NS1 maps on NS2
Know pain
Join Date: 2012-09-04 Member: 157674Members
<div class="IPBDescription">My thoughts</div>They are just god-awful. You can’t just redo the skin of a map and think it will work well for NS2.
Let’s look at ns_veil, great for NS1 for it just does not work for NS2.
1. There’s only 4 tech points, so players can never play the game to the fullest 3 hives vs 2 command stations.
2. In NS2 aliens have to cyst everywhere and for this map design it’s far too easy for marines to break cyst chains.
3. Because of patch 218 marines can now climb most walls and get into almost every single vent there is. While getting into a vent as a marine is some sneaky evil fun, now most vents have become a death trap for aliens.
4. Don’t change the key points in the map, such as vents or hiding places. One of the greatest things to do as a gorge was get somewhere and bile bomb the marines. Again vents, most places a skulk tries to egg will get stuck as for all other maps too.
5. Marines got it bad since they absolutely have to attack and fast since NS1 maps are designed without tech points. I mean you could drop a cc anywhere you wanted, many times they were even in vents.
Let’s look at ns_veil, great for NS1 for it just does not work for NS2.
1. There’s only 4 tech points, so players can never play the game to the fullest 3 hives vs 2 command stations.
2. In NS2 aliens have to cyst everywhere and for this map design it’s far too easy for marines to break cyst chains.
3. Because of patch 218 marines can now climb most walls and get into almost every single vent there is. While getting into a vent as a marine is some sneaky evil fun, now most vents have become a death trap for aliens.
4. Don’t change the key points in the map, such as vents or hiding places. One of the greatest things to do as a gorge was get somewhere and bile bomb the marines. Again vents, most places a skulk tries to egg will get stuck as for all other maps too.
5. Marines got it bad since they absolutely have to attack and fast since NS1 maps are designed without tech points. I mean you could drop a cc anywhere you wanted, many times they were even in vents.
Comments
1) Makes for different games, not worse.
2) There are ways to work around this, and there are viable ways to play this map as aliens. Again, try and learn. Adapt.
3) Bug, will be fixed and doesn't really relate to the topic.
4) What? "If you use NS1 maps they won't work, here is a post about it" and "Dont change!". Decide?
5) So play aggressive? Since when has camping been a good idea anyway?
That being said the only critique i could give veil (cuz its an outstanding map and plays well) is that it could use techpoints to the east and right, so marines dont have to travel literally across the map to get a 2nd CC while aliens just have to go a room over. Currently aliens just spawn a room over and can put constant pressure from a short distance. There used to be a techpoint at double .. but it made double wayyy too important and the linchpin of a round.
My proposal?
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Top right techpoint cannot have just one exit and 6 techpoints is too much, especially on a bigger map like this
Other (fan) remakes are more fun like eclipse
Well then heres my request, get rid of the doors. I have never been in a game where marines were egg camping from that location, on the other hand I can't remember how many times gorges have destroyed the marines in sub with bile bomb.
That being said the only critique i could give veil (cuz its an outstanding map and plays well) is that it could use techpoints to the east and right, so marines dont have to travel literally across the map to get a 2nd CC while aliens just have to go a room over. Currently aliens just spawn a room over and can put constant pressure from a short distance. There used to be a techpoint at double .. but it made double wayyy too important and the linchpin of a round.
My proposal?<!--QuoteEnd--></div><!--QuoteEEnd-->
However that 'room over' is extremely weak and easy for marines to attack, it also helps to prevent 'mineshaft syndrome' of marines just being able to turtle despite clearly losing, though another tech point somewhere might be nice.
I really dont feel veil does play well, its just instaexpand on 1 harvester into leap and base res into fades. Any other res node for aliens are far too exposed and far away from anything to really bother getting, can you really hold onto C12 for around 5 minuets? (time it takes to cover the cost of the res tower and cysts up to it from the closest hive).
As for double res, as aliens marines can just sit outside cutting cysts forcing you to either waste res permareplacing them or give up whilst they can claim it with a PG in there. Best aliens can hope to do is deny it.
All in all its just meh, take the 'omg its veil' nostalgia away and its not very fun to play, I'd rather play any standard map other than it
As I thought about your response for a while I realized WTF! Does your “community†consist of 5 people complaining a lot or 5 people whose voice actually matters? That vent is one of the few in which a marine cannot get into unless they have a jet pack, so jet packs camping a vent shooting eggs (combat anyone err blackmesa anyone). As for marines in a vent shooting aliens is great but usually only at a long distance, if I get close up one a marine in vent hes dead.
Now since we are on the subject of veil, who played it in NS1? Wern't the hives connected to the ceiling and as for that, why the hell is the ceiling in cargo so god damn high?
I've played it both sides, marines get the easier deal on the map (obviously PGs have even more of a benifit on bigger maps) but its still not fun at all. It might be slightly less formulaic since you're not entirely sure where the hive spawns but still boils down to build both close nodes, get PG up, dump PG in nano and cargo, camp whilst the aliens are starved of res and tech.
Please rework the map.