Co_Summit "Remix"

ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
edited August 2012 in Mapping
<div class="IPBDescription">Ahh, fresh meat.</div><b><a href="http://www.duplexgaming.co.uk/downloads/maps/104/SummitCombat/" target="_blank">Download from Duplex</a></b>

<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=83722196&searchtext=" target="_blank"><b>Subscribe on the Steam Workshop.</b></a>

This is my attempt at restructuring Summit for compatibility with Combat mode.

The basic structure is Computer Labs VS Data Core, but I've made a slew of changes in between. Glass Hallway now leads around back down into Pipe Junction, Sub Access heads out West into Computer Labs which loops back through Reactor Core and into Maintenance.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/iz0JvD1jDRw"></param><embed src="http://www.youtube.com/v/iz0JvD1jDRw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Here's an overview
<img src="http://www.duplexgaming.co.uk/images/content/map_overviews/Co_Summit%20Preview.jpg" border="0" class="linked-image" />

Aaaaand some in game shots: Note that the changes so far are purely meant for layout testing at the moment, a lot of the things I've done don't look nice yet(weird textures, rushed geometry), but that's because there's no point in prettying them up if they're going to be reworked in the future.

<b>Crossroads Walkway</b>
<img src="http://i.imgur.com/oPQfV.jpg" border="0" class="linked-image" />

<b>Pipe Junction->Glass Hallway</b>
<img src="http://i.imgur.com/sjh6g.jpg" border="0" class="linked-image" />

<b>DC vent</b>
<img src="http://i.imgur.com/RPfdM.jpg" border="0" class="linked-image" />
<b>
Computer Labs->Reactor Core</b>
<img src="http://i.imgur.com/vJ6e2.jpg" border="0" class="linked-image" />

<b>Maintenance->Reactor Core</b>
<img src="http://i.imgur.com/qIJyJ.jpg" border="0" class="linked-image" />

<b>Ventilation</b>
<img src="http://i.imgur.com/fikXS.jpg" border="0" class="linked-image" />

<b><a href="http://www.duplexgaming.co.uk/downloads/maps/104/SummitCombat/" target="_blank">Download from Duplex</a></b>


Main credit of course goes to PsykoMan for creating Summit to begin with :)

Comments

  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I took some feedback from a few guys and made some more changes.

    <b>Update!</b>


    -Removed door in Maintenance.
    -Extended lower platform in Ventilation.
    -Added vent from DC to Glass Hallway.
    -Changed back to fixed spawns, Aliens-DC,Marines-Sub
    -Added a rock formation in the Crossroads walkway so that marines can get back up.
    -Cleaned up some occlusion geometry and open backfaces.
  • Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
    looks really good. With these kind of superb activation of forum users, UWE must think about adding combat mod officially.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Thanks Classic139 :)

    <b>MOAR UPDATES!</b>

    -Cleaned up the rock walkway in the xroads path.
    -Further improved Occlusion Culling
    -Fixed some of the misaligned textures.
    -Opened up vent some more

    <b>Ventilation change:</b>
    <img src="http://i.imgur.com/Ruj8X.jpg" border="0" class="linked-image" />



    I'm now thinking about opening up Computer Labs some more and moving the marine spawn techpoint over to there, but this won't be done until the Combat test day I think. All updates will be available through the same Duplex link, I'll create a Steam Workshop page when that's all working.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited July 2012
    There is going to be a playtest of this map on the Monash servers tonight, so if you're interested, download the map here- <b><a href="http://www.duplexgaming.co.uk/downloads/maps/104/SummitCombat/" target="_blank">Duplex download page.
    </a></b>
    And also the client for the Combat mod itself here: <b><a href="https://github.com/downloads/AlexHayton/NS2Combat/NS2Combat_v.1.0.zip" target="_blank">https://github.com/downloads/AlexHayton/NS2...ombat_v.1.0.zip</a></b>
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    edited July 2012
    GJ Arkanti.

    Im not very into combat, but I think some of these changes are so good they should be implemented into ns2_summit. Both glass hallway and ventilation were very alien favored. It seems like your changes might make them more balanced.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    edited July 2012
    I like the original smaller size. I would've just added a few entraces for both team into the middle section and maybe made it a bit bigger. Sorta like faceoff.

    Also can we get the first page of the combat thread updated with the latest maps, i been playing with a different version for a few days wondering how people are going through walls.

    Really wish map downloading worked. Isnt it ment to be working now?
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1952486:date=Jul 19 2012, 07:31 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ Jul 19 2012, 07:31 PM) <a href="index.php?act=findpost&pid=1952486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GJ Arkanti.

    Im not very into combat, but I think some of these changes are so good they should be implemented into ns2_summit. Both glass hallway and ventilation were very alien favored. It seems like your changes might make them more balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks, although the changes I've made to Glass Hallway have made it more alien favoured if anything.


    <!--quoteo(post=1952489:date=Jul 19 2012, 08:05 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jul 19 2012, 08:05 PM) <a href="index.php?act=findpost&pid=1952489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the original smaller size. I would've just added a few entraces for both team into the middle section and maybe made it a bit bigger. Sorta like faceoff.

    Also can we get the first page of the combat thread updated with the latest maps, i been playing with a different version for a few days wondering how people are going through walls.

    Really wish map downloading worked. Isnt it ment to be working now?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I haven't played Faceoff(or any of the popular NS1 Combat maps) so I'm kind of flailing around in the blind here basing what I do off of feedback as I tweek things.
    I have now got the map onto the Steam workshop so when that's all working as intended, subscribing to there should keep your version up to date.

    For now those extra changes are:


    -Further increased the size of the lower platform in Ventilation
    <img src="http://i.imgur.com/efZNE.jpg" border="0" class="linked-image" />

    -Shortened the stair case into Ventilation from Sub Access Side
    <img src="http://i.imgur.com/x0pS4.jpg" border="0" class="linked-image" />

    -Moved the Marine Spawn to Computer Labs
    -Carved out more room in Computer Lab for the marine base.
    <img src="http://i.imgur.com/JyQbR.jpg" border="0" class="linked-image" />

    -Moved the pipes in Sub Access to expose the vent opening.
    <img src="http://i.imgur.com/BKkes.jpg" border="0" class="linked-image" />

    -Added a ladder to the Glass Hallway balcony.
    <img src="http://i.imgur.com/lthns.jpg" border="0" class="linked-image" />
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited October 2012
    hey Arkanti love the work youve done on this one, I just had couple of matches on it today.
    only thing I can think of is that those crates outside marine start, it would be great if they where a little higher so oni can't reach you.

    I was wondering if you can create a co_veil? some early work have been done <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121640" target="_blank">here</a> but he kinda left it unfinished. would be great to get a more balanced version.
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    Nice work :) Makes me wana put up a co server like the old days
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Co_Summit has finally been updated(fixed)!

    Changelog:

    -Opened up Computer Labs to hopefully remove issues with armoury spawning and general crampedness.
    -Added LOS block from marine spawn in Computer Labs through the doorway in Sub Access to prevent lerk spike trolling following Computer Lab changes.
    -Added cover for alien hive from maximum distance ramp sniping in Data Core
    -Fixed collsion stuck points in Reactor and Ventilation
    -Created a vent that moves from the Crossroads vent entrance to the entrance in Reactor Core. Finally.


    I'm looking to perhaps change up Sub Access as well as it currently sees little action on the low ground.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    room disappearing in that corner in alien spawn
    QSO1DhH.jpg

    also
    prop mistake with stairs outside marine start ( floating stair prop )
    bring back powernodes inside the map because they are now working with the latest version, they can be killed and turns the lights off and will auto heal after 30seconds

    otherwise I like some of those changes, I hated the small marine spawn earlier, not sure about totally blocking hive with those props, maybe figure out a way to only block shooting it from the far corner in this screenshot above, right now u have to be in front of it to shoot it wich is damn near impossible with aliens spawning.
    I also like the vent changes u made there.
    keep up the good work!
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Thanks for the feedback Jibrail!

    I've now fixed the occlusion culling in that screenshot and the stair pieces in Sub Access.

    I don't want to put power nodes in the map, I don't find them interesting in the core game and I think they'd really distract from the -combat- in Combat.
    With the hive blocking, I did that because of the design I've noticed on combat maps I like that limit the exposed area of an alien hive to a small area on the opposite side of the approach. I went halfway on this one. I've actually found it to favour marines in some ways to be honest, with how it funnels the aliens out when they spawn.

    Because of that I have now added a vent from the back of the Data Core hive into central DC to stop the aliens from being totally spawn locked in some scenarios.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    You can use my map_settings entity to make the line of sight longer.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Jibrail wrote: »
    I was wondering if you can create a co_veil? some early work have been done here but he kinda left it unfinished. would be great to get a more balanced version.

    Hey Jibrail, what kind of changes do you think should be made to veil? Other than the dev texture hallway, the map balance isn't too bad. Things I have noticed is the lifted pad areas in West & East are super good for gorging, and of course jetpacks in the hive are extra strong on this map - that high up catwalk in cargo is annoying for aliens and great for JP. The other big change I'd make is allowing Exo to go dome side - one side only for Exo is silly. What other changes would you expect to see?
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    JimWest wrote: »
    You can use my map_settings entity to make the line of sight longer.

    Why do I need to do that?

  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    DarkSeraph wrote: »
    Jibrail wrote: »
    I was wondering if you can create a co_veil? some early work have been done here but he kinda left it unfinished. would be great to get a more balanced version.

    Hey Jibrail, what kind of changes do you think should be made to veil? Other than the dev texture hallway, the map balance isn't too bad. Things I have noticed is the lifted pad areas in West & East are super good for gorging, and of course jetpacks in the hive are extra strong on this map - that high up catwalk in cargo is annoying for aliens and great for JP. The other big change I'd make is allowing Exo to go dome side - one side only for Exo is silly. What other changes would you expect to see?
    Holding thoughts on that as we just got access to stats will let you know when I do.
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