3 2012, 05:07 PM:name=Dusk)--><div class='quotetop'>QUOTE (Dusk @ Apr 3 2012, 05:07 PM) <a href="index.php?act=findpost&pid=1921606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you make it a little easier for marines to jump into the rocks and then jump up to the RT in flight control. If you are coming from computer lab it is a long run up the stairs to get to the RT.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    edited April 2012
    <!--quoteo(post=1921606:date=Apr 3 2012, 06:07 PM:name=Dusk)--><div class='quotetop'>QUOTE (Dusk @ Apr 3 2012, 06:07 PM) <a href="index.php?act=findpost&pid=1921606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you make it a little easier for marines to jump into the rocks and then jump up to the RT in flight control. If you are coming from computer lab it is a long run up the stairs to get to the RT.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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!
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    From complab, heading into flight control. As soon as you enter, there is the RT on the high ground to your right. Those rocks have an invisible wall which stick out a solid foot and prevent marines from shooting from the lowground up to the RT.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1921634:date=Apr 3 2012, 06:53 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Apr 3 2012, 06:53 PM) <a href="index.php?act=findpost&pid=1921634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From complab, heading into flight control. As soon as you enter, there is the RT on the high ground to your right. Those rocks have an invisible wall which stick out a solid foot and prevent marines from shooting from the lowground up to the RT.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Right. We're looking into the collisions on rocks
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    Can be a real pain to jump out of the pit to the left (West) of Crossroads TP as both a Marine and Kharaa. You slide around a bunch and can get trapped for a while. I recommend making the rock in the back (North) corner wider, more solid, and a bit higher, so people can confidently jump onto it and over the railing to the TP (maybe flatten it out so it's not too hard to figure out how to escape).

    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.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    <!--quoteo(post=1921669:date=Apr 3 2012, 08:44 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 3 2012, 08:44 PM) <a href="index.php?act=findpost&pid=1921669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can be a real pain to jump out of the pit to the left (West) of Crossroads TP as both a Marine and Kharaa. You slide around a bunch and can get trapped for a while. I recommend making the rock in the back (North) corner wider, more solid, and a bit higher, so people can confidently jump onto it and over the railing to the TP (maybe flatten it out so it's not too hard to figure out how to escape).

    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.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1921606:date=Apr 4 2012, 09:07 AM:name=Dusk)--><div class='quotetop'>QUOTE (Dusk @ Apr 4 2012, 09:07 AM) <a href="index.php?act=findpost&pid=1921606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you make it a little easier for marines to jump into the rocks and then jump up to the RT in flight control. If you are coming from computer lab it is a long run up the stairs to get to the RT.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/wKX2vScngDU"></param><embed src="http://www.youtube.com/v/wKX2vScngDU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    It'd be nice if that trim on the balcony overlooking those rocks in flight control went around the entire railing. I always thought it was dumb you could only jump off the railing and land up there on that left side.
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    <!--quoteo(post=1921723:date=Apr 3 2012, 09:39 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Apr 3 2012, 09:39 PM) <a href="index.php?act=findpost&pid=1921723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/wKX2vScngDU"></param><embed src="http://www.youtube.com/v/wKX2vScngDU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><!--QuoteEnd--></div><!--QuoteEEnd-->

    nice.
  • TremanNTremanN Join Date: 2002-11-13 Member: 8471Members
    Close spawn positions are bad.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1922282:date=Apr 6 2012, 07:40 AM:name=TremanN)--><div class='quotetop'>QUOTE (TremanN @ Apr 6 2012, 07:40 AM) <a href="index.php?act=findpost&pid=1922282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Close spawn positions are bad.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unfortunately there's no feature in the Editor to specify no close spawning without fixing them entirely.
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